Aspects that comprise people’s experiences live at many levels—some at the surface, others a little further down, and still others deeply buried inside contexts, people, and objects. James H. Gilmore’s Look: A Practical Guide for Improving Your Observational Skills challenges readers to use many lenses to observe the world around them. This concept is helpful for studying and designing experiences. When we put on different lenses, we can better understand contexts, people, and objects within experience design scenes.
Four experience-level themes within experience design scenes.
Aspects of experiences that can be seen using common methods.
Aspects of experiences that are the heart of an actor.
External factors that can affect people and design actors in experience design scenes.
The duration of time in which experience design scenes take place.
Unwritten "rules" that define acceptable behavior.
Peoples' worldviews and self-concepts shape the ways they make meaning in different situations.
The bank of words and gestures a person knows and uses.
People during goal-directed activities.
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.
Competence or skill to complete an activity.
The moment-by-moment interaction between people and designed outcomes.
The goal the product, service, or system is intended to achieve.
The measure of obstacles that prevent people from accessing a product, service, or system.
The relevancy of a designed outcome to people who use it for a purpose.
The measure of how intuitively a design can be operated.
A design’s functional, cultural, and emotional significance to those who use it.
References and sources that support the inclusion of this Aspects of Experiences for Design component.
Gilmore, J. H. (2016). Look: a practical guide for improving your observational skills. Austin, Texas: Greenleaf Book Group Press.