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Modeling Users: Personas and Goals

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Title: Modeling Users: Personas and Goals - Cooper 5 Author: William H. Bowers Keywords: IST413 Description: Cooper Chapter 1 Last modified by: William H. Bowers – PowerPoint PPT presentation

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Title: Modeling Users: Personas and Goals


1
Modeling UsersPersonas and Goals
  • Cooper 5

2
Topics
  • Why Model?
  • Personas
  • Personas as a Design Tool
  • Personas vs. User Roles
  • Personas vs. Market Segments
  • User vs. Non-User Personas

3
Topics
  • Goals
  • User Goals
  • Non-User Goals
  • Constructing Personas
  • Persona Types
  • Other Models
  • Questions Discussion

4
Why Model?
  • Represent complex structures, relationships
  • Increased understanding, visualization
  • Based on raw, observed behavior
  • Synthesize data patterns

5
Personas
  • Help identify specific users and needs
  • Identify primary, secondary users
  • Helps choose the right individuals to design for

6
Personas as a Design Tool
  • Identify what the product should do
  • Determine a products behavior
  • Facilitates communication with stakeholders
  • Builds consensus and commitment
  • Measures design effectiveness

7
Personas as a Design Tool
  • Contributes to marketing and sales
  • Help resolve
  • Elastic user
  • Self-referential design
  • Design edge cases

8
The Elastic User
  • Each designer has own idea of end user
  • User definition becomes elastic to fit designer
  • Real users are not elastic

9
Self-Referential Design
  • Designers project own goals onto product
  • We tend towards technology for its own sake

10
Design Edge Cases
  • Possible situations
  • Usually not experienced by target personas
  • Must be programmed for
  • Not the design focus

11
Personas are Based on Research
  • Interviews with users
  • Information from stakeholders
  • Information from SMEs
  • Market research data
  • Market segmentation models
  • Literature reviews

12
Personas are Representedas Individuals
  • User models treated as actual individuals
  • Represented as specific individuals
  • Considered as real users
  • Represent classes of users in context
  • Context specific

13
Personas are Representedas Individuals
  • Not reusable across products
  • Not archetypes or stereotypes
  • Do not represent an average user
  • Represent user examples
  • May have a collection or cast of personas for a
    product

14
Personas vs. User Roles
  • Some similarities
  • Seek to describe relationships of users to
    products
  • Roles are abstractions
  • Personas address goals
  • Personas are more holistic models

15
Personas vs. Market Segments
  • Market segments are based on
  • Demographics
  • Distribution channels
  • Personas are based on
  • Behaviors
  • Goals

16
User vs. Non-User Personas
  • Non-user personas include
  • Product reviewers
  • Columnists
  • IT Managers
  • Purchasing agents
  • Driven by business goals

17
Goals
  • Drivers behind user behaviors
  • Addressed via tasks
  • Provide answers to product usage motivation
  • Inferred from qualitative data
  • Expressed as simple sentence

18
Types of Goals
  • First priority in design
  • Goals may be different for
  • Organizations
  • Employers
  • Customers
  • Partners
  • End users

19
User Goals
  • Life goals
  • Become an expert in my field
  • Get promoted quickly
  • Exhibit ethics and trust

20
User Goals
  • Experience goals
  • Dont feel stupid
  • Minimize or eliminate mistakes
  • Feel competent and confident
  • Enjoy the products use

21
User Goals
  • End goals
  • Find the best price for a product
  • Finalize a press release
  • Process customer orders
  • Create software

22
Non-User Goals
  • Customer
  • Parents, relatives, friends
  • IT Managers, purchasers, management
  • Security
  • Maintenance
  • Customization
  • Installation

23
Non-User Goals
  • Corporate
  • Increase profit
  • Increase market share
  • Defeat competition
  • Use resources efficiently
  • Offer more products or services

24
Non-User Goals
  • Technical goals
  • Minimize memory use
  • Run in a browser
  • Safeguard data
  • Execute efficiently
  • Cross platform usage/consistency

25
Constructing Personas
  • Incorporate information about
  • Goals
  • Attitudes
  • Work or activity flow
  • Environment
  • Skills and levels
  • Frustrations

26
Constructing Personas
  • Revisit the personal hypothesis
  • Map interviews to behavioral variables
  • Identify significant behavior patterns
  • Synthesize characteristics and goals
  • Check for completeness
  • Develop narratives
  • Designate types

27
Revisit The Personal Hypothesis
  • Compare patterns to assumptions
  • Do not focus on demographics
  • Behavioral variables are paramount
  • 15 30 variables per role are typical

28
Map Interviews To Behavioral Variables
  • Map interviewee against variable range
  • Precision is not critical
  • Relative placement is the goal

29
Mapping Subjects to Variables
30
Identify Significant Behavior Patterns
  • Clustering of subjects may ID persona
  • Clustered behaviors must be causal

31
Synthesize Characteristics And Relevant Goals
  • Describe such things as
  • Potential use environment
  • Typical workday
  • Current solutions
  • Frustrations with existing systems
  • Relevant relationships with others

32
Check For Completeness
  • Merge or separate personas
  • Fill in gaps
  • Insure distinctness and completeness

33
Develop Narratives
  • Third person narrative
  • One to two pages
  • Not a short story
  • Introduces persona
  • Sketches a day in the life
  • Expresses personas product expectations

34
Designate Types
  • Primary Personas
  • Secondary Personas
  • Supplemental Personas
  • Customer Personas
  • Served Personas
  • Negative Personas

35
Primary Personas
  • Primary target for interface design
  • Multiple interfaces for multiple primary personas
    are possible
  • Not satisfied by designs targeted to any other
    persona
  • Compare goals of different personas

36
Secondary Personas
  • May be satisfied by 1 or 2 additions
  • Address needs without impeding primary
  • Typically, 0 - 2

37
Supplemental Personas
  • Satisfied by primary personas interface
  • May be peripheral stakeholders

38
Customer Personas
  • Not end users
  • Treated a secondary
  • May be primary personas

39
Served Personas
  • Not product users
  • Directly affected by products use
  • Served by interface

40
Negative Personas
  • Non-users
  • Purely rhetorical
  • Communicates who is not the design target

41
Other Models
  • Workflow or sequence reflect
  • Process initiation
  • Information produced and consumed
  • Decisions
  • Actions

42
Other Models
  • Artifact models
  • Online or paper forms
  • Capture commonalities and differences
  • Useful to ID best practices
  • Physical models
  • Focus on layout

43
Questions Discussion
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