Yes, experience can be designed

Yes, Experience Can Be Designed

This article got me thinking about User Experience. It has always seemed instinctive and clear to me that experience can be designed, and I’m always surprised that there is any negativity in the matter. From film to theme parks, our experience is crafted by people who know how to manipulate our senses and deeply affect us on an emotional level. Even when we walk into a cathedral we are cajoled through the design of space, proportions and acoustics to feel awe struck at the wonder of it all.

We are simple beings in many ways. We crave order, aesthetic pleasure, ergonomics, simplicity and a clear path to follow. This can all be achieved through good design and consideration to the experiences we deliver.

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  • Shane Fleming

    Hi, no offense, and I hate to add negative comments but seriously, I don’t want to receive emails with articles like this one. What did I learn from this? Uhm…

    I love Boagworld and have followed you avidly for a few years now but just felt I should mention that this doesn’t meet your high standards.  Sorry Leigh!

  • Shane Fleming

    I love your website Leigh, by the way :)

  • sandro wellenzohn

    hi there,

    I think you’re partly right.But you do NOT design the experience, though. Thats because you cannot design the user, which gains those very personal experiences … and you cannot exactly design the intention and situation/circumstances in which the thing is used. What we as designers do is we are designing something that is able to evoke great experiences. Take the theme-park example: One will find that the experience he had on the coaster thrilling and very cool, and another will develop anxiety or something else when riding trough the very same loopings.

  • sandro wellenzohn

    hi there,

    I think you’re partly right.But you do NOT design the experience, though. Thats because you cannot design the user, which gains those very personal experiences … and you cannot exactly design the intention and situation/circumstances in which the thing is used. What we as designers do is we are designing something that is able to evoke great experiences. Take the theme-park example: One will find that the experience he had on the coaster thrilling and very cool, and another will develop anxiety or something else when riding trough the very same loopings.

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