People behave differently depending on where they are and the activities they are trying to complete. Wedding guests at a reception often dance. Some dancers are more conservative—choosing dances with step patterns like the two-step or a waltz. Other guests get funky and flail any way they like. Still, other guests may decide not to dance. When people use products, services, and systems, they behave in ways designers intended, and sometimes in ways that designers didn’t quite expect.
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.
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.
References and sources that support the inclusion of this Aspects of Experiences for Design component.