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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Physical Dimensions
The dimensions of physical spaces where experience design scenes take place.
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Location
A place and time where an experience design scene takes place.
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Body Size
A person's physical size.
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Age
How long a person has lived.
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Sex
A person's biological attributes, including chromosomes, hormone levels, and reproductive/sexual anatomy, which can be assigned at birth or modified through medical interventions.
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Dimensions/Scope
The size of physical products and the complexity of services and systems.
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Material
Physical materials that comprise a designed outcome.
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Style
A design's distinctive appearance.
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Dynamic Level
Dynamic factors are variable—changing with conditions and situations.
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Weather
Physical conditions in a setting.
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Sensory
Stimuli that can be perceived with the senses.
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Available Resources
Materials available for use in a setting.
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Non-User Actors
People and objects in a context that are not the intended experiencer.
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Health Status
A person's physical and mental condition.
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Habits
People's behavioral tendencies.
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Movements
The ways people physically move their bodies.
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Relationships
Ways people are connected to others.
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Role
The functions a person plays in different situations.
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Gender Expression
The outward display of an individual's gender identity through behaviors, clothing, hairstyles, voice, and other forms of presentation.
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Condition
A design's current state of functionality and upkeep.
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Operation
The sequence of steps required to use a product, service, or system.
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Configuration
A design's current phase or arrangement.
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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.
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Laws
Physical and social conventions that govern settings.
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Time
The duration of time in which experience design scenes take place.
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Knowledge
Facts, information, experiences, and insights a person has acquired.
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Attention
Concentration on the activity at hand.
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Abilities
Competence or skill to complete an activity.
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Attitude
A way of thinking or feeling about an activity, product, service, or system.
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Race
A person's race, based on physical characteristics and influenced by social and historical contexts.
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Social Class
A classification based on a person's socio-economic status, including factors such as income, education, and occupation.
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Personality
A person's distinctive character.
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Sexual Orientation
Emotional and/or romantic attraction to another person.
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Subjective Norm
What a person believes others will think of them when they perform a behavior.
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Usefulness
The relevancy of a designed outcome to people who use it for a purpose.
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Usability
The measure of how intuitively a design can be operated.
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Accessibility
The measure of obstacles that prevent people from accessing a product, service, or system.
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Sustainability
Design that meets current needs while considering future impact on people and the environment.
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Underlying Level
These factors underpin contexts, people, and design—below the surface.
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Hierarchy
Power or influence relationships between variables in a context.
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Interconnections
Exchanges and interdependencies between components in experience design scenes.
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Language
The words, gestures, and symbols a person uses to communicate and express thoughts and emotions.
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Values
Fundamental beliefs about what is desirable and ideal.
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Autonomy
The capacity to make choices and have control over one's own life.
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Competence
The feeling of being effective and skilled in one's activities and interactions.
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Culture
Patterns of behavior that unify a people group.
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Intention
A person's determination to complete an activity.
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Relatedness
Affordances
Any activities that can be completed using a design.
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Desirability
The aesthetic appeal and emotional resonance of a product, service, or system.
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Ethics
The level at which designs prioritize ethical sourcing, production practices, responsibility, and resilience.
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Purpose
The goal the product, service, or system is intended to achieve.
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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.
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Social Norms
Unwritten "rules" that define acceptable behavior.
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Self-Concept
People's collected beliefs about themselves.
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Worldview
How a person conceives the overall "tone" of the world.
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Sensations
Physical sensations such as pain or coldness.
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Mood
A person's underlying emotional state.
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Meaning
A design's functional, cultural, and emotional significance to those who use it.
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Memorability
Design that resonates emotionally with users and leaves lasting impressions.
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