Session Teaching Card
Design the User Journey
What should the user experience from start to finish?
Objective
Map the experience from first encounter through completion.
Method
Journey mapping
Evidence
Journey map
Setup Notes
- Prepare a user journey map with stages, user action, feeling, friction, and design opportunity.
- Show a familiar journey such as finding a club, registering for an event, or getting homework help.
- Have product promises visible for reference.
Key Teaching Points
- A product is an experience over time, not just a screen.
- Users need clarity at each step: where am I, what can I do, what happens next?
- Journey maps reveal where trust can be gained or lost.
Activity Guidance
- 1Model a simple journey from first need to completed action.
- 2Students map the path and mark friction or confusion points.
- 3Pairs test each map by narrating the user's experience aloud.
Discussion Prompts
- What happens before the user reaches the product?
- Where could the user hesitate, misunderstand, or leave?
- What moment matters most for trust?
Reflection
Where could a user get stuck or lose trust?
Teacher Watch
Students may jump to screens. Keep asking what the user is trying to accomplish.
Support
Limit beginner maps to five moments: arrives, understands, chooses, acts, finishes.
Extension
Ask students to map an alternate path for a confused or first-time user.