Six Circles : A Experience Design Framework
Six Circles – an experience design framework is a book written by James Kelway. This e-book has explored some of the experience design aspects of digital products which we would not discover in a standard digital agency. This book covers worth discussing the context of user experience design areas divided into persuasion, behavior, visual design, usability, interaction, and content. Experience is a human condition, a mixture of cognitive process and memory.
Web designers are responsible for shaping how users behave and interact with the given product. Technology has shaped into a different dimension where we are pushed into how we interact with systems, machines, and each other. This has led to the fusion of multiple disciplines which is referred to as UX. This is not a coincidence but a necessity that happened due to the maturity of the technology. This framework has given us six different lenses to foresee any design problem through these circles. UX can be combined into many different disciplines to make something truly special. UX is an intersection where technology meets the human being, designed for people and not solely producing for consumption.
It is regarded as a subset of UX, but it goes beyond UX and the mechanics of traditional usability. It’s about understanding the emotions that influence people’s behavior and decision-making, and then acting on that information to design compelling user interactions. Making a rational decision, based on real evidence, consumes a lot of energy in our brains. As smart as our brains are, they constantly try to find ways to avoid spending energy — or doing real thinking. Instead, it creates shortcuts, that allow us to make quick decisions, that are true, most of the time. The persuasive design seeks to document and utilize our cognitive biases and similar insights from psychology into persuasive patterns so that they can be more easily applied to product design. This is a part of the UX design framework that has its roots more in psychology and social science than in design.