Every Experience Design scene involves three components: context, people, and design. Experience design scenes are shaped by the ways these components interact.
These aspects describe the physical makeup of contexts, people, and designed objects as well as ways they behave.
One of the three essential parts of the experience design scene. A context, person, or design.
Qualities that can be observed, measured, and articulated.
Ways context, people, and design act and change.
The physical spaces, ideas, and prevailing attitudes of a place and time affect experience design scenes.
A place and time where an experience design scene takes place.
Physical and social conventions that govern settings.
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.
A person's internal and physical identity.
How long a person has lived.
A person's assigned sex at birth.
A person's race based on physical appearance.
A person's sense of their own gender.
A person's physical size.
A person's physical and mental condition.
Ways people relate to others and how they perceive themselves in those relationships.
Emotional and/or romantic attraction to another person.
Ways people are connected to others.
A classification based on a person's social and economic status.
Facts, information, and skills a person has acquired.
A person's distinctive character.
Anything designed—a product, service, or system.
A design’s distinctive appearance.
Physical materials that comprise a designed outcome.
The size of physical products and the complexity of services and systems.
These aspects describe experience-level qualities of contexts, people, and designed objects.
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's collected beliefs about themselves.
How a person conceives the overall "tone" of the world.
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.
Physical sensations such as pain or coldness.
A person's emotional state.
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.
Janlert, L.-E., & Stolterman, E. (2017). Things That Keep Us Busy: The Elements of Interaction. The MIT Press.
Callon, M. (2004). Actor-Network Theory: The Market Test. In J. A. H. Law, J. (Ed.), Actor Network Theory and After (pp. 181-195). London: Blackwell Press.
Latour, B. (2008, September 3). A Cautious Prometheus? A Few Steps Toward a Philosophy of Design. Proceedings from Networks of Design meeting of the Design History Society, Falmouth, Cornwall.
Ritzer, G. (2004). Actor Network Theory (Encyclopedia of Social Theory). London: Sage.
Goffman, E. (1973). The presentation of self in everyday life. Woodstock, New York: Overlook Press.