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
Now I get it An Article by Ralph Ammer ralphammer.com To design a system means to orchestrate the interplay of its elements. Such a system is considered “interactive” if it is open, which means that there are ways to engage with the processes that are happening inside of it. There is of course a range of interactivities which spans from very basic reactive behaviour to highly complex conversational interactions. systemsinteractionux