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People-centered Design

  • People?
  • Centered?
  • Design?
  • Experience
  • Quality?
  • Data
  • People?
  • Centered?
  • Design?
  • Experience
  • Quality?
  • Data

Experience is infinite

What is it that makes experience design different from user interface design? The vast majority of user experience designers out there spend their time worrying about navigation, layout, buttons, fonts, colours and icons – all working at the level of features or capabilities and viewed strictly from the screen or product’s perspective. When asked which design they prefer (or consider to be best) many UX designers will be forced to answer “It depends, on who is trying to do what (and maybe where, why and with whom)”.

Such a. cautious answer reflects the common problem that the UX designer is not really designing the UX, but is designing the UI for an (assumed to be) known and understood experience.

But when one starts to look at who is trying to do what (etc), one quickly finds that the experience isn’t well-bounded – just where does the experience start and stop? Do two people doing a task together have the same experience? Where does the experience actually happen (in the world, in the product or in the person’s head)?

These are not just academic or philosophical questions – they go to the heart of what User Experience Design is about, and they catch the key questions about which people are we actually designing for.

The perspectives and stories shared here address these kinds of questions … and reach the conclusion that experience is almost always infinite, reaching outwards through other people and other products into numerous other experiences. The goal of defining an experience strategy for a product (service, etc) is to examine this infinity and reach agreement on the boundaries for the current design process.

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Opinions

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The importance of empathy

But with whom? Most work focuses on our empathy with our customers or users, but it may often be the case that we need empathy with our colleagues even more.

Maps are selective

All good maps are, by necessity, inaccurate.

Experience Strategy or Design Strategy

Brand strategy and design strategy seem to be well understood terms, but the idea of an experience strategy seems to be a step too far for many.

Methods / Tools

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Customer Encounters

Finding new ways to encounter customers is a vital part of a healthy people centred design culture. At Harmony, staff were required to listen in on Technical Support phone calls for a minimum of hours every month. This was very effective in shifting the culture. Going out into the world

Protopie Prototyping

Protopie enables one to build connected prototypes that enable one to explore the experiences of many connected people at the same time.

Look, Listen, Try, Feel

The IDEO Methods cards were initially created as an internal tool, to help everyone see that design research was not a singular methodology, and that there were many, many options.

Journey Maps, etc

Journey maps are an extremely valuable tool and they are particularly effective at helping a broader team understand something of the bigger picture beyond the current narrow focus of the product release, feature, or UI screen. But there is a challenge of being sure that you are capturing the right

Examples

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Locomotive maintenance

Treating Cancer

Delivering radiation therapy

Fallen Leaves

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© 2025 David Gilmore