Experience design (XD) is the practice of designing products, processes, services, events, omnichannel journeys, and environments with a focus placed on the quality of the users experience and culturally relevant solutions.

We looked at a few examples of this practise that many companies are doing in this day and age. It has grown incredibly large and results the companies to a bigger audience base.

There are three Key Factors in this process in which designers need to understand the users as having these three abilities:

  •  Cognition (knowing, mental understanding)
  •  Sensory Perception (physical, bodily feeling, touching, balance, senses)
  • Emotion (“affective domain”, gut feeling or reaction, positive or negative)

There are certain ways that we can plan ahead for Experience Design these include:


  • Both a methodology and a philosophy
  • Concerned with the physical relationship between ourselves and the objects around us
  • Awareness of bodies in spaceEthnography
  • The study of cultures (including subcultures)
  • Self-ethnography – study of self as a “culture”

Other ways to test or measure include:

Going back to Semiotics, things signify something, what they signify is connotation – how users and others understand the cultural symbols or meanings of objects.

Ideology as well the assumptions about what is “common sense”, what is morally right or wrong. Built on shared cultured values and understood through signifiers – What are the assumptions of good and bad behind your design? Who might agree or disagree?

Cultural Capital which in this case describes how not only money has value, but also bodies of knowledge, especially cultural knowledge; expertise; how one shows possession of or skill in this value (also subcultural capital)


  • User journey – what do users normally do in this experience? How can you enhance all of it or a section of it? Divide journey up into smaller parts (“littling” or “deconstruction”). Sketch the “journey” of using an artefact or service, exploring the touch points and how these make the user feel.
  • Persona – develop a few key “real” people to test how your design works with them; make them as detailed as possible,consider their potential reactions to your designs.
  • Prototype – as many “quick and ugly” prototypes as possible, get feedback, iterate, Intelligent Fast Failure
  • Audience/user feedback – appropriate people, open questions, allow them the experience

In the next few blogs I will be testing some personas and some potential user journeys for my product. I will also be running a few surveys to include into my final PDF to back up why my idea would be worth it.