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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3.1 REALITY SEEKS THEORY FOR SERIOUS PARTNERSHIP<br />
80 3 CO-EXPERIENCE<br />
In 1998 an EU project called Maypole was develop<strong>in</strong>g concepts to support <strong>social</strong><br />
communication among children and their immediate family and peers. The team<br />
at Hels<strong>in</strong>ki University of Technology engaged <strong>in</strong> a host of different activities<br />
<strong>in</strong>volv<strong>in</strong>g children, foam and cardboard models and real products, each tried<br />
and learned from <strong>in</strong> turn (Maypole 1999). Experiences with prototypes were useful<br />
and guided towards a common research <strong>in</strong>terest, but the most <strong>in</strong>terest<strong>in</strong>g<br />
study – <strong>in</strong> fact the seed for this work – came from field studies (Article 1, Mäkelä<br />
& Battarbee 1999). The first was a field study of a kid computer called <strong>in</strong>2it, a<br />
product never launched on the market. Five sibl<strong>in</strong>gs used the <strong>in</strong>2its for a week<br />
and were <strong>in</strong>terviewed about their use. The second was a field experiment with<br />
Gameboy Cameras. Two groups of children used gameboy cameras and pr<strong>in</strong>ters<br />
for a week, tak<strong>in</strong>g pictures, edit<strong>in</strong>g them and pr<strong>in</strong>t<strong>in</strong>g them out as small<br />
stickers. The <strong>in</strong>terviews took place after the week and the children showed us<br />
copies of the pictures they had taken describ<strong>in</strong>g what they had done, where<br />
and with whom. The results of their activities are described <strong>in</strong> the follow<strong>in</strong>g<br />
scenario sketches (Figures 18 & 19).<br />
In these examples the important <strong>experience</strong> and explorations of the products<br />
are not private and <strong>in</strong>dividual, but <strong>social</strong> and shared. New k<strong>in</strong>ds of uses<br />
and applications emerge and are tried out <strong>in</strong> collaborative use. The models of<br />
<strong>user</strong> <strong>experience</strong> that are described <strong>in</strong> Chapter 2, while address<strong>in</strong>g <strong>social</strong> needs<br />
<strong>in</strong> general, do not, for the most part, take <strong>in</strong>to account what happens to <strong>user</strong><br />
<strong>experience</strong>s <strong>in</strong> <strong>in</strong>teraction when people start collaborat<strong>in</strong>g, communicat<strong>in</strong>g and<br />
do<strong>in</strong>g th<strong>in</strong>gs together.<br />
These aspects have been addressed <strong>in</strong> some other fields of research. The children<br />
<strong>in</strong> the scenarios are clearly hav<strong>in</strong>g fun, but can this be explored <strong>in</strong> terms<br />
of <strong>user</strong> <strong>experience</strong>? The <strong>in</strong>teraction approaches <strong>in</strong> Chapter one (Forlizzi & Ford<br />
2000, Wright et al. 2003) come closest to break<strong>in</strong>g the <strong>in</strong>visible conceptual barrier<br />
that surrounds the <strong>in</strong>dividual <strong>in</strong> <strong>user</strong> <strong>experience</strong> frameworks. Forlizzi and<br />
Ford (2000) describe storytell<strong>in</strong>g <strong>in</strong>teractions that result <strong>in</strong> mean<strong>in</strong>g-mak<strong>in</strong>g or<br />
narrative <strong>experience</strong>s. Wright et al. (2003) describe processes of mean<strong>in</strong>g mak<strong>in</strong>g<br />
that are part of <strong>experience</strong>. Although these – recount<strong>in</strong>g, anticipat<strong>in</strong>g etc.<br />
– can happen <strong>in</strong> self-talk, a <strong>social</strong> activity that treats the self as a subject, most<br />
often these mean<strong>in</strong>g mak<strong>in</strong>g <strong>in</strong>teractions <strong>in</strong>volve other people. Both models<br />
state that th<strong>in</strong>gs are made mean<strong>in</strong>gful or become mean<strong>in</strong>gful, but neither the<br />
presence nor absence of others is elaborated.