Create personas,
journey maps,Ā
game documents, and low fidelity prototypes.
Customer Journey Maps: What They Are and How to Build One.
By Bree Chapin via Toptal
Whatās the difference between a user flow and user journey?
by Katerina Kondrenko via UXpressia
Mindset: The New Psychology of Success
Journey Map: A journey map is a visualization of the process that a person goes through in order to accomplish a goal.
Mindsets correspond to usersā thoughts, questions, motivations, and information needs at different stages in the journey. Ideally, these are customer verbatims from research.
Growth Mindset: Opposite of the Fixed Mindset, seeing beyond the original expectation of one human. There is no zip code that holds an individual down from growing and becoming. Abilities can be developed.
This is a simple and effective method for journey mapping and can be accomplished with any spreadsheet software.
The header phases and left column actions/metrics should be customized to fit the nature of the product being developed.Ā
A separate map for each persona should be created. Alternatively, each row could be subdivided into multiple users.
This style of journey map works well for presenting to a team or client. Sometimes storyboards are used for presentations as well.
The Road Crew is a game will teach young learners how to self-regulate behavior through a memorable interactive AR experience and relatable characters.
Journey maps have become an artform for graphic designers and professionals that love sticky notes. Feel free to move beyond the straight forward examples above and stretch your designer wings... but this is strictly optional.
Considerations:
Using your persona(s)
Think about the way that they first connect with your product
What are each points of connections and what are you trying to accomplish with that?
What emotions do you want your users to experience in that moment?
How will you direct them to your desired action?
Do your users come to your product at different points? (Learning, Purchasing, Returning damaged goods, collecting rewards?)
The journey map will be used to inform the development of the product or game. There may be some surprises for the dev team that were not considered once you take a user through their journey - document those and add them to your feature lists.
You may find that the journey is too complicated, work back and forth between the journey map and the prototype to find the balance.
Journey Map for 996.ICU by Qiyang Lin Go to the full presentation starting with the Journey Map
Journey Map for the Redesign of Concord by Tianjian He and Linjun Zhen: Go to the full presentation.
Deidra is also are focusing on her aha moments which is a great way to show her learning modes.
Go to the Figma Slides to see the full Transformed Project
Making this journey map changed the way I think about leadership. I used to focus on building a tool that leaders could use, like a checklist, when things got tough. As I broke down each phase of the journey map, such as Daily Overload, Decision Pressure, and Outcome Review, I saw that it was not about ticking boxes. It was about what people feel as they go through the journey map.
The real turning point came when I realized that the real issue is not strategy but time. Leaders do not have time to stop and reflect. They are not ignoring reflection because they do not care; their days just do not allow for it. That is when the storm metaphor really made sense to me. It is not a catchy image, it is exactly what it is like to be a leader. Overload creeps in, pressure closes in on your thinking, and before you can catch your breath, you are hit with the demand. The journey map is like a storm that just keeps coming.
What changed everything for me was realizing that reflection can not wait until things calm down. It has to happen in the middle of the chaos. That is how I came up with the intervention points, such as Micro Pause, Decision Checkpoint, and Storm Debrief. These are not optional; they are the moments that break up the cycle of reacting, and they do not add extra work to leaders who are already busy.
This is what I hope people see when they use the journey map:
The storm is not a failure it is part of being a leader. Overload and pressure come with the job of a leader.
Reacting does not mean you are flawed. When everything feels urgent your focus. That is okay.
Reflection has to be part of the routine. If it does not have a place it gets swallowed up by all the things that nonprofit leaders have to do.
Small pauses are important. A few seconds to check in can make a big difference and over time it can turn chaos into something you can learn from.
Real change takes time. Reflecting regularly really does change how people act. That is what the journey map is all about.
The journey map is not about making things fun or adding a game to the work. It is about making reflection a part of the work of a nonprofit leader. I want leaders to see themselves in these phases, spot their habits without feeling judged, and find the intervention points useful, not just another thing to do. The storm will always be there. The journey map gives you a way to move through it with more purpose, and that is what being a nonprofit leader is all about.
go to slide 20 in Holly's presentation.
slide 26