The Wheel of Good Experience

I saw this short post over at experience matters which introduces the experience wheel, an analysis tool used at LEGO to describe experiences so that the good and bad aspects can be easily seen. Obviously this has the advantage of enabling a designer to target those areas of the experience that are less good and therefore raise the floor of the experience. What I particularly like is that the entire experience can be summed up in a diagram of (essentially) constant size because all steps of the experience are arrayed around the perimeter of a circle. Other than that, pertinent aspects are that the relevent aspects of the experience are described in the center and that the extent of the experience is surveyed not just during but also before and after. This suggests that we should also be taking into account external factors, such as events along the same timeline as the experience, but not technically a part of it, which might have relevance.

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