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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.

Look, Listen, Try, Feel

The IDEO Methods cards were initially created as an internal tool, to help everyone see that design research was not a singular methodology, and that there were many, many options.

Treating Cancer

Treating cancer is a long, slow process in which many different professionals (and non-professionals) are involved. The patient might seem like the obvious 'user' but they don't directly control many (any?) of the products used in their treatment. Doctors, medical physicists, receptionists, radiographers, radiation therapists, chemotherapy nurses are just a few of the people who will touch the various hardware and software products involved.

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).

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.

The importance of empathy

Who needs to understand who? But with whom? Most work focuses on our empathy with our customers or users, but it may often be the case that we need empathy with our colleagues even more.

What is the role for data and AI?

Making things better?

Design?

Business and technology

Which People?

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© 2026 David Gilmore