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Empathy Map
An Empathy Map allows us to sum up our learning from engagements with people in the field of
design research. The map provides four major areas in which to focus our attention on, thus
providing an overview of a person’s experience. Empathy maps are also great as a background for
the construction of the personas that you would often want to create later.
An Empathy Map consists of four quadrants. The four quadrants reflect four key traits, which the
user demonstrated/possessed during the observation/research stage. The four quadrants refer to
what the user: Said, Did, Thought, and Felt. It’s fairly easy to determine what the user said and did.
However, determining what they thought and felt should be based on careful observations and
analysis as to how they behaved and responded to certain activities, suggestions, conversations,
etc.
•
•
•
Lay the four quadrants out on a table, draw them on paper or on a whiteboard.
Review your notes, pictures, audio, and video from your research/fieldwork and fill out each of
the four quadrants while defining and synthesising:
What did the user SAY? Write down significant quotes and key words that the user said.
[Continued on next page]
INTERACTION-DESIGN.ORG
Said Did
Thought Felt
Step 1: Fill out the Empathy Map
INTERACTION-DESIGN.ORG
•
•
•
[Continued from previous page]
What did the user DO? Describe which actions and behaviours you noticed or insert pictures or
drawing.
What did the user THINK? Dig deeper. What do you think that your user might be thinking? What
are their motivations, their goals, their needs, their desires? What does this tell you about his or
her beliefs?
How did the user FEEL? What emotions might your user be feeling? Take subtle cues like body
language and their choice of words and tone of voice into account.
Step 1: Fill out the Empathy Map
•
•
•
Synthesise the user’s needs based on your Empathy Map. This will help you to define your
design challenge.
Needs are verbs, i.e. activities and desires. Needs are not nouns, which will instead lead you to
define solutions.
Identify needs directly from the user traits you noted. Identify needs based on contradictions
between two traits, such as a disconnection between what a user says and what the user does.
[Continued on next page]
Step 2: Synthesise NEEDS
INTERACTION-DESIGN.ORG
•
•
•
[Continued from previous page]
Use the American psychologist Abraham Maslow’s Hierarchy of Needs to help you understand
and define which underlying needs your user has. In 1943, Maslow published his paper, “A
Theory of Human Motivation,” in which he proposed that human needs form a hierarchy that
can be visualised in the shape of a pyramid with the largest, most fundamental physiological
levels of needs at the bottom, and the need for self-actualization at the top. Maslow suggested
that humans must first fulfill their most basic physiological needs, such as eating and sleeping,
before fulfilling higher-level needs such as safety, love, esteem and finally self-actualisation.
The most basic level of needs must be met before the individual will strongly desire or focus
motivation on the higher level needs. Different levels of motivation can occur at any time in the
human mind, but Maslow focussed on identifying the basic and strongest types of motivation
and the order in which they can be met. When a lower level of need fulfillment is not in place, it
is technically possible to be fulfilled at a higher level. However, Maslow argues that this is an
unstable fulfillment. For example, if you’re starving, it doesn’t matter if you’re the world’s
leading User Experience designer, because eventually your hunger is going to overwhelm any
satisfaction you get from your professional status. That’s why we naturally seek to stabilise the
lowest level of the hierarchy that is uncertain before we try to retain higher levels.
Consult all five layers in Maslow’s Pyramid to help you define which needs your user is primary
focusing on fulfilling. Start reflecting on how your product or service can help fulfill some of
those needs.
Write down your user’s needs.
Step 2: Synthesise NEEDS
INTERACTION-DESIGN.ORG
The Hierarchy of Needs
Self-actualised Needs
creativity,
spontaneity,
travelling,
self-growth,
be recognized by others,
social status, education,
achievements, mastery, prestige
have friends, family, intimacy,
communities, relationships,
sense of belonging
feel safety, be secure financially, personally,
healthy, protection from the elements
breathe, eat, drink, have sex, sleep
Esteem Needs
Love/Belonging Needs
Safety Needs
Physiological Needs
•
•
•
An “Insight” is your remarkable realization that can help you to solve the current design
challenge you’re facing.
Look to synthesise major insights, especially from contradictions between two user attributes.
It can be found within one quadrant or in two different quadrants. You can also synthesise
insights by asking yourself: “Why?” when you notice strange, tense, or surprising behaviour.
Write down your insights.
Step 3: Synthesise INSIGHTS

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Empathy Map

  • 1. Empathy Map An Empathy Map allows us to sum up our learning from engagements with people in the field of design research. The map provides four major areas in which to focus our attention on, thus providing an overview of a person’s experience. Empathy maps are also great as a background for the construction of the personas that you would often want to create later. An Empathy Map consists of four quadrants. The four quadrants reflect four key traits, which the user demonstrated/possessed during the observation/research stage. The four quadrants refer to what the user: Said, Did, Thought, and Felt. It’s fairly easy to determine what the user said and did. However, determining what they thought and felt should be based on careful observations and analysis as to how they behaved and responded to certain activities, suggestions, conversations, etc. • • • Lay the four quadrants out on a table, draw them on paper or on a whiteboard. Review your notes, pictures, audio, and video from your research/fieldwork and fill out each of the four quadrants while defining and synthesising: What did the user SAY? Write down significant quotes and key words that the user said. [Continued on next page] INTERACTION-DESIGN.ORG Said Did Thought Felt Step 1: Fill out the Empathy Map
  • 2. INTERACTION-DESIGN.ORG • • • [Continued from previous page] What did the user DO? Describe which actions and behaviours you noticed or insert pictures or drawing. What did the user THINK? Dig deeper. What do you think that your user might be thinking? What are their motivations, their goals, their needs, their desires? What does this tell you about his or her beliefs? How did the user FEEL? What emotions might your user be feeling? Take subtle cues like body language and their choice of words and tone of voice into account. Step 1: Fill out the Empathy Map • • • Synthesise the user’s needs based on your Empathy Map. This will help you to define your design challenge. Needs are verbs, i.e. activities and desires. Needs are not nouns, which will instead lead you to define solutions. Identify needs directly from the user traits you noted. Identify needs based on contradictions between two traits, such as a disconnection between what a user says and what the user does. [Continued on next page] Step 2: Synthesise NEEDS
  • 3. INTERACTION-DESIGN.ORG • • • [Continued from previous page] Use the American psychologist Abraham Maslow’s Hierarchy of Needs to help you understand and define which underlying needs your user has. In 1943, Maslow published his paper, “A Theory of Human Motivation,” in which he proposed that human needs form a hierarchy that can be visualised in the shape of a pyramid with the largest, most fundamental physiological levels of needs at the bottom, and the need for self-actualization at the top. Maslow suggested that humans must first fulfill their most basic physiological needs, such as eating and sleeping, before fulfilling higher-level needs such as safety, love, esteem and finally self-actualisation. The most basic level of needs must be met before the individual will strongly desire or focus motivation on the higher level needs. Different levels of motivation can occur at any time in the human mind, but Maslow focussed on identifying the basic and strongest types of motivation and the order in which they can be met. When a lower level of need fulfillment is not in place, it is technically possible to be fulfilled at a higher level. However, Maslow argues that this is an unstable fulfillment. For example, if you’re starving, it doesn’t matter if you’re the world’s leading User Experience designer, because eventually your hunger is going to overwhelm any satisfaction you get from your professional status. That’s why we naturally seek to stabilise the lowest level of the hierarchy that is uncertain before we try to retain higher levels. Consult all five layers in Maslow’s Pyramid to help you define which needs your user is primary focusing on fulfilling. Start reflecting on how your product or service can help fulfill some of those needs. Write down your user’s needs. Step 2: Synthesise NEEDS
  • 4. INTERACTION-DESIGN.ORG The Hierarchy of Needs Self-actualised Needs creativity, spontaneity, travelling, self-growth, be recognized by others, social status, education, achievements, mastery, prestige have friends, family, intimacy, communities, relationships, sense of belonging feel safety, be secure financially, personally, healthy, protection from the elements breathe, eat, drink, have sex, sleep Esteem Needs Love/Belonging Needs Safety Needs Physiological Needs • • • An “Insight” is your remarkable realization that can help you to solve the current design challenge you’re facing. Look to synthesise major insights, especially from contradictions between two user attributes. It can be found within one quadrant or in two different quadrants. You can also synthesise insights by asking yourself: “Why?” when you notice strange, tense, or surprising behaviour. Write down your insights. Step 3: Synthesise INSIGHTS