Journey map: Difference between revisions
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Journey mapping is a technique used in [[Interaction design, user experience and usability|interaction design]] to analyze and visualize users paths to achieving their objectives or goals by recording user experience in a story format. Used to guide design and development processes, journey mapping can help to structure information from interviews (verbal retrospection, self-confrontation) during user activity analysis, or the results of user testing.< | Journey mapping is a technique used in [[Interaction design, user experience and usability|interaction design]] to analyze and visualize users paths to achieving their objectives or goals by recording user experience in a story format. Used to guide design and development processes, journey mapping can help to structure information from interviews (verbal retrospection, self-confrontation) during user activity analysis, or the results of user testing. The Nielsen Group outlines the journey mapping process and its uses <ref>https://www.nngroup.com/articles/customer-journey-mapping/</ref> : | ||
{{quotationbox | In its most basic form, journey mapping starts by compiling a series of user goals and actions into a timeline skeleton. Next, the skeleton is fleshed out with user thoughts and emotions in order to create a narrative. Finally, that narrative is condensed into a visualization used to communicate insights that will inform design processes.}} </blockquote> | |||
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Revision as of 18:44, 26 February 2021
Journey mapping is a technique used in interaction design to analyze and visualize users paths to achieving their objectives or goals by recording user experience in a story format. Used to guide design and development processes, journey mapping can help to structure information from interviews (verbal retrospection, self-confrontation) during user activity analysis, or the results of user testing. The Nielsen Group outlines the journey mapping process and its uses [1] :
In its most basic form, journey mapping starts by compiling a series of user goals and actions into a timeline skeleton. Next, the skeleton is fleshed out with user thoughts and emotions in order to create a narrative. Finally, that narrative is condensed into a visualization used to communicate insights that will inform design processes.
References