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Co-experience: Understanding user experiences in social interaction

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S UM -<br />

MARY<br />

8<br />

This dissertation focuses on <strong>user</strong> <strong>experience</strong>, and <strong>in</strong> particular co-<strong>experience</strong>:<br />

<strong>user</strong> <strong>experience</strong>s <strong>in</strong> <strong>social</strong> <strong>in</strong>teraction. User <strong>experience</strong> is a term that has become<br />

popular <strong>in</strong> <strong>user</strong> centred design <strong>in</strong> recent years. It offers a holistic approach to<br />

understand<strong>in</strong>g the relationship between the <strong>user</strong> and product, and the <strong>experience</strong>s<br />

that result from their <strong>in</strong>teraction.<br />

However, a review of the current <strong>user</strong> <strong>experience</strong> literature reveals that the<br />

term <strong>user</strong> <strong>experience</strong> lacks a common def<strong>in</strong>ition. Instead, it is often used to<br />

embrace a broader context for design that relates to the needs, emotions and<br />

<strong>experience</strong>s of <strong>user</strong>s and to the products that contribute to them. It then depends<br />

on the field of design how broad and <strong>in</strong>clusive the def<strong>in</strong>ition becomes.<br />

In concept design the focus is on the <strong>experience</strong>s that the future <strong>user</strong>s f<strong>in</strong>d<br />

mean<strong>in</strong>gful, useful and delightful, which are used <strong>in</strong>stead of the more common<br />

problem-solv<strong>in</strong>g approach as the start<strong>in</strong>g po<strong>in</strong>t for design. In the design of <strong>in</strong>teractive<br />

content, the focus tends to be on the <strong>in</strong>terface solution itself. However,<br />

there is also research that attempts to def<strong>in</strong>e <strong>user</strong> <strong>experience</strong> <strong>in</strong> a way that is<br />

theoretically <strong>in</strong>formed. These recent approaches def<strong>in</strong>e <strong>user</strong> <strong>experience</strong> as both<br />

the “moment” of <strong>in</strong>teraction and its different qualities between person and environment,<br />

as well as the mean<strong>in</strong>g mak<strong>in</strong>g activities that relate the past to the<br />

present and anticipate the future. It is the aspect of mean<strong>in</strong>g and its relationship<br />

to time that is often lack<strong>in</strong>g from the practice-oriented approaches.<br />

In the design literature there is a clear bias towards treat<strong>in</strong>g <strong>experience</strong> as<br />

a private phenomenon and support<strong>in</strong>g ways to let people express what they<br />

have <strong>experience</strong>d to researchers and designers. However, the <strong>social</strong> <strong>in</strong>teraction<br />

situation <strong>in</strong>fluences what is communicated and how. When decid<strong>in</strong>g how to share

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