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Experience Design: A Participatory Manifesto
ARG Design

Experience Design: A Participatory Manifesto

Abraham Burickson 2023 12 references

Experience design principles from Abraham Burickson — use when designing experiences, events, immersive environments, rituals, worldbuilding, or any project where the goal is crafting lived human experience rather than objects.

experience-design participatory-design worldbuilding immersion empathy eventness narrative-design

Overview

The Core Framework

  • All designs are experiences — shift from making things to crafting the lived minutes and hours of human life
  • Phase Zero: Define the desired experience BEFORE choosing medium or form (experience → content → form)
  • Five pillars: Empathy, Framing, Worldbuilding, Narrative, Comfort with the Unknown
  • Participation is non-negotiable — audiences are co-creators, not passive consumers
  • Eventness is when change happens — transformation requires irreversible, communal, embodied occasions

Quick Lookup

Situation Do This Avoid This
Starting a new project Run Phase Zero: define desired experience first Jumping to form/medium before knowing the experiential aim
Researching your audience Use 5-component empathetic research (embody, relate, include) Relying only on surveys, personas, or behavioral metrics
Setting boundaries for an experience Choose frame solidity deliberately (porous → solid) Assuming one frame type fits all experiences
Immersion feels shallow Layer: physical → psychological → ontological Relying on novelty or spectacle alone
Building a world Use four elements: Physics, Aesthetics, Population, History Treating space as neutral backdrop
Designing narrative Work across the full Human Story Spectrum Treating narrative as optional decoration
Experience feels lifeless Introduce genuine unknowns and relational openness Over-scripting or controlling every variable
Planning a transformative event Design for all five aspects of eventness Making it pausable, replayable, or individualized
Documenting/planning Create custom diagrams encoding experiential qualities Using only floor plans, scripts, or wireframes

The Key Insight

"What does it mean to design experiences? Traditional design practices invite us to design things, and to use those things to solve problems. But experience is not a problem; it is life." — Abraham Burickson, p. 2

References