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Co-experience: Understanding user experiences in social interaction

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68 2 USER EXPRERIENCE DEMYSTIFIED<br />

stand<strong>in</strong>g. Empathy <strong>in</strong> the field visits is important as empathic design is based on<br />

observation (Leonard & Rayport 1997). The observations can be documented<br />

with rich media: pictures, video, sound, th<strong>in</strong>gs that people have made or used,<br />

scenarios, stories, and so forth (see Figure 14). These observations and materials<br />

then need to be processed, organised and communicated with others.<br />

Schön & Bennett outl<strong>in</strong>e three k<strong>in</strong>ds of reflection <strong>in</strong> relationship to design.<br />

Reflection is always spurred by an element of surprise. Firstly, reflection <strong>in</strong> action<br />

happens while do<strong>in</strong>g, and implies a process where the person beg<strong>in</strong>s to<br />

observe the situation while do<strong>in</strong>g and take it <strong>in</strong>to account. Reflection can also<br />

happen on action, which means that people stop what they were do<strong>in</strong>g and beg<strong>in</strong><br />

to analyse the surprise and its cause and implications. The third is reflection<br />

on practice – which is how masters teach novices. (Schön & Bennett 1996)<br />

Design empathy works because it helps to f<strong>in</strong>d the th<strong>in</strong>gs that surprise, that<br />

move, that are emotionally significant. Design empathy deals not only with<br />

context, but also with the role of the researcher (for a more complete account,<br />

see Kosk<strong>in</strong>en & Battarbee 2003) (see Figure 15).<br />

Empathic design is <strong>user</strong>-centred, but offers ways to extend the experienc<strong>in</strong>g<br />

<strong>in</strong>to other contexts as well: role-play<strong>in</strong>g, bodystorm<strong>in</strong>g and try<strong>in</strong>g th<strong>in</strong>gs out<br />

can be important aspects of design studio work as well. As <strong>in</strong> usability, discount<br />

methods such as cognitive walkthroughs and heuristics can help designers<br />

challenge their own th<strong>in</strong>k<strong>in</strong>g; some of these methods can be seen as a way<br />

to improve the <strong>experience</strong> vocabulary of the designers as well as to jump start<br />

and fuel their creative processes at the office.<br />

The empathic approach supports ideation more than the ethnographic approach,<br />

because it does not imply that design<strong>in</strong>g and learn<strong>in</strong>g about <strong>user</strong>s is<br />

separate. The results are often described as stories, scenarios, and even design<br />

ideas. It could even be called more designerly, as it does not follow a strict methodology,<br />

but rather puts the designers <strong>in</strong> direct contact with their end <strong>user</strong>s at<br />

least at times. The analys<strong>in</strong>g is kept to a m<strong>in</strong>imum; report<strong>in</strong>g is designed to be<br />

conv<strong>in</strong>c<strong>in</strong>g and rich and the emphasis is on personal <strong>experience</strong>.<br />

2.3.3 PARTICIPATORY CREATIVITY<br />

Design is often understood as a production process, but it can also be seen as<br />

a learn<strong>in</strong>g process. In <strong>user</strong> centred “learn<strong>in</strong>g”, people are brought <strong>in</strong>to a process<br />

where they can together with researchers reflect on and construct knowledge<br />

about their <strong>experience</strong>s (see Fig. 16). A true understand<strong>in</strong>g of <strong>experience</strong><br />

happens when people are actually <strong>in</strong>volved <strong>in</strong> the process, as more than just<br />

<strong>in</strong>formants (Sanders 1999), the term anthropology uses of the people they<br />

study.

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