Aspects of experiences that can be seen using common methods.
The bank of words and gestures a person knows and uses.
The duration of time in which experience design scenes take place.
The goal the product, service, or system is intended to achieve.
The measure of how intuitively a design can be operated.
The relevancy of a designed outcome to people who use it for a purpose.
The measure of obstacles that prevent people from accessing a product, service, or system.
Competence or skill to complete an activity.
Concentration on the activity at hand.
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.