When Customer Journeys Don’t Work: Arcs, Loops, & Terrain An Article by Stephen P. Anderson stephenanderson.medium.com Thinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us: Approach the design of a system as the design of these as small but significant moments of learning. Consider the many ways these loops might be sequenced, with the exact order being less important. uxsystemsfeedbackgames
Both practical and aesthetic concerns The group [of Irwin, Howard, and Wortz]'s thinking here seems to have been influenced to a degree by Christopher Alexander's landmark article, "A City is Not a Tree" (1965)... Irwin referred specifically to Alexander's argument in his effort to sort out his own thinking about how the Miami International Airport might be designed with both practical and aesthetic concerns in mind, allowing for their overlap and emergence from the conditions on the ground. Matthew Simms, Robert Irwin: A Conditional Art A City Is Not a Tree