5Es of Experience Design: ENTICE, ENTER, ENGAGE, EXIT, EXTEND
When you design a meeting as an experience, keep the 5Es framework as 5 “phases” of the experience in mind. Ask yourself: How might I entice people to join the meeting, how to get them to enter the conversation, how best to engage the participants, how to exit on the right note and how to extend the action to maintain momentum. I’ll guide you through these five phases with tools and case studies, so you can apply them at your work.
Through a series of workshops in 2017–18, we’ve been exploring a process for generating new kinds of metaphors, and then using those metaphors to inspire concepts for new kinds of interface design which could potentially help people understand things in different ways.
The intention of the workshops is that the process might be something designers can use or adapt for idea generation, or to provoke new kinds of thinking about interface design. The extent to which the metaphors merely provide initial ‘seed’ inspiration, or actually form the basis of the resulting design, varies.
Download the New Metaphors cards, v.0.3 (February 2018) — 129 MB PDF, 300 dpi
Download a poster/leaflet from Interaction 18 including thumbnails of all the cards, and a shortened version of this article — 2 MB PDF
Download templates / worksheets — 400 kB PDF
Together, Look Back on Progress to Date and Decide What Adjustments Are Needed (45 min.)
What is made possible? You can help groups reflect on a shared experience in a way that builds understanding and spurs coordinated action while avoiding unproductive conflict. It is possible for every voice to be heard while simultaneously sifting for insights and shaping new direction. Progressing in stages makes this practical—from collecting facts about What Happened to making sense of these facts with So What and finally to what actions logically follow with Now What. The shared progression eliminates most of the misunderstandings that otherwise fuel disagreements about what to do. Voila!
In part four, we looked at the difference between hierarchical and collaborative conversations. Now we bring it all together and ask, “What can we do?”
The answer is, a lot. There are, as it turns out, many solutions to how we can do a better job of talking to each other, and any one of these are approaches you can try in your own lives or organizations.
Here is a collection of resources I use in my facilitation practice. By and large these resources support facilitation of participatory and self-organizing process at scales ranging from very small groups to large conferences. I use some of these tools directly and others as inspirations to design and create my own processes.
The first section provides links to participatory group process that are inclusive and self-organizing to varying degrees. The section on process architecture and maps contains links to sites whose worldviews can inform process design from single meetings to large scale change. The next three sections cover more specific tools useful for particular purposes, and finally the last section contains links to sources of ongoing inspiration.
At Dropbox, we’ve found that metaphors are a powerful tool to help people explore and share their experiences in more creative and meaningful ways.
We use metaphors in research so people can talk about their experiences through a different lens. We can do this simply by inviting people to make a comparison through a single question. Or we can facilitate entire interviews by using tools to symbolize and explore meaning together.
In brief, it consists of 6 participants supervised by a moderator who are required to write down 3 ideas on a specific worksheet within 5 minutes, this is also the etymology of the methodology's name. The outcome after 6 rounds, during which participants swap their worksheets passing them on to the team member sitting at their right, is 108 ideas generated in 30 minutes.
Here’s one way to deal with things : show them a clip from the film Apollo 13. Specifically, the bit where the crew on board the lunar module are facing imminent suffocation due to a faulty air filter, so the scientists on the ground are forced to make a ‘square peg fit a round hole’ with whatever is available to the astronauts.
I showed the clip to one client team I was working with, who were all blockers and no action.
Before watching the clip the team was fatalistically resigned to business as usual. They didn’t like it, but they accepted it. Business as usual was a six month requirement gathering phase leading to a £1.5m bet on an unproven concept.
After watching the clip, they built a working proof of concept within two hours, a fully fledged beta test within 6 weeks and ended up with an award-winning product that delights customers and is incredibly valuable to the business.