On this page, you will find:
> Mapping the Human Experience with map ideas for customers, patients, employees, students, community engagement, and fans
> Customer Map Ideas slideshow
> Employee Map Ideas slideshow
> Change - Risk Map Ideas slideshow
> Personal Achievement - Life Experience Mapping Ideas
Contact us to send you any of the Map Ideas as a Free Template in Miro for Free.

Customer Experience
There are many options you can choose when developing a customer experience map. Here are some ideas you can use to improve moments (touchpoints), the customer experience, and bottom-line results:
Full Customer Experience Map
One Touchpoint Focus Map
Multiple Touchpoint Focus Map
Top Touchpoints Map
Department Customer Experience Map
One Word Touchpoint Run
Our Company Values Map
Customer Culture Map
Product Launch Map
Patient Experience
Of all the experiences on this page, the Patient Experience touches Physical Survival the most. There is always Physical Survival (safety, etc.) in any experience. However, due to the importance of health in surviving, a Patient Experience map should have this as a top focus. Here are some maps you can use to improve patient moments, the patient experience, and bottom-line results for your patients and your organization:
Patient Survival Map
Whole Patient Experience Map
One Touchpoint Focus Map
Multiple Touchpoints Map
Top Touchpoints Map
One Word Touchpoint Run
Our Company Values Map
Patient Focus Culture Map
Hospital Department Map
Patient Approach Avoid Map
Physician's Office Map
Dental Office Map
Urgent Care Map
Outpatient Clinic Map
Employee Experience
The Employee Experience can be mapped and improved in multiple ways. As with other experiences, the whole journey can be mapped or individual parts of the experience. Below are a few maps that can help you improve employee moments, experiences, and bottom-line results.
Onboarding Map
Department Maps
Recruitment Map
Performance Map
Benefits Map
Education/Productivity/Development Maps
Retention Maps
Offboarding Map
Culture Maps
Company Values Map
Whole Employee Experience Map
Mix - Customer/Employee Map
Student Experience
Student maps can be of any age and any type of school. It is about the human experience and when that is the focus of the map, it can be very effective if the information used is implemented properly.
Introduction to the School Map
Enrollment Map
Transportation Map
Classes Map
Mental Health Map
Learning Map
Testing Map
Test Scores Map
Sports and Activities Map
Curriculum Map
Steps to Graduation Map
Dining Map
Residence Map
Full Student Experience Map
Busing/Transportation Map
Communication Map
Community Engagement Map
Due to the high intensity of cultural survival for most of the education years, this important need should be included in maps focused on student development.
Community Engagement - Government
The maps in this section will be focused on improving the lives of the citizens of a community and of the community itself. The maps will include both business (A business/organization wants to improve the community and/or improve its standing within the community) or government. The government can include all levels (city, county, state, and federal) and the services provided by government agencies. Again, it is truly about the human experience so all aspects of the experience within communities can be mapped.
Examples can include:
Business
Community Engagement Map
Event Map
Community Drive Map
Government
Citizen Experience Map
Touchpoint Map
Multiple Touchpoint Map
Education Map
Digital Experience Map
Omnichannel Map
Fan Experience
Maps for the Fan and Guest Experience can include:
Sporting Events
Concerts - Venues
Plays/Shows
Example of Maps can include:
Customer Experience Map
Touchpoint Map
Multiple Touchpoints Map
Ticket Experience Map
Promotion Map
Food - Drink Map
Restroom Map
Digital Experience Map

Avoid Timeline Individual
This is just one customer example. The focus is on learning how the brain made approach avoid decisions along an experience with your website. In this case, the customer approached through all the way until after they put their purchase information in. It was then that they decided to avoid.
Top 10 Employee Feedback
Analyze Top 10 Feedbacks for multiple categories:
Liked - Disliked (exit interviews)
Current Position Happiness
Employee Training
Events
Technology
Recruiting
Benefits
and more!
Although our main focus is for organizations, the information provided here at ApproachAvoid.com can be used for personal mapping. Whether that is for improving personal moments, experiences, or adapting to constant change.
In a world full of information overload and constant change, remaining focused on what is important can be challenging. There are also multiple ways for a person to use a digital or physical map to accomplish important goals. Below you will find some Personal Map ideas:
Goal(s) Map
Purpose Map
World Engagement Map
Bucket List Map
Career Map
Small Business Map
Start-up Map
Sole Business Map
Partner Business Map
Sales Map
Job Attainment Map
Financing Map
Health Map
Child Development Map
Family Map
Routine Map
Life Fulfillment Map
Focus Map
Skills Development Map
Personal Change Map
Similar to the Organization Mapping Services, if you are a Solo Business Entrepreneur or have a Business Partnership and want to pursue our Mapping Services, reach out to us. Individual Sales or Customer Service/Experience career fields will find mapping useful.
Maps can also be used for personal achievement, family achievement, and many more options.

This is where you will see how learning more about Approach Avoid can help you build better and more productive journey/experience maps.
Let's summarize some of the top highlights of this site and share how you can use this information to enhance the human experience and your bottom line.
Summary of 7 Starters and how they can be applied to Mapping
Note: Since these 7 are so important to human behavior, it is recommended that these in some form should be in all larger maps (Another option is to build maps with single categories - We will provide examples).
Approach Avoid
- We are all hardwired to make Approach/Avoid decisions based on inputs
- Positive Affect (PA) - Appetitive stimuli - positive reward cues, signals of safety. Enthusiasm, interest, pleasantness, or relief can be termed Positive Affect.
- Negative Affect (NA) - Aversive motivated states. Avoidance motivation or withdrawal that is elicited by aversive stimuli - threat cues, punishment, etc. Experienced as negative emotions ranging from anxiety , anger, frustration, and disgust.
- The spectrum of approach and avoid varies widely depending on the individual. A particular input is approach for some and avoid for others. Also, changes in the brain mean that it could be approach today but avoid tomorrow.
- BAS> A behavioral approach system (BAS) is believed to regulate appetitive motives, in which the goal is to move toward something desired.
- BIS> A behavioral avoidance (or inhibition) system (BIS) is said to regulate aversive motives, in which the goal is to move away from something unpleasant.
- Dopamine is a molecule that leads to motivation and action.
- The habituation of the action of consumption leads to the Wanting of things being stronger than the reward of having them.
Questions for Brainstorming:
How is the subconscious of a customer (patient, employee, etc.) approaching and avoiding at each major touchpoint?
The brain prioritizes negative over positive for survival. What can be done to reduce negative surprises (prediction errors) at each major touchpoint?
7 Starters
1. Survival
- Survival is the primary motivation for living organisms.
- Survival is both physical and cultural (Important features include self-esteem and community)
- Example of the brain overlap between physical survival and cultural survival:
- Insular Cortex> Does both physical and cultural disgust
- Self-esteem takes the edge off our hostile reactions to people and ideas that conflict with our beliefs and values.
- A person has to feel a valued part of a culture. In Group and Out Group are important for survival.
Questions for Brainstorming:
What are both the current physical and cultural risks at our organization that are inducing avoid?
How can we improve safety, certainty, and self-esteem to improve approach? How can we improve approach to our organization's culture goals?
2. Human Perception and 5 Senses
- Inputs that come to the senses do so without meaning - we make that meaning.
- Our senses only see a sliver of the world - What is USEFUL to us.
- Negative is more important than positive. Rather be safe than sorry.
- Emotion is built on basic motivational circuits that have evolved to sustain life. We use emotions to take proper action. We also learn over time with emotions for future experiences.
- We are all different in our brain wiring and we all have different past experiences to predict action.
Questions for Brainstorming:
What can we do to improve our important touchpoints to increase engagement using the 5 senses? How are we making each touchpoint "Useful" for our customers?
3. Brain Predictions
- We predict to enhance our chances of survival
- The meaning we make of inputs to the five senses come from past experiences
- Predictions and assessments have to be lightning quick.
Questions for Brainstorming:
Knowing the human judgement is so quick, how can we improve first impressions and be quicker on service recovery? How are we using feedback to determine if our services match our customer brain predictions?
4. Memory and Past Experiences
- Memory is not like a tape recording. It changes over time.
- Each person you meet has a lifetime of brain predictions and experiences they bring to each moment
- We can design better experiences for others by learning more of their past experiences.
Questions for brainstorming:
Think of each touchpoint and how a person is going to remember those moments for future approach/avoid.
Reflect on what a subconscious is trying to memorize to help that person survive and thrive.
What are you doing to prevent negative memories of the moments you provide? Feedback and what a customer does (their action) is so important to understanding the darkness of a customer's past experiences. How can we use feedback and customer actions to help us better understand customer predictions for the future?
5. Emotions
- Emotion is built on basic motivational circuits that have evolved to sustain life. We use emotions to take proper action. We also learn over time with emotions for future experiences.
Questions for brainstorming:
How are we learning our customers emotions at each important touchpoint?
How can design and implement more emotional bonding with our customers at each important touchpoint?
6. Energy
- Excess Energy has been the driver in the growth of human population and wealth.
- EROI = Quantity of Energy Supplied/Quantity of Energy Used in the Supply Process
- The natural tendency of all things is toward disorder. If you want order, energy must be invested.
- More complex systems/things require more energy.
- Every unit of GDP requires energy, materials, innovation, and technology
- On an individual level, we are limited on choices (one at a time), brain energy, and resources (money = claims on energy)
- Limited energy means we need to make choices - Example> It is metabolically costly for a brain to deal with things that are hard to predict.
- The brain is expensive to run.
Questions for brainstorming:
Human Energy is Expensive - How are we improving energy at every major touchpoint? Ex - How can we improve navigation throughout the customer experience to reduce energy use?
Routine - Think of a path through a forest. Once the path is built, it is the quickest way through. How can we make paths for each customer so they find our organization the easiest to navigate (Increase switching costs)
How can we constantly improve the perception of ROI of energy for each customer?
7. Action
- Action is the result - the decision of the subconscious
- It is the priority set
Questions for brainstorming:
How are we currently tracking human subconscious actions? How can this be improved? (both in measurement and increasing Approach)
Words
- Some of the most important words for human experiences can include Certainty, Meaning, Purpose, Useful, Autonomy, Hope, etc.
- You can design cultures with positive words. It requires energy but the tradeoff can be powerful.
- Words matter - What we say and write impacts the brains of others.
Questions for brainstorming:
What words are the most important at our organization? How can we design the culture where these words are reflected in every experience?
How can we improve language at all the important touchpoints - including employees?

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