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Co-experience: Understanding user experiences in social interaction

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<strong>social</strong> <strong>in</strong>teraction to design, be it about work or systems of collaboration (Heath<br />

& Luff 2000).<br />

All k<strong>in</strong>ds of design are still needed as <strong>in</strong> the days of Modernism. There are the<br />

rare but necessary radical <strong>in</strong>novations that usually have little to do with <strong>in</strong>volv<strong>in</strong>g<br />

the <strong>user</strong>s and at the same time <strong>user</strong>s’ <strong>social</strong> <strong>in</strong>novation <strong>in</strong> tak<strong>in</strong>g exist<strong>in</strong>g<br />

technologies and appropriat<strong>in</strong>g them. Similarly, there is need for a good, solid<br />

development of products <strong>in</strong>volv<strong>in</strong>g design work, materials and manufacture<br />

development and which clearly can benefit from <strong>user</strong> centred processes.<br />

There is also need for experimentation, style and styl<strong>in</strong>g, fashion, <strong>in</strong>teractivity<br />

and breach<strong>in</strong>g the boundaries of design, <strong>in</strong>teraction, art and technology.<br />

Increas<strong>in</strong>gly, design is also part of creat<strong>in</strong>g technologies for people’s lives, for<br />

communication, for activities that tie many others together, and for allow<strong>in</strong>g<br />

people to create content. This l<strong>in</strong>e of work could probably most benefit from<br />

this study, as it is about how technology, <strong>social</strong> <strong>in</strong>teraction and design all come<br />

together <strong>in</strong> ways that can be learned from and designed for. <strong>Co</strong>-<strong>experience</strong> as<br />

a concept can <strong>in</strong>form the design of spaces, of products, of human computer<br />

<strong>in</strong>teraction, new media, and events.<br />

The validity of the ideas and proposals, <strong>in</strong> a practical sense, is determ<strong>in</strong>ed<br />

by how many <strong>user</strong> <strong>experience</strong> professionals learn about them and whether the<br />

ideas presented have a positive effect on the def<strong>in</strong>ition and perception of the<br />

term “<strong>user</strong> <strong>experience</strong>” <strong>in</strong> practical work. Determ<strong>in</strong><strong>in</strong>g such success and effect<br />

is difficult – the dissertation alone should not be expected to change much <strong>in</strong><br />

a grand scale – such a goal should rather be a life-long one.<br />

Secondly, the validity of the ideas can be seen more directly <strong>in</strong> how they become<br />

visible <strong>in</strong> further research on design and <strong>user</strong> <strong>experience</strong> – thanks to onl<strong>in</strong>e<br />

reference track<strong>in</strong>g <strong>in</strong> databases, follow<strong>in</strong>g this k<strong>in</strong>d of <strong>in</strong>fluence is easier,<br />

though possibly rather superficial. Thirdly, the proof of concept of the validity<br />

of the ideas is to be seen <strong>in</strong> how these ideas can be put <strong>in</strong>to practice <strong>in</strong> my<br />

own future work, be it practical design work, design education or technology<br />

research. Of this I am most optimistic. Apply<strong>in</strong>g the idea of <strong>user</strong> <strong>experience</strong> <strong>in</strong><br />

<strong>social</strong> <strong>in</strong>teraction and collaboration contexts seems a promis<strong>in</strong>g one.<br />

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