All aspects of experiences for design in one spot for easy reference. Use these when researching for design and when designing experience-centered outcomes.
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.
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.
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.
Physical conditions and perceived attitudes in a setting.
Stimuli in a context that can be perceived with the senses.
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.
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.
People's behavioral tendencies.
The ways people physically move.
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.
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.
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.
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.
A design's current condition or phase.
The sequence of steps required to use a design outcome.
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.