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Persona Design

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As the scenario and design evolve together Personas can be walked through the emerging design. ... referring back to Personas designers can ensure that they ... – PowerPoint PPT presentation

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Title: Persona Design


1
Persona Design
  • Goal directed design using personas

2
Missing the Target
  • Technology is the name we give to stuff that
    doesn't work properly yet - Douglas Adams

3
What is Technology for?
  • To help people perform tasks?

4
What is Technology for?
  • To help people achieve goals?

5
What is Technology for?
  • To help people

6
Who is Technology for?
  • One of the most important questions for any
    project is who is this device for?
  • For example, how do you present information on a
    website to
  • Kids
  • Teens
  • Adults
  • Elders
  • Would you use the same tone, navigation, visual
    style? No! And thats just one dimension

7
One size doesnt (often) fit all
  • Strategies for designing for people
  • Design a system that can be used by anyone
  • Design specialised systems for each type of
    audience
  • When to design one size fits all
  • Public access terminals - e.g. train ticket
    machines
  • Even then it pays to understand who youre
    designing for and to design for the most
    challenging case

8
  • Personas

9
What is a Persona
  • A Persona is a description of a character that
    the site will be designed for. Acts as a focus
    for design
  • It is
  • An archetype, a stereotype
  • A design target
  • Specific (but not excessively so)
  • It is not
  • Politically correct
  • A marketing demographic
  • An average

10
What is a Persona
  • A Persona includes information such as
  • Personal profile
  • age, sex, education, job, hobbies, family,
    socio-economic group, etc
  • Role
  • job role for work-centred sites
  • position in household for home-centred sites (eg
    mother)
  • Flavouring
  • back-story, what sort of house they live in, how
    long theyve had their job, where their parents
    live, when they got married, where they went on
    their honeymoon, etc

11
Should be recognisable
  • A good persona generally gets
  • oh, I know someone just like that
  • The designer should feel they know them well
    enough that they can answer questions about them
  • Once into design thats exactly what youll be
    doing! You need to know them well enough to get
    into character - rather like method acting!

12
An Example Marjorie Bannet
  • Biography
  • 78 years old
  • Just moved to Penrith from Windermere
  • Has a son in Hastings, and a daughter in
    Newcastle
  • Doesnt know anyone else in Penrith yet
  • Hasnt been driving for a few years now
  • Sometimes feels lonely
  • Has a help come in once a week
  • Would like to be able to read more

13
An Example Marjorie Bannet
  • Health
  • Has trouble sleeping from time to time. Will wake
    up in the early hours and often not get to sleep
    again for 2-3 hours
  • A little arthritis in her hands
  • Early cataracts, so less acute vision
  • Can move about, perhaps not quite as quickly as
    she could 10 years ago
  • Sometimes has a rest in the afternoon

14
An Example Marjorie Bannet
  • Technology
  • Has never used a computer before, and is a little
    nervous about them
  • Has a mobile phone, and instructions on how to
    use it from her son
  • Uses the microwave to prepare many of her meals
  • Uses a video recorder, but cant be bothered
    setting it to record things

15
Whats the right level of detail?
  • A persona should be rich enough that they are a
    believable person. The designer must be able to
    feel empathy for the persona for them to be
    effective.
  • They should be normal people, not laden down
    with quirks, although they should have typical
    preferences.
  • Demographics are important, but you also need a
    few personal titbits. These help you see a person
    - not just a statistic, and develop empathy.

16
A Persona has Goals
  • A persona has goals they want to achieve, not
    tasks they wish to perform
  • Tasks pre-suppose a solution, goals are invariant
  • The goals should be mostly relevant to the device
    being designed, although some may be more general
    and include lifestyle goals

17
An Example Marjorie Bannet
  • Goals
  • To not be lonely
  • Keep in touch with her sons and their families
  • Avoid frustrating technology experiences!
  • Not be reliant one anyone

18
How do Personas help?
  • A persona acts as a focus for the design
  • As design options are created each one can be
    very rapidly tested by asking would Marge
    understand this?
  • The personas goals direct the design towards an
    solution which genuinely solves the correct
    problem
  • The next step is creating design, starting with
    Scenarios

19
Different types of Personas
  • There are several types of personas
  • Primary - this is the person youre mostly
    designing for. If you only have one persona they
    will be primary
  • Secondary - not the main target, but they should
    be satisfied if it can be done without upsetting
    the primary
  • Negative - this is someone who are explicitly NOT
    designing for - useful to avoid but what about
    Fred the freak who wants arguments
  • Bit Part - not always a full persona, but someone
    who interacts with a persona in a significant way

20
  • Scenarios

21
Scenarios in Design
  • A scenario is a walk through a design, from the
    point of view of a specific persona.
  • They can be done at various levels of detail.
  • Initially a scenario will be very vague, but as
    the design is filled in and refined it will
    become more and more specific.
  • Its important that vague scenarios be completed
    before detail is added, since this forces Breadth
    First design.

22
High Level Scenario
  • Marjorie is lonely, and would like to have a chat
    with someone.
  • She finds out (or knows) who is about that she
    can chat with
  • She invites Robert round for a chat, and banishes
    the loneliness.
  • Goal Directed
  • No mention of the implementation
  • A solution is being defined

23
Medium Level Scenario
  • Marjorie is lonely
  • She looks at her device, and it shows her who is
    online. She sees that Robert is available, so she
    invites him for an online chat.
  • Robert accepts her invitation, and they start
    chatting.
  • Still Goal Directed
  • The implementation is implied
  • A solution has been defined

24
Low Level Scenario
  • Marjorie is lonely
  • She looks at her tablet PC, which is switched on
    and sitting on her coffee table, and she can see
    in the address book that Robert, one of her
    contacts, is online, and has set his status
    message as Want to chat?.
  • Marjorie select Robert, and then selects the chat
    program, and taps the start button. She then
    writes a short invitation to Robert Hello
    Robert

25
Compared to HTAs
  • HTAs are an analysis of a task that already
    exists. They include multiple levels of detail.
  • Scenarios start with almost no detail.
  • The scenario suggests new details that need to be
    filled in, which provides a design problem to be
    solved.
  • The design solution then feeds into the next
    iteration of the scenario. At each level multiple
    solutions can be tested.

26
Testing Design Solutions
  • As the scenario and design evolve together
    Personas can be walked through the emerging
    design.
  • Would the persona understand the design?
  • Does the design help the persona achieve their
    goals?
  • Are there parts of the design (excise) which are
    not moving the persona towards their goals which
    might be removed?
  • These questions should be answered by the
    designer, based on their empathy with the persona

27
Secondary Personas
  • Secondary Personas will have their own scenarios,
    for those extra requirements they have.
  • They should be able to achieve their goals
    without distorting the design for the Primary.
  • If its not possible to accommodate both the
    Primary and the Secondaries reasonably, then a
    better option might be a second design.

28
  • Creating Personas

29
How to create a Persona
  • Personas should be created by the designers who
    will ultimately use them.
  • The designer should interview, target users of
    the system to be designed.
  • If designing a movie database (as we are going
    to) then attitudes to movies should be examined.

30
Movie database user Persona
  • What are peoples goals when looking for movie
    information? Why are people interested in movie
    information?
  • What sorts of information are important to
    achieve those goals?
  • When are you interested in getting movie
    information?
  • Do you do this on your own, or with others?

31
Collating into Personas
  • After interviewing a number of people youll spot
    similar ideas coming up repeatedly.
  • You should start to identify a few different
    types of people.
  • e.g. With movies, some people might just turn up
    at the cinema and see whats on. Others might see
    a movie and plan to go to it when it comes out.
  • Each of these different types is probably a
    separate persona.

32
Design for a single Persona
  • Now you need to pick a Primary Persona.
  • Just One!
  • You might also want to pick a couple of secondary
    personas (but not too many)
  • If theres someone who you know youre not
    interested in supporting, they are a negative
    persona.

33
  • Problems Personas help you avoid

34
The elastic user
  • Without personas talk tends to drift towards the
    user.
  • Then you get questions like
  • what if the user wanted to do
  • If several people are asking these questions they
    are probably all imagining different users.
  • The resulting design would be a hotchpotch, and
    probably not make much sense to anyone. Personas
    ensure everyone is aiming at the same user.

35
Self-Referential Design
Designers know what they like. Left unchecked
its very easy to end up designing for
yourself. Designers are not representative of the
intended audience however. Engineers even more
so! By constantly referring back to Personas
designers can ensure that they are not just
designing something they like. Graphic/Visual
design also suffers from this problem.
36
Design for one, works for many
  • Because personas are archetypes there are many
    people out there who will be close enough to a
    Persona that they will be happy with the design.
  • Surprisingly designs generated using a Persona
    methodology often have wider appeal that designs
    which try to cater to all.
  • So keep focussed. Once youve selected a Persona
    stick to it, dont allow yourself to switch to a
    different one mid way through.

37
Persona Design
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