People: Motivation

Scenes Components People
Lens: Type: Experience Theme
People: Motivation:

People during goal-directed activities.

Photo: dpopbes
two women using cell phones

Experiences happen in a sequence that mimics dramatic structure familiar in storytelling. A person’s experience when sending an email starts by navigating to Gmail using a web browser. Next, they create a new email and enter address information. They then write a subject and the body of the message. The activity concludes when the sender clicks “send” and closes Gmail. Using Gmail is a pretty straightforward process.

However, not all Gmail experiences are the same. If a person is writing a breakup email to a boyfriend, or if they are using assistive devices because they are blind, the Gmail user experience will be very different—the story will include different twists and turns. Stories are seldom the same for all people in all experience design scenes. When designers embrace their role in interpreting and designing stories, they can facilitate usage scenarios in ways that match actors’ goals.

All storytelling aspects are specific to a moment when a person uses a design outcome. These aspects center on the use scenario, itself—the act of completing a goal by doing an activity. Use these aspects when examining ways people use design.

People: Meaning-Making

People: Storytelling

Select any of the aspects to learn its role in experience design scenes at the experience level.

People: Meaning-Making

Complex

Language

Underlying

Culture Values

Core

Self-Concept Worldview
People: Motivation

Complex

Attention Attitude Subjective Norm Abilities

Underlying

Intention Role

Core

Sensations Mood

Sources

References and sources that support the inclusion of this Aspects of Experiences for Design component.

Design

Hall, E. (2018). Thinking in Triplicate. Retrieved March 3, 2020 from https://medium.com/mule-design/a-three-part-plan-to-save-the-world-98653a20a12f

Kalbach, J. (2016). Mapping experiences: a guide to creating value through journeys, blueprints, and diagrams. Sebastopol, CA: O’Reilly Media.

Norman, D. A. (2013). The Design of Everyday Things (Revised and expanded edition ed.). New York: Basic Books.