Co-experience: Understanding user experiences in social interaction
Co-experience: Understanding user experiences in social interaction
Co-experience: Understanding user experiences in social interaction
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say th<strong>in</strong>gs like “it was a nice conference and I met some people I knew”, or beg<strong>in</strong><br />
to recount the story of the open<strong>in</strong>g day when at the same moment three<br />
different people called her name and she didn’t know who to greet first. The<br />
first is the k<strong>in</strong>d of description that Sacks (Sacks 1995) refers to as “do<strong>in</strong>g be<strong>in</strong>g<br />
ord<strong>in</strong>ary”, where the aim of the description is not to focus on the unusual,<br />
but rather on the expected and the normal, while the second story is an<br />
account of someth<strong>in</strong>g unusual. Actual stories are a production that take <strong>in</strong>to<br />
account rules of storytell<strong>in</strong>g that affect the content: how it is <strong>in</strong>troduced and<br />
framed, who is entitled to what degree of emotional responses and so forth.<br />
(Sacks et al. 1995)<br />
Although the production of stories depends greatly on the situation <strong>in</strong> which<br />
they are told, storytell<strong>in</strong>g can be useful to collect <strong>in</strong>formation quickly about<br />
key problems, relevant <strong>experience</strong>s and breakdowns (Erickson 1995 provides<br />
some examples). How and what is communicated depends very much on how<br />
the questions or recall situations are created. Images can also be used to<br />
prompt stories <strong>in</strong> discussions (Mäkelä & Mattelmäki 2002). Direct questions<br />
often force a presumption on people which they themselves would not have<br />
used or considered. Designers and <strong>user</strong>s alike can also use various media to<br />
express their <strong>experience</strong>s: diaries and other written accounts, visual material,<br />
draw<strong>in</strong>gs and diagrams, photographs, video and any comb<strong>in</strong>ations of these.<br />
This media can help capture rich qualitative and sensory expeirences, document<br />
f<strong>in</strong>d<strong>in</strong>gs and keep them fresh and conv<strong>in</strong>c<strong>in</strong>g even for those who were<br />
not there themselves.<br />
In the follow<strong>in</strong>g, several approaches to learn<strong>in</strong>g about the subjective <strong>experience</strong>s<br />
of others are characterised and compared to each other. The characterisations<br />
are not necessarily mutually <strong>in</strong>clusive, nor is this list<strong>in</strong>g def<strong>in</strong>itive<br />
– however these are the ones that have been emerg<strong>in</strong>g <strong>in</strong> the field of design for<br />
<strong>user</strong> <strong>experience</strong>.<br />
64 2 USER EXPRERIENCE DEMYSTIFIED<br />
• applied ethnography – analytical report<strong>in</strong>g of observations<br />
• empathic approach – observations are balanced with empathy<br />
• participatory approach – support<strong>in</strong>g the creative th<strong>in</strong>k<strong>in</strong>g of<br />
participants<br />
• <strong>in</strong>spirational approach – people’s idiosyncrasies fuel creativity<br />
and ideation<br />
Be<strong>in</strong>g <strong>user</strong> centred does not mean that designers even agree on how to best <strong>in</strong>volve<br />
the <strong>user</strong> <strong>in</strong> the design process and to what degree. The roles of the designer<br />
and researcher vary. The <strong>in</strong>spiration-oriented approach is a designer-centred,