The scene generator creates random components (contexts, people, and design) and activities. It has a wide range of uses. Educators can use it to randomly generate content for a project or assignment. Practicing designers can use the scene generator as a brainstorming tool to help them consider a wide range of aspects that can affect what should be designed. Anyone can use it as a party game.
Have fun designing for rich experiences!
Playing classic 8-bit video games like Frogger or Galaga.
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.
Stimuli in a context that can be perceived with the senses.
The duration of time in which experience design scenes take place.
Unwritten "rules" that define acceptable behavior.
Random aspects served up to create a persona's characteristics.
Caution: these are randomly generated, so some aspects may contradict one another. Ignore the aspects that don't make sense.
A person's race based on physical appearance.
Emotional and/or romantic attraction to another person.
Facts, information, and skills a person has acquired.
Random aspects served up to create a persona's behavior.
Caution: these are randomly generated, so some aspects may contradict one another. Ignore the aspects that don't make sense.
People's behavioral tendencies.
Random aspects served up to create a persona's experience-level aspects.
Caution: these are randomly generated, so some aspects may contradict one another. Ignore the aspects that don't make sense.
Aspects of experiences that can be seen using common methods.
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.
The bank of words and gestures a person knows and uses.
Aspects of experiences that are hard to see so they must be inspected up-close.
Aspects of experiences that are the heart of a component.
Physical sensations such as pain or coldness.
How a person conceives the overall "tone" of the world.
References and sources that support the inclusion of this Aspects of Experiences for Design component.