Work with research
Synthesize large volumes of feedback and data to discover hypotheses and questions.
Experience System — Foundational Research · v0.1
Turn outstanding customer experience from an individual talent into a system an organization can reproduce.
Experience System is a concept proposed by Kohei Torigoe and currently being developed through research and practice. This note shares its central hypothesis and structure as they stand today; it does not claim to be an industry standard or a finished method.
01 / The age of accelerated making
From research synthesis and UI generation to prototypes, code, and design QA, AI is rapidly accelerating the execution side of product development.
Synthesize large volumes of feedback and data to discover hypotheses and questions.
Develop multiple screen, content, and interaction options from requirements in a short time.
Reduce the back-and-forth between design and implementation and create something testable sooner.
Explore inconsistencies with rules and edge cases together with people.
02 / Machine-readable design knowledge
To help AI understand the brand, Design System, component usage, visual and interaction rules, accessibility, and constraints, approaches that provide machine-readable Design Knowledge such asdesign.mdare becoming important and more widely adopted.
This matters. It reduces the problem of AI producing inconsistent UI each time and lets people and AI refer to the same design rules accumulated by the team.
Brand expression and component usage vary from one output to the next.
Strongly govern UI consistency, usability, and accessibility.
design.mdis not presented here as an industry-standard name or structure. It is used as a general term for the practice of structuring Design Knowledge in a form AI can reference.
03 / The missing decision layer
A Design System and Design Knowledge can strongly govern UI consistency, usability, accessibility, and visual and interaction rules. But they do not fully express the higher-level decision of what desirable experience should be created for a person in a particular situation.
For example, even if button color, spacing, components, interaction, accessibility, and content rules are followed perfectly, that does not automatically ensure that someone transferring ¥1 million for the first time can move from anxiety to understanding, confidence, and a reassuring completion.
Traditionally, these decisions lived in the heads of strong UX designers, design leads, and product leaders: who the experience is for, their current situation, what they should understand, how their state should change, and what deliberately should not be done. As an organization grows, this tacit knowledge becomes harder to reproduce, and UX quality varies by product and owner.
04 / The idea of experience.md
experience.mdis the idea of structuring the experience a company, brand, or product seeks—changes in Human State, Experience Principles, and Patterns—as Knowledge that both people and AI can reference.
The file name itself is not the point. What matters is moving higher-level experience decisions into a state where they can be shared, tested, and updated without losing their rationale—not stripping them away from individual expertise.
Instead of putting everything into one enormous Markdown file, separate Knowledge by decision responsibility. This lets people and AI reference the experience direction, current context, required conditions, expression, and validation results without conflating them.
experience.mdWhat experience should be createdDefine shared Experience Principles, the target Human State, Semantic Experiences, reusable Patterns, and experiences to avoid.
product.mdWhy this product existsDescribe the business and product vision, target users, value proposition, definition of success, and product-specific constraints.
scenario.mdWho uses it, and in what situationSpecify the user, Before Human State, goal, environment, frequency, urgency, known anxieties, and edge cases.
requirements.mdWhat conditions must be metClarify functional, information, operational, legal, accessibility, privacy, safety, and acceptance requirements.
design.mdHow it should be expressed and behaveDefine information architecture, content, interaction, layout, component usage, and its connection to the Design System.
validation.mdDid the intended experience actually happen?Record validation methods, success and harm signals, observations, unresolved questions, and learnings to return to the Library.
experience.md→product.md→scenario.md→requirements.md→design.md→Prototype / Product→validation.md↺ Back to the Experience Library
Files further upstream are shared across the organization and multiple products; those further downstream become specific to individual products and scenarios.experience.mddefines the experience decisions the organization values;scenario.mdspecifies the user, situation, and Before Human State for the scenario;design.mdexpresses these decisions through the necessary UI, content, and interaction. The results invalidation.mdare then returned to the Experience Library, updating the Knowledge for the next design.
Depending on the organization and product, Principles, Content, Research, and Constraints may be separated into additional files. The important thing is not uniform naming, but clarity about each body of Knowledge, its reference order, owner, and update method.
Providing Knowledge does not automatically produce the best UX. The quality of the context, consistency between its parts, validation with real users, and human judgment all remain necessary.
05 / From a file to a system
Writing a single file for each project does not accumulate experience knowledge. It becomes a system the organization can develop only when Experience Principles, Primitives, Semantic Experiences, Components, and validation results are maintained as a ledger and applied to specific scenarios.
Experience System is an approach under research for structuring experience decisions into reusable units and applying them across web, apps, SaaS, contact centers, stores, and support.
How can strong experience decisions extend beyond a project's deliverables and becomean organizational asset that the next product, owner, and channel can use?
06 / Working hypothesis
The current central hypothesis defines an experience as a person's state changing through an intervention. The focus is not the screen or feature itself, but how the person changes before and after it.
Reassurance is treated not as an Experience Primitive, but as a Human State that results from an intervention. The Primitive is the intervention that creates reassurance, such as Reassure . This boundary is still being tested.
07 / System architecture
Human State is both the input before the system intervenes and the outcome observed afterward. Between them are the Knowledge behind experience decisions and a concrete Experience Instance applied to a scenario.
This structure is not intended to mirror a Design System's token hierarchy. Practice will define the boundaries needed to handle experience-specific situations, Human States, interventions, validation, and channel expressions.
08 / Case study
The size of the amount, unfamiliarity with the process, and the possibility that it cannot be reversed make this more than a confirmation screen. It is an experience that must build confidence in a high-stakes decision.
Build confidence in a high-stakes decision
09 / Cross-industry reuse
The UI itself is not reused. The reusable element is the structure that changes a person's state, preserving the common part of the decision even when the channel or industry changes.
Uncertainty Reduction
A First-time Preparation Experience clarifies the purpose of the examination, the day's flow, what to prepare, expected duration, and next communication, reducing anxiety about the unknown.
Purchase Confidence
A High-consideration Purchase Experience brings together dimensions, materials, installation, delivery time, and return conditions to support confidence in a long-term purchase.
10 / Shared ledger
A place where the organization shares reusable Experience Components and continually updates what it learns through practice and validation.
Expression and implementation differ across web, apps, contact centers, and stores. Even so, the experience structure—which Human State to address, how to intervene, and what state to aim for—can be shared.
11 / AI as an engine
AI references the Experience System, product context, scenario, requirements, and Design System to generate, review, discover, and perform QA.
People remain responsible for defining the best experience, setting priorities, ethics, adoption decisions, validation with real users, and improving the system itself.
This structure is not the only correct answer. Real projects are being used to test which contexts should be separated, where human judgment should occur, and how much should be delegated to AI.
12 / Organizational adoption
One person's strong UX judgment may appear in the deliverable, but it does not remain in the organization as decision criteria.
Product managers, designers, engineers, and business teams design, validate, and improve with shared decision criteria.
13 / Open Questions
The next step is to use Experience System in real products and organizations and measure what improves, and by how much.