The final step is to include the emotions and the feedback that your user experiences throughout the scenario and the actions. These emotions reflect satisfaction, frustration, delight, or disappointment with your solution. Meanwhile, feedback can be visual, auditory, tactile, or verbal. To express these emotions and feedback, adjectives, adverbs, or quotes can be used. For example, Anna is a graphic designer who loves to create digital art on her tablet. She uses an app that connects her with a community of digital artists, where she can browse, like, comment, and share artworks. Anna feels inspired, curious, and connected as she explores and interacts with the app; she also receives notifications, badges, and recommendations to keep her engaged and motivated. Ben is a music lover who enjoys playing the guitar and singing; he uses a device that attaches to his guitar and connects to his smartphone. Ben feels creative, confident, and proud as he creates and shares his music; the device gives him feedback, tips, and challenges to help him improve and have fun. Carla is a teacher who wants to introduce her students to the basics of coding and music; she uses a kit that consists of a board, a speaker, and a set of cards. Carla feels curious, playful, and excited as she experiments and learns with the kit; it gives her sounds, lights, and vibrations to make the experience interactive and fun.