Experience Design Factors

By Dennis Cheatham

A practical framework for designing experiences that matter and demystifying ones that don't.

Experiences Can be Designed

dennis cheatham portrait standing next to a miami university M logo statue in a visitor center building
Yes, a big Miami University “M” logo statue can make the visitor experience more memorable.

Think about the last time you boarded a subway, put a diaper on a child, or visited your primary care physician. Was it a good experience? How well did all the parts work together?

  • A smartphone app for purchasing a ticket
  • The music playing in the waiting room
  • Diaper tabs that don’t rip off when you pull them
  • Sharing your healthcare needs with a frontline employee at checkin

All of these touchpoints work together to create your experience. A bad experience results when the product, service, or system does not match your makeup or align with your goals—when they do not align with you.

Experience Design Factors is a framework designers and researchers can use to figure out these misalignments and then co-create products, services, and systems that not only create good experiences, but truly memorable ones.

The Experience Design Factors

Below are all 59 factors—stacked in four “components” that make up an experience and arranged in levels of intensity. Not all designed experiences need every factor. Pouring milk out of a carton is not as emotionally nuanced as planning a memorial service for a deceased friend. But too often, people who plan products, services, and systems neglect some of the hidden concerns that can turn an experience from forgettable to transformative.

XDF factors organised by component and complexity level