Factors
Context
The physical spaces, ideas, and prevailing attitudes of a place and time affect experience design scenes.
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People: Self
A person's internal and physical identity.
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People: Social
Ways people relate to others and how they perceive themselves in those relationships.
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Design
Anything designed—a product, service, or system.
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Characteristic Level
Physically observable and measurable factors. Characteristics can be identified and described.
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Location
A place and time where an experience design scene takes place.
Paris, France
Remote mountain cabin
Hospital waiting room in 1964
Chicago Subway platform
More About Location
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Physical Dimensions
The dimensions of physical spaces where experience design scenes take place.
A cramped airplane seat
Spacious art gallery
Narrow hallway
Massive open plains
More About Physical Dimensions
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Body Size
A person's physical size.
Petite child
Plus-size shopper
Muscular athlete
Pregnant person
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Age
How long a person has lived.
2 year-old Toddler learning
Middle-aged professional
84 year-old adult
Teenager
More About Age
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Sex
A person’s biological attributes, including chromosomes, hormone systems, and internal or external reproductive anatomy, that are typically assigned at birth but may be clarified or modified through development, medical evaluation, or medical interventions.
Female
Male
XX Intersex
XY Intersex
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Dimensions/Scope
The size of physical products and the breadth and complexity of services and systems.
Pocket-sized tool
Enterprise system
Miniature component
Large-scale service
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Material
Physical materials that comprise a designed outcome.
Stainless steel
Recycled plastic
Digital interface
Soft fabric
More About Material
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Style
A design's distinctive appearance.
Minimalist aesthetic
Retro design
Playful colors
Professional finish
More About Style
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Dynamic Level
Dynamic factors are variable—changing with conditions and situations.
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Weather
Physical conditions in an indoor or outdoor setting.
Sudden rainstorm
Sweltering heat
Foggy morning
Comfortable air conditioning
More About Weather
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Sensory
Stimuli that can be perceived with the senses.
Loud construction noise
Fresh bread aroma
Dim lighting
Vibrating phone
More About Sensory
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Available Resources
Materials available for use in a setting.
Free WiFi
Water fountain
Charging station
Wheelchair ramp
More About Available Resources
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Non-User Actors
People and objects in a context that are not the intended experiencer.
Crying baby
Security guard
Service dog
Delivery robot
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Health Status
A person's physical and mental condition.
Chronic pain
High physical fitness
Fighting a cold
Managing depression
More About Health Status
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Habits
People's behavioral tendencies.
Checks phone constantly
Morning coffee ritual
Exercises daily
Procrastinates
More About Habits
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Body Movements
The ways people physically move their bodies.
Walks with cane
Fidgets nervously
Graceful dancer
Slouches
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Relationships
Ways people are connected to others.
New parent
Caregiver
Estranged sibling
Close friends
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Role
The functions a person plays in different situations.
Team leader
Student learner
Customer
First-time visitor
More About Role
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Gender Expression
The outward presentation of a person's gender through clothing, behavior, hairstyle, voice, and other expressive cues.
Masculine presentation
Feminine style
Androgynous look
Non-conforming dress
More About Gender Expression
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Condition
A design's current state of functionality and upkeep.
Brand new
Well-worn
Broken screen
Pristine condition
More About Condition
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Operation
The sequence of steps required to use a product, service, or system.
Three-step process
Manual control
Voice activated
Touch interface
More About Operation
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Configuration
A design's current phase or arrangement.
Folded compact
Expanded mode
Default settings
Adjustable position
More About Configuration
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Complex Level
Complex factors are multifaceted and are often challenging to completely describe because they involve many interrelated concepts.
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Demographics
The measurable qualities of people and people groups in a population.
College town
Retirement community
Tech hub
Rural farming area
More About Demographics
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Laws
Physical and social conventions that govern settings.
No smoking policy
Speed limit
Parking restrictions
Building codes
More About Laws
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Time
The duration of time in which experience design scenes take place.
8 months until birth
All day to relax
One week of vacation
30-minute lunch break
More About Time
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Knowledge
Facts, information, experiences, and insights a person has acquired.
Expert programmer
Novice cook
Medical knowledge
Local insider
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Attention
Concentration on the activity at hand.
Easily distracted
Multitasking
Hyper-aware
Zoned out
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Abilities
Competence or skill to complete an activity.
Blind user
Skilled craftsperson
Limited mobility
Deaf community member
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Attitude
A way of thinking or feeling about an activity, product, service, or system.
Enthusiastic supporter
Resistant to change
Optimistic outlook
Cynical perspective
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Race
A person's perceived physical traits shaped by historical and cultural contexts.
Black
White
Asian
Indigenous
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Social Class
A classification based on a person's socio-economic status, including factors such as income, education, and occupation.
Working class
Upper middle class
Experiencing poverty
Wealthy elite
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Personality
A person's distinctive character.
Extroverted networker
Introverted thinker
Risk-taker
Cautious planner
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Sexual Orientation
Patterns of emotional, romantic, and/or sexual attraction to others.
Gay
Bisexual
Asexual
Heterosexual
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Subjective Norm
A person's perception of how others will judge or expect them to behave.
Peer expectations
Family pressure
Community norms
Social media influence
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Usefulness
The relevancy of a designed outcome to people who use it for a purpose.
Solves real problem
Mostly decorative
Essential tool
Rarely needed
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Usability
How easily and effectively a user can operate a design to achieve their goals.
Intuitive interface
Confusing controls
Easy to learn
Requires training
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Accessibility
The measure of obstacles that prevent people from accessing a product, service, or system.
High contrast mode
Wheelchair accessible
Closed captions
Large buttons
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Sustainability
Design that meets present needs while ensuring long-term viability—environmentally, socially, and organizationally.
Cost-efficient operations
Recyclable materials
Low energy use
Maintainable over time
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Underlying Level
These factors underpin contexts, people, and design—below the surface.
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Cultural Makeup
The variety of cultural expressions, traditions, languages, values, and beliefs that exist within a community.
Multilingual signage
Only fast-food options
High school football night
Religious plurality
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Hierarchy
Power or influence relationships between variables in a context.
Corporate structure
Social status markers
Building dominates a skyline
Impending hurricane
More About Hierarchy
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Interconnections
Exchanges and interdependencies between components in experience design scenes.
Transit hub
Social network
Ecosystem
Communication web
More About Interconnections
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Language
The words, gestures, and symbols a person uses to communicate and express thoughts and emotions.
Native Spanish speaker
Sign language user
Bilingual communicator
Technical jargon
More About Language
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Values
Fundamental beliefs about what is desirable and ideal.
Family first
Career-focused
Spiritual seeker
Social justice advocate
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Autonomy
The capacity to make choices and have control over one's own life.
Seeking control
Self-directed learner
Restricted choices
Empowered agent
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Competence
The feeling of being effective and skilled in one's activities and interactions.
Building skills
Feeling capable
Struggling learner
Confident expert
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Culture
Shared beliefs, values, traditions, and behavioral patterns that shape how a group understands and interacts with the world.
Collectivist mindset
Individualist approach
Traditional practices
Cultural hybrid
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Intention
A person's determination to complete an activity.
Determined to succeed
Half-hearted effort
Uncertain purpose
Strong commitment
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Relatedness
Affordances
The actions a design makes possible or invites a user to perform.
Obvious handle
Push plate
Clickable link
Graspable shape
Slidable control
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Desirability
The aesthetic, emotional, and symbolic appeal that makes a design attractive or compelling.
Status symbol
Emotional appeal
Aspirational brand
Delightful surprise
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Ethics
The extent to which a design avoids harm and upholds fairness, responsibility, and integrity in its creation and use.
Fair trade sourced
Privacy-first
Transparent data use
Social responsibility
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Purpose
The intended function or outcome a design exists to accomplish.
Enable communication
Provide shelter
Facilitate learning
Entertain users
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Core Level
These are the foundational, often unspoken factors that reside at the deepest levels of contexts, people, and design.
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Social Climate
Perceived attitudes in a setting.
Welcoming vibe
Competitive energy
Fearful mood
Celebration spirit
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Social Norms
Unwritten "rules" that define acceptable behavior.
Quiet library
Tipping expected
Remove shoes
Eye contact varies
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Self-Concept
People's beliefs, perceptions, and evaluations about themselves.
Feeling inadequate
Strong sense of identity
Questioning one's self
Positive self-image
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Worldview
The lens through which a person interprets reality, shaping their assumptions about life, meaning, and the nature of the world.
Optimistic outlook
Pessimistic lens
Religious framework
Scientific perspective
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Sensations
Physical sensations such as pain or coldness.
Sharp pain
Comfortable warmth
Refreshing coolness
Unpleasant itch
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Mood
A person's underlying emotional state.
Joyful
Irritable
Melancholic
Peaceful
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Meaning
A design's functional, cultural, and emotional significance to those who use it.
Family heirloom
Cultural symbol
Memento
Status marker
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Memorability
Design that resonates emotionally with users and leaves lasting impressions.
Unforgettable experience
Lasting impression
Easily forgotten
Remarkable moment
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