About the framework

I made this to find the method in the madness.

I'm Sermad, a creative director. After about twenty years in advertising and experiential, I kept finding the same questions underneath wildly different projects. E.M.O.T.I.O.N.A.L. is my loose, practical way of carrying those questions from one experience to the next.

Illustrated figures moving through a vast imagined world
The work changes. The questions travel.
0120-ish years

Advertising and experiential

02Creative director

Story-led, location-based work

03Worlds people love

Fandom, detail and participation

04First shared

WXO Campfire

The projects changed. The questions kept coming back.

My sweet spot is taking a world people already care about and turning it into a story-led, location-based experience. That has taken me from Squid Game and BravoCon to Airbnb's Up House. The briefs looked nothing alike. Underneath, I kept asking the same things.

What does the guest need before they can join in? Why will they take the next step? When does the real world fall away? What detail proves we understand what they love? What will they still carry when the room is gone?

I made the framework to give those questions somewhere to live. Not to claim I had invented experience design. Not to make every project look the same. To make the useful parts of the process easier to remember, share and put to work.

I want to be moved.

That is the simplest reason I made it. When I walk into an experience, I want it to change my state somehow. I want to feel recognised, surprised, transported, implicated or delighted. If nothing moves, something has failed.

But “make it emotional” is useless on its own. Feeling has to survive the real work: budgets, venues, accessibility, staffing, safety, timing, client needs, queues, tired guests and the people operating the thing every day.

The framework connects the emotional ambition to the decisions that make it real.

The guest feels it. The team makes it true.

The longer I do this, the less interested I am in treating production realities as enemies of creativity. Money, time, venues and operations will change the work. That does not automatically make it worse.

The useful question is what must remain true when the form changes. That is why the Dual Lens sits under every letter.

01 / Attendee

What does the guest feel, need, understand, choose and remember?

02 / Creators

What must creatives, producers and operators actually build and sustain?

Six things I keep coming back to.

01

An experience starts before the entrance and continues after the exit.

02

The queue, corridor, rules and goodbye are creative material.

03

Care shows up in the detail, in accessibility and in who is making the work.

04

More intensity is not the same as more feeling.

05

Guests need permission to play, not instructions to perform.

06

A world feels real when it seems to exist beyond the part we can see.

This is deliberately loose.

There is no neuroscience lecture here. There is no fixed order. The nine letters are questions, not a scoring system. Start with the one that exposes the problem. Use the parts that help. Argue with the rest.

Playtest early. Listen to the reluctant guest. Build the right team around the world. Leave room for people to make part of the story themselves.

If the framework helps a team make one clearer decision about how someone should feel, it is doing its job.

Start with the letter that makes the problem clearer.

Explore the nine letters

Created by Sermad. First shared at WXO Campfire.