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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.

A map of whose journey?

Journey maps, experience roadmaps, customer experience journeys are all common tools nowadays, but a key question that needs to be asked is "whose journey are we mapping?" and is that the right person?

Customer Encounters

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

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).

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.

Harmony Design Culture

As well as the usual processes of research and design, the team at Harmony developed a set of rules in which all the team were required to have regular customer encounters – from senior leadership down to junior engineers.

Don’t write interview guides

If you are going to meet with users and do some qualitative research then I expect (hope, even) that you have had it drilled in to you to carefully construct an interview guide. Now, I ask you to remember that lesson, but throw away the interview guide! The very reason we take the time to go and meet with our users is to learn from them and to discover new insights about their behaviours, needs and desires. The very concept of an interview guide implies that you are taking the lead and guiding them. Which, in turn, implies that you know what needs to be talked about ... so what is the real chance of uncovering new discoveries here?

What is the role for data and AI?

Making things better?

Design?

Business and technology

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© 2026 David Gilmore