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People-centered Design

  • People
  • Design
  • Business
  • More …
    • Thinking about AI
    • Prototyping UX
  • People
  • Design
  • Business
  • More …
    • Thinking about AI
    • Prototyping UX

Experience is infinite

What is it that makes experience design different from user interface design? The vast majority of user experience designers out there spend their time worrying about navigation, layout, buttons, fonts, colours and icons – all working at the level of features or capabilities and viewed strictly from the screen or product’s perspective. When asked which design they prefer (or consider to be best) many UX designers will be forced to answer “It depends, on who is trying to do what (and maybe where, why and with whom)”.

Such a cautious answer reflects the common problem that the UX designer is not really designing the UX, but is designing the UI for an (assumed to be) known and understood experience.

But when one starts to look at who is trying to do what (etc), one quickly finds that the experience isn’t well-bounded – just where does the experience start and stop? Do two people doing a task together have the same experience? Where does the experience actually happen (in the world, in the product or in the person’s head)?

These are not just academic or philosophical questions – they go to the heart of what User Experience Design is about, and they catch the key questions about which people are we actually designing for.

The perspectives and stories shared here address these kinds of questions … and reach the conclusion that experience is almost always infinite, reaching outwards through other people and other products into numerous other experiences. The goal of defining an experience strategy for a product (service, etc) is to examine this infinity and reach agreement on the boundaries for the current design process.

Writing a good conversation guide

The trick to creating a good conversation is appear as though you do not have a conversation guide (even though you do) and to be prepared to be authentic and allow the conversation to wander wherever it goes. One way to assess the authenticity of a conversation would be in terms of the number of times you (and your conversationalist) are surprised by it, or find new ideas in it. In an authentic conversation the participants are equally able to lead (or block) any avenue of exploration. Your conversation guide must then provide you with a good idea of the avenues you want to go down and why.

Zyliss Kitchen Gadgets

Making a new family of kitchen gadgets could not just be about an easy grip … observational research in people’s homes while they were cooking highlighted the role of family and cooking together (with children joining in especially). And, of course, the inevitable need to make clean up fast. Innovations that resulted from these insights included a salad spinner with an integral brake and a potato masher with no enclosed spaces to trap potato.

Unfocus Groups

Using the ideas of participatory design workshops, combined with IDEO's focus on the more extreme and less typical users, Unfocus Groups bring people together to express their needs through construction and participation rather than through words.

Customer Encounters

Finding new ways to encounter customers is a vital part of a healthy people centred design culture.

Three-ring Binders

Before being engaged on innovation in 3-ring binders, qualitative surveys had found that the snap of the three rings was not a problem for users and we were directed to look for innovation elsewhere.

Evenflo Stroller

Winner of the HFES Kaplan Human-Centered Product Design Award (early 2000's) this stroller had numerous patentable innovations and was extremely popular with those who bought one (judging by Amazon reviews and reviews elsewhere).

What is the role for data and AI?

Making things better?

Design?

Business and technology

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© 2026 David Gilmore