In Forlizzi and Battarbee’s(2004) research, there are three types of experience, which are experience, an experience, and co-experience. However, the three types of experience are sequencial. In order to describe the flowing process the experience, here we are going to discuss “how was co-experience design happened” and “how to continue co-experience design,” and the model of co-experience design was therefore proposed.
5.4.1 Co-experience happens
Whether through face-to-face communication or other experience-sharing platform, co-experience occurs in the reserving and the sharing of experiences. Reserving is the process with which people keep their memories in safe preservation, and sharing is the way people interact with each other. These two conditions must be satisfied, then co-experiences between one person and friends or strangers would arise.
We found that “sharing” is something natural to do among human activities. Based on out research results, people enjoy sharing their experience with friends because they look forward to share “good news” and hope to be treated the same way. Moreover, they hope to enhance the communication with family members through sharing. After discussing with others, they learn new things and consequently gain a sense of growth. To feel that one has grown with his own family is especially welcomed by users.
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In the meanwhile, humans hope they can influence others by telling their experiences in way of storytelling. They tell stories through personal opinions and emotions, and the experiences are expounded from their own perspectives. It can be described as storytelling which means the experience was narrated as a personal story from the subjective aspects.
As Jodi claimed, “Through the particular and unique interactions, users bestow meaning on situations, creating life stories and stories of product use.”
Most of the time, people expect themselves to be noticed through sharing their experiences. No one likes the feelings of being ignored. Apart from this, an old slang goes like this: “Courtesy demands reciprocity.” is also one of the motivations that people give responses. In addition, people expect others to look into the experiences he or she mentioned and hopes that it can influence others. Whether it’s a thought or an action, people desires to be agreed upon or to be influential when they share.
5.4.2 Co-experience continues
Feedbacks, once again, motivate people to share. Getting feedbacks is to get others’
responses from small compliments to feedback opinions; even a change of behavior is included. A feedback which represents more meaningful changes will inspire much enthusiasm.
Besides gaining what they desired for themselves, they also expect to have some emotional and behavioral impacts on others. For example, when someone share their happiness aroused by seeing a respective speaker, he hopes his friend to share the same feeling with him. Moreover, he hopes that his friend can start to notice and appreciate the speaker, even go to his speech one day. This is due to the need of recognition. Hence, if users can see their own impacts on others, he would be motivated to share his experience again and again.
Rewards or punishments can influence one’s behaviors. A reward such as a smile, a stare, an agreement, or a nod are expanded based on the desire to be part of a group.
(Argyle, 1995) A reward is a positive way to encourage changing. In co-experience platforms, giving feedbacks is the most powerful reward, which belongs to social influence, to make users share constantly. (Kelman, H. 1958).
To make it short, the most important addition to be made is the feedback from others that motivates users to share experience continuously and to achieve the goal of acquiring splendid effects in co-experience design.
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5.4.3 Co-experience process model
Based on Jodi & Katja’s framework of user experience which relates to the design of interactive systems, there are three levels of experience, including experience, an experience, and co-experience. The first one, “experience”, is the constant stream of
“self-talk” that happens when we interact with products or systems. “An experience” is something that could be expressed or articulated. Finally, “co-experience” takes place when experiences are being created together, or as the lifting up experiences shared with others.(Forlizzi & Bartarbee, 2004) However, the three types of experience should be sequential and there should be a model to show the process of co-experience. Apart from the reference, we analyzed the process flow of three prototypes to deduce a model for designer to follow up. Three prototypes which represent three kinds of experiences illustrated as follows.
1. Platform A: sharing experiences with friends and other unknown people
Platform A belongs to a kind of experience that people sharing photos to both their friends and others who interested in watching live show. People sharing their experience through photos and they can share it at once or at home. The process should be like figure 5-1.
Fig. 5-1 Process flow of platform A (A and B represents one of audiences)
In the process of platform A, user A goes to watch the show and share his photos to the public. When B sees those photos slide show, he may download whatever he likes and even can see the related information about the photo provider. Then user B may give thanks to him through the websites or at once. Meanwhile, they may know each other from the interaction.
Seeing show
A
Upload photos
Seeing photos slide show
B
Download photosGiving thanks or knowing each other
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2. Platform B: sharing experiences with performers and other unknown people Platform B represents one kind of experience that people share live atmosphere. No matter the performers, fans, or outside seers, they have co-experience together. The process of platform B was illustrated as figure 5-2.
Fig. 5-2 Process flow of platform B (A represents one audience, B represents performers, and C represents people who walk by The East Gate)
In the platform B, user A as one of audience goes to watch the show, the express their emotion though the property, and performers would play harder whenever they see their enthusiasm. At the same time, people who walk through The East Gate may see the display sett outside and see the high atmosphere maybe attracted to get inside and join the show.
Finally, all of them enjoy the higher atmosphere together.
3. Platform C: sharing experiences with friends
Platform C belongs to a kind of experience that people share their impression with their friends. This kind of experience take times and what they shared is much more deep thinking or feeling. The process flow of platform C was illustrated as figure 5-3.
Seeing show
A
Expressing emotionSeeing fans enthusiasm
B
Perform harder
Go to see the show
C
Seeing high atmosphere Enjoy higher atmosphere
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Fig. 5-3 Process flow of platform C (A represents one audience, and B represents one of A’s friend.)
In platform C, user A goes for the show and records what he and his friends’
impression. Through upload his own impression, he can review his memory in the show. At the same time, he can send inviting postcard which written on his points and views to his friend. User B would receive the invitation and go for shows with A together next time.
From three process flows, we collected the key process and compile the figure 2-1 which was proposed by Jodi & Katja, then the model of co-experience process was produced. (see fig. 5-4)
Fig. 5-4 Co-experience process model
Seeing show
A
Recordingimpression
Upload impression
A
Reviewing records
Sending inviting postcard
Go for shows together next time
B
Receiving invitation
Experiencing
A
An experience
A’
Experiencing
B
An experience
B’
Co-experience
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In the figure of co-experience process, three levels of experience were put in the sequence model. A and B represent users, and A’ and B’ represent their personal experiences. A produce his experience by storytelling after experiencing a product or a service. A’s experience is henceforth passed on to B through sharing. B may be influenced by A’s experience to experience the same product or service, and then B expresses his own experience. If B’s experience went back to A, then it can be said that A and B have co-experience. Meanwhile, the co-experience process forms a cycle and the experiences will be flowing in the system continuously.
It is a completed sequence model to show the dynamic of experience flowing in co-experience. It can be a significant reference for designers to follow when designing a platform which aim at providing co-experience.