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Using Personas and Scenarios as Design and Communication Tools

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Title: Using Personas and Scenarios as Design and Communication Tools


1
Using Personas and Scenariosas Design and
Communication Tools A presentation to the
Technical Communicators Association of New
Zealand (TCANZ) Presented byBeverley
StevensDesignITwww.designit.co.nz
2
Cooper U Practicum
  • With support from Industry New Zealand, Beverley
    recently attended a 5-day workshop on Cooper's
    Goal-Directedmethodology at Cooper Interaction
    Design in California.
  • There she met Alan Cooper, the author of
  • The Inmates are Running the Asylum - Why Hi-Tech
    Products Drive Us Crazy and How To Restore
    the Sanity
  • About Face The Essentials of User Interface
    Design
  • as well as other members of the Cooper design
    team.
  • See www.cooper.com

3
What are personas?
  • A persona is
  • An archetype that represents the needs and
    goalsof a group of users
  • Based on observed behaviour patterns and goals
  • Personas are a design and communication tool in
    Coopers Goal-Directed design methodology for
    high-tech products.

4
What are scenarios?
  • Scenarios describe approximately how the
    persona(s) might use the product were designing
  • (i.e. the manual, user guide, template, online
    help or knowledge base).

5
What does a persona look like?
  • A typical persona consists of a 1-page sheet
    containing the personas
  • Name
  • Position
  • Description
  • Key goals
  • Photo

6
A good persona description captures
  • Goals
  • Attitudes
  • Work or activity flow
  • Environment
  • Skill level
  • Frustrations
  • (specific to the product domain)

7
Example
  • Jay Adachi , Call Centre Agent
  • Description
  • Jay doesnt mind working under pressure, in fact
    he sees the large number of calls that come in
    every day to his desk at the call centre as an
    opportunity and a challenge.
  • He get a buzz from being able to help people and
    is always quick to spot a chance to make a sale.
    The extra income that this earns him is put aside
    for a long-anticipated surfing trip to Hawaii.
  • Jay quickly learnt to navigate the online
    knowledge base but it irritates him when he cant
    locate the information he needs quickly.
  • Goals
  • Help people
  • Keep wait times short
  • Up-sell services

8
Why use personas?
  • Personas help us
  • Understand and clearly define the user
  • Imagine a definite person as the user
  • Determine what the product should do and how it
    should behave
  • Communicate effectively with stakeholders, SMES
    and colleagues
  • Keep everyone focused on the significant
    characteristics of the known user
  • Validate and test our design Will Jay ever do
    this? Why would he want that?
  • Move design decisions out of the realm of
    personal opinion
  • Get people committed to the design
  • Measure the designs effectiveness

9
What problems does using personas
resolve?
  • Using personas helps avoid
  • The elastic user
  • Self-referential design
  • Speculation and opinion
  • Edge cases
  • Using personas based on user research
  • Gives you credibility and authority
  • End arguments
  • Helps make better decisions
  • Helps unify a project team
  • Enables you to design effective products
  • May lead to break-through design

10
How do you create personas?
  • Coopers Goal-Directed methodology provides a
    process for creating personas that is
  • Based on qualitative user research
  • Structured and rigorous
  • Proven to work
  • It's easy to assemble a set of user
    characteristics and call it a persona, but it's
    not so easy to create personas that are truly
    effective design and communication tools.

11
Why qualitative research
  • Tells you what, how and why
  • Faster
  • Cheaper
  • More flexible
  • More likely to answer the important questions

12
How many personas do I need?
  • This depends on the number of distinct different
    behaviour patterns and goals within the target
    audience.
  • One persona may be enough
  • Multiple personas may be needed to cover the
    range of behaviours
  • May need to prioritise into primary and
    secondary personas

13
How can you design for just one person?
  • If you understand a single persons needs and
    goals very well, you satisfy other people who
    share these goals.
  • ExampleWheel-on cabin bags weredesigned for
    flight attendants.
  • Common goals were
  • - Travel comfortably
  • - Look professional
  • - Be ready to go on arrival

14
What personas are not
  • Personas are sometimes confused with
  • Statistical averagesThe range is more useful.
  • Real peopleToo idiosyncratic - lose the
    archetypal nature.
  • Target markets
  • Market segments Groups of customers who
    respond to similar messages
  • Personas Groups of users with similar goals
    and usage patterns
  • Job descriptions or rolesDefine the tasks rather
    than goals and behaviours.
  • One person may represent multiple roles/jobs and
    vice versa.

15
When to create personas
  • The time to create and prioritise personas is at
    the definition and design stage of a project.

Research business requirements
Model the users
Envision/design the solution
16
Creating personas
  • User research
  • Make a persona hypothesis
  • Identify critical characteristics
  • Identify interviewees
  • Conduct 3-4 user interviews per persona
    hypothesis
  • Create personas
  • Revisit critical characteristics
  • Identify major patterns
  • Rough out description and goals
  • Check for completeness and for distinctness
  • Expand and refine details
  • Develop the narrative
  • Designate persona types

17
Using personas in scenarios
  • A context scenario describes approximately how
    the persona(s) might use the product.
  • The most important or frequent workflows are the
    key path scenarios that guide, inform and
    validate your product design.

18
Whats in a scenario?
  • A context scenario may include a description of
  • What the persona needs to accomplish
  • What the end result needs to be
  • How the persona goes about it the main steps
  • The setting
  • The length of time the persona uses the
    product
  • Interruptions
  • Any other document or product used in
    conjunction with it
  • How much complexity is permissible

19
Recommended design practices
  • Coopers have found the following practices
    efficient and effective
  • No designing alone
  • Design in small teams for efficiency (pairs)
  • In design meetings, one person generates ideas,
    the other tests them to help them evolve
  • If stuck
  • Get another brain
  • Pretend its magic or pretend its human

20
Alan Cooper on online help
  • The main purpose of online help is as a reference
    tool for intermediate users
  • Enables perpetual intermediates to expand their
    horizons and find definitive answers
  • The key to success is an effective index with
    many synonyms
  • Online help should ignore beginners -The basic
    functioning of the software needs to be easy to
    figure out by experimentation
  • Beginners need a guided tour, for example
  • A dialogue box that communicates overview, scope
    and purpose
  • About boxes
  • Tool-tips
  • A demonstration
  • Offer shortcuts directly from the Help menu
  • Source About Face The Essentials of User
    Interface Design by Alan Cooper

21
Resources
  • Web sites
  • www.designit.co.nz
  • www.cooper.com
  • Books by Alan Cooper
  • The Inmates are Running the AsylumWhy Hi-Tech
    Products Drive Us Crazy and How To Restore the
    Sanity
  • About Face The Essentials of User Interface
    Design

22
Thank you for your time.
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