You’re the actor for this game! Your job is to complete an assigned activity as best you can, acting out the random characteristics listed below. As you act, play up your condition. Use words and body language that communicates your character. Have fun with it. If your condition makes it hard for you to complete the activity, exaggerate your difficulties.
After you complete the activity, the designers will ask you a few questions about your experience. Stay in character as you answer. Share your feelings. Highlight what was easy for you to do and what wasn’t.
This is the setting where the experience design scene takes place.
The actor should pretend they are in this setting as they act out the scene. Think about how the conditions will impact your experience.
The dimensions of physical spaces where experience design scenes take place.
People and objects in a context that are not the user.
Materials available for use in a setting.
The duration of time in which experience design scenes take place.
A little about the character you are playing.
These are randomly generated, so some aspects may contradict one another. Ignore the aspects that don't make sense.
These are randomly generated, so some aspects may contradict one another. Ignore the aspects that don't make sense.
Emotional and/or romantic attraction to another person.
Ways people are connected to others.
Facts, information, and skills a person has acquired.
Do not show the content below to designers. These details are only for the actor.
Water is fine if you like.
Random aspects served up to create a persona's behavior.
Caution: these are randomly generated, so some aspects may contradict one another. Ignore the aspects that don't make sense.
How your character is Dealing with this Activity
A way of thinking or feeling about an activity or design object.
What a person believes others will think of them when they perform a behavior.
Competence or skill to complete an activity.
Physical sensations such as pain or coldness.
How your Character Makes Meaning
The bank of words and gestures a person knows and uses.
How a person conceives the overall "tone" of the world.
References and sources that support the inclusion of this Aspects of Experiences for Design component.