Philosophy

A framework distilled from practice.

HENEX is my working framework for reading and shaping design relationships across services, digital products and built environments. It helps me move from observation to method, and from method to work that can be tested, delivered and used.

Core idea

Design as relational work.

HENEX helps me read how relationships work, locate where relationships need support, and reorganise them into more coherent, meaningful and usable experiences.

(Human + Emotion + Nature) × Nexus = Experience

Public services

Support pathways

People may need clearer support to move forward.

HENEX reads people, support and action when a path is unclear.

Digital products

Interface confidence

Interfaces may need clearer feedback and structure.

HENEX connects task logic, interaction rules and confidence.

Built environments

Public experience

Spaces may need better context and sensory support.

HENEX connects people, material systems and operational context.

Framework structure

Three dimensions of every design relationship.

HENEX reads design relationships through three dimensions: Human, Emotion and Nature. The three dimensions work together to describe who is involved, what is felt, and where the experience happens.

Human

How people understand, decide and act.

Human factors shape how people recognise roles, interpret choices and take action.

Human asks who is involved, how people understand a situation and what helps them act with confidence.

IdentityPerceptionAgency

Emotion

How experience carries feeling and meaning.

Emotional cues shape how people interpret, trust and remember an experience.

Emotion asks what is felt, where support is needed and how meaning is formed through the experience.

AffectEmpathyMeaning

Nature

How context, matter and interface shape interaction.

Material and contextual cues shape where experience happens and how contact is made.

Nature asks what medium carries the experience, what matter gives it form and how people meet the system.

MediumMatterInterface

Nodes

Nine nodes for locating relational needs.

Each node points to a place where a design relationship may need attention. A node helps locate what needs to be understood, supported or reorganised.

Human node

Identity

Culture, role, belonging and self understanding.

Use Identity when roles and responsibilities need to become visible.

Human node

Perception

How people read, sense and understand information or environments.

Use Perception when clarity, hierarchy or interpretation needs improvement.

Human node

Agency

The ability to choose, act and influence outcomes.

Use Agency when people need clearer control, next steps or decision support.

Emotion node

Affect

The immediate feeling tone carried by an experience.

Use Affect when atmosphere, tension or first response shapes the experience.

Emotion node

Empathy

Support, care and the need to feel understood.

Use Empathy when pressure, vulnerability or support needs must be recognised.

Emotion node

Meaning

Value, memory and why an experience matters.

Use Meaning when interpretation gives weight to a design choice.

Nature node

Medium

The channel or environment that carries the experience.

Use Medium when service, digital or spatial context changes engagement.

Nature node

Matter

The material, visual or physical substance of an experience.

Use Matter when form, texture, image or condition shapes response.

Nature node

Interface

The touchpoint where people meet a system, product or place.

Use Interface when contact points need clearer feedback or connection.

Method logic

From node relationships to recipes.

A recipe brings three nodes together, one from each dimension, to describe a fuller design situation. It is a practical method for reading and reorganising a specific relationship through design.

Human node

Agency

Choice and control.

Emotion node

Empathy

Care and support.

Nature node

Interface

Point of contact.

Recipe library

A library of 27 method recipes.

The compact cards below show the full method system. Hover or focus a card to see when that recipe is useful.

R01

IdentityAffectMedium

Identity Toneboard

Set the emotional tone and channel mix for a specific community so the experience feels immediately welcoming.

When to use

Early concepting, onboarding tone, campaign direction; when you need fast emotional anchoring.

R02

IdentityAffectMatter

Atmosphere Palette

Translate identity into material, texture and light choices to create a coherent sense of place and feel.

When to use

Spatial concepts, service environments, sensory UI metaphors; when feel communicates identity.

R03

IdentityAffectInterface

Brand Personality UI

Define a consistent UI personality through colour, motion and microcopy cadence for cohesive digital experiences.

When to use

UI systems, micro-interactions, brand coherence; when visuals or behaviour feel inconsistent.

R04

IdentityEmpathyMedium

Lived Story Capture

Collect and share real stories to represent people accurately and avoid stereotype-driven design.

When to use

Research synthesis, community representation, inclusive storytelling; when nuance matters.

R05

IdentityEmpathyMatter

Belonging Artifacts Walk

Use objects and places people care about to uncover identity, belonging and cultural context.

When to use

Contextual inquiry, spatial audits, cultural grounding; when you need evidence beyond opinions.

R06

IdentityEmpathyInterface

Inclusive Onboarding Paths

Design onboarding and flows that adapt to language, ability and cultural context to reduce exclusion.

When to use

Onboarding, forms, guidance flows; when language or ability barriers cause drop-off.

R07

IdentityMeaningMedium

Purpose Story Script

Explain purpose clearly and memorably by scripting the why in plain language and narrative beats.

When to use

Problem framing, narrative positioning, stakeholder alignment; when purpose risks being abstract.

R08

IdentityMeaningMatter

Ritual Moments Plan

Design repeatable moments such as arrival, transition, repair and celebration that build belonging and habits.

When to use

Journeys and touchpoints, service routines, spatial sequencing; when habits and belonging matter.

R09

IdentityMeaningInterface

Mission-First Navigation

Structure IA around user goals and identity needs rather than features to increase relevance.

When to use

IA, navigation, scope definition; when information feels scattered or irrelevant.

R10

PerceptionAffectMedium

Attention Pacing Map

Guide attention with pacing, contrast and breathing room so users do not skim or drop off.

When to use

Narrative UX, onboarding, exhibits; when attention drops quickly.

R11

PerceptionAffectMatter

Sensory Wayfinding Map

Use sensory cues such as light, sound and texture to make wayfinding feel intuitive across space and screens.

When to use

Wayfinding, environmental UX, kiosk or space experiences; when cues should feel natural.

R12

PerceptionAffectInterface

Calm Clarity Tuning

Reduce cognitive load with hierarchy, contrast and feedback that stays legible under stress.

When to use

High-stress flows, accessibility, comprehension; when users feel overwhelmed.

R13

PerceptionEmpathyMedium

Multiple Viewpoint Story

Reframe information through multiple viewpoints to reveal gaps and reduce bias in decisions.

When to use

Team alignment, bias reduction, insight communication; when perspectives conflict.

R14

PerceptionEmpathyMatter

Accessibility Walkthrough

Simulate constraints to expose hidden barriers and validate inclusive design choices.

When to use

Inclusion validation for spaces and screens; when hidden barriers are likely.

R15

PerceptionEmpathyInterface

Clarity & Accessibility Audit

Audit readability, WCAG and cognitive load, then convert findings into concrete component fixes.

When to use

Design QA, component refinement; when usability issues repeat across screens.

R16

PerceptionMeaningMedium

Why-First Data Story

Lead with meaning, then show only the data needed to support it so information feels readable.

When to use

Infographics, dashboards, storytelling; when data needs to be compelling and understandable.

R17

PerceptionMeaningMatter

Make It Tangible Model

Use physical or visual models to make abstract systems concrete and easier to remember.

When to use

Workshops, system mapping, prototypes; when abstract ideas need a shared model.

R18

PerceptionMeaningInterface

Step-by-Step Path Design

Arrange tasks in the order people think: understand, decide and act to reduce drop-off.

When to use

Multi-step tasks and flows; when drop-off happens between steps.

R19

AgencyAffectMedium

Quick Motivation Prompts

Use short, timely prompts to trigger action in the moment across digital and physical touchpoints.

When to use

Campaigns, behaviour nudges; when time is short and reach must be broad.

R20

AgencyAffectMatter

Starter Tools Kit

Provide tools, materials access and simple guides to remove friction and help people begin.

When to use

Community programmes, tool access, enablement; when lack of resources blocks action.

R21

AgencyAffectInterface

Small-Step Actions

Break complex behaviour into tiny steps such as save, remind and template that users can complete easily.

When to use

Behaviour design, conversion; when intention does not translate into action.

R22

AgencyEmpathyMedium

Peer Momentum Sharing

Leverage social proof and sharing to normalise action and sustain motivation.

When to use

Community growth, social engagement; when motivation depends on peers.

R23

AgencyEmpathyMatter

Community Workbench

Create shared spaces and resources so people can act together instead of feeling isolated.

When to use

Co-making, repair, shared resources; when people need support to keep going.

R24

AgencyEmpathyInterface

Trust & Cooperation Rules

Build trust mechanisms and collaboration norms for safe, reliable exchange and participation.

When to use

Marketplaces, exchanges, collaboration systems; when trust is core.

R25

AgencyMeaningMedium

Impact Story Chain

Link personal actions to community and intergenerational meaning to strengthen motivation.

When to use

Communication and education; when users ask why they should care.

R26

AgencyMeaningMatter

Visible Circular Loop

Make the reuse, repair and exchange loop visible with clear touchpoints and feedback.

When to use

Circular economy services; when impact feels invisible.

R27

AgencyMeaningInterface

Impact Dashboard

Show personal and collective impact with progress and milestones to reinforce self-efficacy.

When to use

Retention, motivation, impact reporting; when users need proof their actions matter.

Selected work

How recipes return to practice.

Selected projects show how HENEX moves from framework to work. Each case highlights one primary recipe and the three nodes that shape the design situation.

If you want to see how these recipes appear inside project work, start with the selected works page and open the relevant case studies.

View Works