Human-Centered Design Definition
What is the 5E Framework?
An introduction to the 5E Framework and related experience design frameworks, including the Compelling Experiences Framework and Service Blueprint
Experience design frameworks provide structured ways to understand, analyze, and improve the experiences that people have with products, services, and organizations. The 5E Framework—created by Ben Jacobson of Conifer Research—is among the most widely used, defining five phases that any participant moves through: Entice, Enter, Engage, Exit, and Extend.
The 5E Framework is closely related to the Compelling Experiences Framework, introduced by Larry Keeley through his work at Doblin, now part of Deloitte Digital, which maps similar phases while also identifying the attributes that make an experience compelling.
The Service Blueprint, introduced by G. Lynn Shostack in 1982, complements both by mapping the organizational infrastructure behind a service experience. The Institute of Design has been connected to the development and dissemination of the 5E and Compelling Experiences frameworks, and Service Blueprints are deeply embedded in ID’s service design practice and teaching.
The 5E Framework

The 5E Framework, Conifer Research
Created by Ben Jacobson of Conifer Research, the 5E Framework defines a typology for the stages in an experience that a participant moves through. 5E stands for: Entice, Enter, Engage, Exit, and Extend. Conifer describes it as grounded in social-science theory and has used it in journey programs for more than 20 years.
The 5E Framework is especially popular in industry for its straightforward application and memorable structure. It is particularly useful for mapping end-to-end product, service, environment, or ecosystem experiences—identifying gaps, bright spots, and opportunity areas. For a full description and application guidance, see Conifer Research’s documentation of the 5E Framework.
ID alum Brianna Sylver of Sylver Consulting describes using the 5E Framework to map her firm’s entire client lifecycle:
Experience Design and the 5E Framework
ID Dean Anijo Mathew discusses how the 5E Framework allows design-driven leaders to think about experiential outcomes.
The Compelling Experiences Framework

The Compelling Experiences Framework, Doblin
Introduced by Larry Keeley at TED7 in 1997, the Compelling Experiences Framework breaks an experience into three stages: Attraction, Engagement, and Extension, with two transitions: Entry and Exit. The framework identifies six attributes that make an experience compelling: Defined, Fresh, Immersive, Accessible, Significant, and Transformative. These are visually mapped across the experience stages, allowing designers to see opportunities for experience innovation.
The framework was developed at Doblin, the innovation consultancy co-founded by Jay Doblin and Larry Keeley and long affiliated with ID. Evaluation is its distinct contribution: it provides criteria for judging whether an experience is not just complete, but compelling, differentiated, and meaningful.
Introducing the Compelling Experiences Framework in 1997
Larry Keeley introduces the Compelling Experiences Framework at TED7 in 1997.
Service Blueprint

Introduced by G. Lynn Shostack in a 1982 service design article and widely popularized through her 1984 Harvard Business Review article “Designing Services That Deliver,” the Service Blueprint maps the full operational system behind a service experience. Its core structure distinguishes customer actions, frontstage staff actions, backstage staff actions, and support processes, separated by lines of interaction and visibility.
Where the 5E and Compelling Experiences frameworks map experience from the participant’s perspective, the Service Blueprint maps the organizational infrastructure that produces it—making it especially useful for complex, omnichannel, or cross-functional services where customer-facing and behind-the-scenes work must be aligned. The Equitable Healthcare Lab’s Hospital-at-Home project provides a good example. Service Blueprints are widely used alongside journey mapping and experience frameworks as a complementary diagnostic tool.
Comparing Frameworks
These frameworks share a common concern—understanding and improving human experience—but differ in scope, structure, and primary application.
| 5E Framework | Compelling Experiences Framework | Service Blueprint | |
| Origin | Ben Jacobson / Conifer Research | Larry Keeley / Doblin, now Deloitte Digital | G. Lynn Shostack |
| Date | 20+ years in use; no single published date | 1997 (TED7) | 1982 / 1984 (Harvard Business Review) |
| Core Structure | Entice, Enter, Engage, Exit, Extend | Attraction, Entry, Engagement, Exit, Extension + 6 attributes | Customer actions, frontstage, backstage, support processes |
| Perspective | Participant | Participant + evaluative criteria | Organizational / operational |
| Best Used For | Broad experience mapping; identifying gaps and opportunities | Strategic experience evaluation; judging differentiation and meaning | Designing or diagnosing the operational system behind a service |
ID's Role
ID’s connection to both the 5E Framework and the Compelling Experiences Framework is through people: Larry Keeley developed the Compelling Experiences Framework through his work at Doblin, which grew directly from ID’s intellectual community, and Ben Jacobson developed the 5E Framework. Both have taught at ID, instructing generations of students in using these frameworks to think through experiences for driving innovation and impact.
Service Blueprints, while not originating at ID, are central to how ID approaches service design—used in student work, faculty research, and applied projects such as the Equitable Healthcare Lab’s Hospital-at-Home initiative.
Adjacent Tools
The following tools and frameworks are frequently used alongside experience design frameworks, or address related questions from different angles.

An observational research framework developed at Doblin that structures field observation around five categories: Activities, Environments, Interactions, Objects, and Users. Where frameworks like the 5E map the arc of an experience, AEIOU structures the upstream research that generates the insights feeding into that mapping. Its direct Doblin lineage gives it a close connection to the ID tradition.
A strategic innovation tool developed by W. Chan Kim and Renée Mauborgne as part of Blue Ocean Strategy (introduced in Harvard Business Review in 2000). Maps buyer experience stages—Purchase, Delivery, Use, Supplements, Maintenance, Disposal—against six utility levers including productivity, simplicity, convenience, risk, fun/image, and environmental friendliness. More a strategic market analysis tool than an experience design framework, but relevant to teams working at the intersection of experience and business model innovation. See Blue Ocean Strategy for full documentation.
A research and communication artifact that documents the actual experience of a real or representative user across touchpoints over time. Unlike the 5E Framework, which is a normative framework for designing experience, journey maps are descriptive—capturing what is rather than prescribing what should be. Widely used in conjunction with the frameworks above.
A practice, rather than a single framework, of articulating the qualities an experience should have before design begins. Experience Principles give cross-functional teams shared criteria for evaluating design decisions throughout a project. Used in conjunction with frameworks like the 5E and Compelling Experiences, they bridge strategic intent and design execution. Sometimes called Design Principles, though the latter term is broader.
Developed by Clayton Christensen and colleagues, Jobs to Be Done focuses on the functional, emotional, and social “jobs” that people hire products and services to accomplish. Sits upstream of experience design frameworks—helping teams understand why people engage with an experience before mapping how that experience unfolds. Practitioners in the Doblin tradition have used Jobs to Be Done alongside experience frameworks in innovation strategy work.
A concept originating with Jan Carlzon at Scandinavian Airlines in the 1980s and later developed by Procter & Gamble into the First, Second, and Ultimate Moment of Truth model. Focuses on identifying the critical touchpoints that define an experience rather than mapping all phases sequentially. Useful for prioritizing design effort within frameworks like the 5E.
A principle from behavioral economics, developed by Daniel Kahneman, describing how people judge experiences based on their most intense moment and their ending rather than an average of all moments. Not a design framework, but directly relevant to how designers prioritize within frameworks like the 5E—particularly which stages (Exit, Extend) deserve outsized attention.
An extension of the original 4Ps marketing mix (Product, Price, Place, Promotion), expanded by Booms and Bitner in 1981 to address service businesses with three additional Ps: People, Process, and Physical Evidence. Primarily a marketing and service operations framework rather than an experience design tool, but relevant to teams working across both disciplines—particularly the People, Process, and Physical Evidence dimensions, which overlap directly with experience design concerns.
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About This Page
This page represents a brief history and description of commonly applied experience frameworks and adjacent tools.
Related Terms: 5Es, 5E Framework, Collaborative Experiences, Experience Design, UX Design, Human-Centered Design