Experiential
Safe, repeated practice with feedback.
- Use it when
- People need a skill often, and confidence grows with reps.
- It looks like
- Practice labs, role-play with an AI partner, short scenarios with instant feedback.
03 · Experience Studio
Built for the experience economy. Experiences people step into, for the moments that matter in their work.
The approach
Experiences work best when they're built around a real moment in the work, at the point people need them.
Before it's real.
Practise something people haven't faced yet, safely, with room to get it wrong.
When it's unclear.
Explore a situation with no single right answer, and make the trade-offs visible.
After it's over.
Carry the story back into the work, so the learning shows up on Monday.
Draws on Pine & Gilmore, The Experience Economy
Choosing the right kind of experience
Human skills develop through experience. Through navigating uncertainty, making decisions, connecting with others and learning from what happens.
Experiential design is the art of bringing those moments to life. Blending human-centred design, storytelling, simulation and meaningful practice to create experiences that challenge how people think, feel and act.
Here are three ways to bring that practice to life.
Experiential
Safe, repeated practice with feedback.
Immersive
The real context of the work, recreated.
Crisis immersion
Rare, high-stakes decisions under pressure.
What makes an experience work
You design the artefact. People live the experience. Five decisions shape whether it changes anything in the work.
Where in the work do people need to think, decide or act differently?
What do they think, feel and do in that moment? What worries them?
What should they encounter, practise, use or receive?
Fewer steps, the right time, light on the mind, open to everyone.
A rough version, real conditions, five people. Watch what they do.
Five design levers
Once you've chosen the type, five levers set the intensity. Choose the lowest setting that still closes the gap.
Illustrative example · Partnering under pressure
Two teams each need a scarce harvest to save their own project. Each team holds only part of the picture, and both assume they're competing for the same thing. The deal only appears when someone stops arguing price and starts asking why. Illustrative, inspired by classic negotiation formats.
Hold your half.
Each team gets a private brief: what they need, what's at stake, and a deadline. Neither sees the other's brief.
Find the deal.
A timed negotiation with limited budget and rising pressure. The breakthrough only comes from asking what the other side actually needs.
Unpack the partnership.
A debrief on assumptions made, questions asked, and the moment competition turned into partnership.
Interests surfaced before positions, deals that met both teams' needs, and people using the same questions in their next real negotiation. Move 004 · Human skills are the new currency ↗
How I'd evaluate an experience
An experience can be memorable and still change nothing. I look for evidence at four levels, and plan how to collect it before anything is built.
The experience.
Did it feel real? Did the debrief land? Quick signals from participants and facilitators.
The capability.
Could people do it during the experience? Observed decisions, questions asked, choices made.
The work.
Are they doing it on the job? Manager observation and real examples, a few weeks later.
The result.
Did something that matters move? A business signal agreed at the start, against a baseline.
More on showing what changed in Consulting Moves 008 · 100% complete. So what? ↗
Coming soon
New experiences are in development. Got a moment worth designing for? I'd love to hear about it.