The framework

Every case study in the Handbook is described through four lenses. Participation structure describes how people relate to each other and to the experience. Emotional response describes what the experience produces. Medium describes how it is delivered. Type describes its formal category.

The lenses are fixed vocabularies. Fixed vocabularies make experiences comparable across domains: a memorial, a game, and a street intervention can sit in the same search.

How it evolved

The first version of the framework had three parts: scale, emotional response, and form. Scale ran from personal and private to cultural and public. Emotional response was a short list of about two dozen feelings. Form sorted experiences into four broad kinds: digital, physical space, art and design, and events.

Teaching with it and cataloguing hundreds of case studies exposed its limits. The framework changed in four ways.

Scale became participation structure
Size was a symptom. What matters is the social configuration the experience is designed for. Five levels became seven structures, from Solo to Networked.
Form split into medium and type
Delivery channel and formal category are different questions. Medium has three values. Type has sixteen and takes as many as apply.
Emotional response grew into a taxonomy
A short list became 91 terms in 11 categories. A Solemn / Commemorative category was added for grief, memorial, and bearing witness. Disengaged was kept on purpose, as a research outcome.
One rule for all of it
Tag what the experience produces, not what the designer intended.

Participation structure

Single choice. Who is the experience designed for, and how are they meant to relate to each other while having it? The number beside each value is how many case studies carry it today.

Solo
44 case studies

Designed for one person. Complete as a single-person encounter, whether or not others are nearby.

Choose this when A person enters alone, interacts alone, and the design does not need anyone else. A solo VR piece, a website, a wearable.

One-to-One
9 case studies

Designed for an encounter between exactly two people. The relationship between them is the core of the experience.

Choose this when It only works with two participants in direct exchange. A face-to-face performance, a paired app, a street compliments booth.

Small Group
24 case studies

Designed for a defined, bounded group, usually 3 to 20 people who know each other or are assembled for a shared purpose.

Choose this when A clear group experiences it together. A dinner, an escape room, a board game, a class.

Participatory
24 case studies

Designed for open or collective contribution. Strangers or mixed groups co-create it, and it changes based on what people do.

Choose this when It invites direct action from people who may not know each other, and their contributions shape what it becomes. A collaborative installation, a community charrette, an improv event.

Audience
35 case studies

Designed to be witnessed or received by a crowd. People are present together, but it does not depend on them interacting.

Choose this when People attend, watch, or move through it without needing each other. A concert, a theater performance, an immersive exhibition.

Open / Public
70 case studies

Designed for the general public as an open civic or urban proposition. No defined group and no event frame. It lives in the fabric of a place.

Choose this when Anyone passing by can encounter it. No registration, no group, no ticket. Public art, an adaptive reuse of a building, a street intervention.

Networked
9 case studies

Designed for asynchronous, distributed participation. It exists through contributions accumulated across time and place.

Choose this when Participants are never co-present. They contribute or consume at different times and places, and the aggregate is the experience. A collaborative map, a social media project, a crowdsourced archive.

Emotional response

Choose 2 to 4. The terms describe what participants feel during or after an experience. 91 terms sit in 11 categories. Select any term to see the case studies carrying it.

01Joyful / Positive Affect

Positive energy, delight, and affirmation. Often celebratory, playful, or nostalgic.

DelightedJoyfulPlayfulAmusedGratefulSatisfiedContentCelebratoryLightheartedNostalgic
02Connection / Belonging

Belonging, closeness, and shared identity. Includes pride in place or in others’ achievements.

ConnectedWelcomedIncludedUnderstoodSupportedBondedCommunalSeenProud
03Wonder / Awe

Encounter with the extraordinary. Includes reverence, the register of awe tied to the sacred or historically weighty.

AmazedAwestruckInspiredMovedEnchantedFascinatedImaginativeTransportedReverent
04Discovery / Insight

Learning, insight, and shifts in understanding. Illuminated means understanding genuinely changed, not just information received.

CuriousIntriguedEnlightenedInformedAwareRevealedSurprisedIlluminatedReflective
05Empowerment / Agency

Agency, confidence, and capability.

EmpoweredMotivatedEncouragedConfidentCapableActivatedEnergizedDetermined
06Anticipation / Excitement

Orientation toward what is coming. Excitement, suspense, eagerness.

ExcitedAnticipatoryThrilledEagerStimulatedElectrifiedAdventurous
07Calm / Restoration

Stillness, safety, and reduced arousal. Experiences that slow people down or offer sanctuary.

CalmPeacefulRelaxedGroundedCenteredComfortedRelievedSafeRestored
08Solemn / Commemorative

Grief, memorial, and bearing witness, oriented outward toward others. Use it when grief or commemoration is the primary register. Not when an experience is merely serious.

SorrowfulMournfulSolemnGrievingReverent
09Tension / Discomfort

Passive destabilization. Unease, uncertainty, exposure. Includes Vulnerable and Intimate.

UneasyConfusedAwkwardUncertainOverwhelmedFrustratedAnxiousTenseVulnerableIntimate
10Critical / Challenged

Active intellectual and moral challenge. Includes Implicated, the sense of personal accountability to what you have witnessed.

ProvokedChallengedDisruptedConfrontedQuestioningAwakenedUnsettledImplicated
11Disengaged / Unaffected

Withdrawal and being unaffected. These are valid research outcomes. Documenting disengagement is as valuable as documenting delight.

BoredAnnoyedDisappointedAlienatedExcludedIndifferentFatiguedIrritated

Medium

Single choice. The primary delivery channel.

Physical
Entirely in person or spatial.
Digital
Entirely screen or device based.
Hybrid
Combines physical and digital components in a meaningful way.

Type

Multiple choice. The formal category of the experience. Use every value that applies.

App
Native mobile or web application.
Architecture
Built environment, spatial design.
Art
Fine art, public art, art object.
Design
Product, industrial, or communication design object.
Event
Scheduled, time-bound occurrence.
Exhibition
Curated display of works or objects.
Game
Structured play with rules and feedback.
Hospitality
Restaurant, hotel, or service-based experience.
Installation
Site-specific, immersive, or environmental artwork.
Music
Concert, performance, or music-led experience.
Performance
Live theater, dance, or enacted work.
Photography
Photo-based or photographic project.
Social Experiment
Designed intervention testing social behavior or norms.
Tech / Innovation
Technology-led or emerging-technology experience.
Video / Film
Screened or interactive video work.
Website
Browser-based digital experience.

Using the framework

Tag what the experience produces
Tag what an experience produces in the people who have it. Not what the designer hoped it would produce.
Choose 2 to 4 emotional responses
Pick the responses central to the dominant emotional arc. Do not pick the ones that are merely possible. This is an editorial judgment, not an inventory.
Notice the arc
Responses shift across an experience. Where it matters, note the sequence, for example Anticipatory, Awestruck, Reflective, Implicated.
Let responses coexist
Tension and Wonder often run together in strong experiences.
Choose participation by social structure
Size does not decide it. A dinner for eight is Small Group. A two-person app is One-to-One. A city landmark is Open / Public.
Participatory versus Open / Public
The difference is agency. Participatory experiences change based on what people do. Open / Public experiences exist whether or not anyone interacts.

The framework is versioned and keeps changing as the database grows. Terms can be swapped or reclassified as patterns emerge. Questions or disagreements are welcome through the contact page.