Experience Design and Event Management Study Guide Flashcards
A series of discrete interactions during the anticipation, participation, and reflection phases.
Microexperiences
Buying Tickets, Parking at the Event, and going through security are examples of
Microexperiences
A participants overall experience from start to finish; made up of microexperiences.
Macroexperience
When a participant decides to take part in an experience.
Anticipation Phase
When a participant engages with the event.
Participation Phase
When a participant process the experience.
Reflection Phase
The primary goal of ___________ is to create opportunities for participants to co-create interations leading to desired outcomes.
Experience Design
Memorable experiences are recorded in __________
Episodic Memory
Focus on the ______________ instead of the designers goals
what participants desire
Being fully engaged in an activity
Flow
Clear goals, Immediate Feedback, Challenge and skill balance, and losing sense of time are characteristics of ….
Experience Flow
Habitual experiences that occur without much though
Prosaic Experiences
Commuting to work or checking emails are examples of what type of experience…
Prosaic
Occurs when something catches your attention requiring effortful thinking
Mindful Experiences
An unexpected event is an example of
Mindful Experiences
Occurs when emotion makes a experience last in your memory
Memorable Experiences
Peak-End Rule
Experiences are often remembered based on the emotion intensity during peak moments and the end of the experience.
Experiences that helps its participant to discover something new either about themselves or the worlds
Meaningful experience
Experiences that lead to significant changes within someone
Transformational Experiences
Interrupting habits in order to mindfully think about something
Effortful Thinking
True or False: The reflection phase occurs after the event ends
True
True or False: A well-designed prosaic experience eliminates unnecessary mental energy consumption
True
True or False: Clear goals and immediate feedback are characteristics of flow
True
True or False: Effortful thinking can turn a prosaic experience into a mindful experience
True
True or False: A mindful experience keeps participants on autopilot
False
True or False: The end result of experience design should prioritize the designers goals
False
True or False: Meaningful experiences often lead to personal transformations
False
Designing microexperiences with the same degree of intentionality
Intentionality
The quality or state consisting of diverse elements
Heterogeneity
Personals, Intentionality, Touchpoints, Reactions, and Contributors are all elements of
Experience Mapping
Specific moments when a participant interacts with the elements within an experience
Touchpoints
A generalization of participants
Personas
Designing how participants move through time and space
Blocking
When planning an event what questions should a event planner ask?
Who? What? When? Where? Why?
Who are we inviting / including? Who is speaking at the event?
Who Questions
What kind of event is ours? Is it formal or casual?
What Questions
What time will it take place?
When Questions
What venue will it be held at?
Where Questions
What is our goal for the event? How can we measure our success / failure? What is our ROI.
Why Questions
Relaying information clearly to its intended recipients
Communication
Having proper knowledge and skill
Competence
Behaving and interacting professionally
Courtesy
Being trustworthy
Credibility
The act of fixing mistakes
Recovery
Delivering results consistently and accurately
Reliability
Addressing participants needs
Responsiveness
Ensuring customers feel emotionally and physically safe
Security
Physical elements that make up an experiencescape
Tangibles
A visual representation of a customers experience at an event
Experience Mapping
Why is experience mapping important?
It allows planners to see all the details needed to plan each stage of an event. Involves thinking like the customer base.
What are the experiencescape elements?
Personas, Intentionaility, Touchpoints, Reactions, and Contributers