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Co-experience: Understanding user experiences in social interaction

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(see Figure 20). After a while one of them decided that the <strong>experience</strong> had been<br />

<strong>in</strong>formative enough, and gestured to the other that he would be go<strong>in</strong>g back to<br />

the “campfire” (Figure 21). The other thought it was a sign that a fish had been<br />

caught, and waved back enthusiastically with thumbs up. This <strong>in</strong>cident led<br />

the students to th<strong>in</strong>k of a way to share the catch<strong>in</strong>g fish <strong>experience</strong> – through<br />

tactile feedback <strong>in</strong> the fish<strong>in</strong>g rods. All other equipment was elsewhere, but<br />

through the rods two or three k<strong>in</strong>ds of tactile messages could be shared between<br />

fishermen who might otherwise be out of sight or not <strong>in</strong>cl<strong>in</strong>ed to shout<br />

loudly to each other.<br />

Different variations of prototype use can be identified, which vary accord<strong>in</strong>g<br />

to the purpose, the functionality, specificity and robustness of implementation.<br />

Experience props are objects that represent for example the size or form<br />

factor of a product concept, which can be “used” or acted with <strong>in</strong> everyday life<br />

to assess issues such as portability and help <strong>in</strong> participatory design activities.<br />

Iacucci et al. describe their “magic th<strong>in</strong>g”, a block of foam (Iacucci et al. 2000)<br />

used <strong>in</strong> contextual ideation sessions. Simple, suggestive foam models were also<br />

used with children <strong>in</strong> a participatory design session <strong>in</strong> the Maypole project<br />

(Maypole 1999). These essentially help imag<strong>in</strong><strong>in</strong>g use and learn<strong>in</strong>g about the<br />

relationship of the concept and the context.<br />

Off the shelf <strong>experience</strong> prototypes are exist<strong>in</strong>g products that can, with some,<br />

little or no t<strong>in</strong>ker<strong>in</strong>g, provide a robust prototype for one or two key functionalities<br />

of <strong>in</strong>terest. Kurv<strong>in</strong>en & Kosk<strong>in</strong>en used polaroid cameras and paper to<br />

prototype an onl<strong>in</strong>e photo album with a group of people (2003). Kosk<strong>in</strong>en et<br />

al. (2002) used exist<strong>in</strong>g digital cameras and communicators to simulate mobile<br />

image communication. In article 1 (Mäkelä & Battarbee 1999), children<br />

used Gameboy Cameras to see what k<strong>in</strong>ds of mobile image tak<strong>in</strong>g <strong>experience</strong>s<br />

they might enjoy. These are robust, functional, implementable tools that can<br />

be applied for estimates or approximations of <strong>user</strong> <strong>experience</strong> or for particular<br />

aspects of <strong>experience</strong>. The advantage of off-the-shelf products is that they<br />

can usually be put <strong>in</strong>to use early <strong>in</strong> the process, when they can still <strong>in</strong>fluence<br />

decision mak<strong>in</strong>g.<br />

Experiential prototypes are specifically constructed to demonstrate an aspect<br />

or quality of functionality or <strong>in</strong>teraction that cannot be demonstrated with<br />

off-the-shelf products or more ref<strong>in</strong>ed comb<strong>in</strong>ations of functionalities. To communicate<br />

the <strong>in</strong>tended <strong>experience</strong> of the digital camera, a large prototype was<br />

constructed to tune and demonstrate the <strong>experience</strong> (Buchenau & Fulton Suri<br />

2000). The projects Pogo and LiMe at Philips ga<strong>in</strong>ed much from us<strong>in</strong>g experiential<br />

prototypes as well (Goulden & McGroary 2003). Experiential prototypes are<br />

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