Modeling Users: Personas and Goals Cooper 5 William H. Bowers – whb108@psu.edu Topics Why Model? Personas Personas as a Design Tool Personas vs. User Roles Personas vs. Market Segments User vs. Non-User Personas William H. Bowers – whb108@psu.edu Topics Goals User Goals Non-User Goals Constructing Personas Persona Types Other Models Questions & Discussion William H. Bowers – whb108@psu.edu Why Model? Represent complex structures, relationships Increased understanding, visualization Based on raw, observed behavior Synthesize data patterns William H. Bowers – whb108@psu.edu Personas Help identify specific users and needs Identify primary, secondary users Helps choose the right individuals to design for William H. Bowers – whb108@psu.edu Personas as a Design Tool Identify what the product should do Determine a product’s behavior Facilitates communication with stakeholders Builds consensus and commitment Measures design effectiveness William H. Bowers – whb108@psu.edu Personas as a Design Tool Contributes to marketing and sales Help resolve – Elastic user – Self-referential design – Design edge cases William H. Bowers – whb108@psu.edu The Elastic User Each designer has own idea of end user User definition becomes elastic to fit designer Real users are not elastic William H. Bowers – whb108@psu.edu Self-Referential Design Designers project own goals onto product We tend towards technology for it’s own sake William H. Bowers – whb108@psu.edu Design Edge Cases Possible situations Usually not experienced by target personas Must be programmed for Not the design focus William H. Bowers – whb108@psu.edu Personas are Based on Research Interviews with users Information from stakeholders Information from SMEs Market research data Market segmentation models Literature reviews William H. Bowers – whb108@psu.edu Personas are Represented as Individuals User models treated as actual individuals Represented as specific individuals Considered as real users Represent classes of users in context Context specific William H. Bowers – whb108@psu.edu Personas are Represented as 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 William H. Bowers – whb108@psu.edu 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 William H. Bowers – whb108@psu.edu Personas vs. Market Segments Market segments are based on – Demographics – Distribution channels Personas are based on – Behaviors – Goals William H. Bowers – whb108@psu.edu User vs. Non-User Personas Non-user personas include – Product reviewers – Columnists – IT Managers – Purchasing agents Driven by business goals William H. Bowers – whb108@psu.edu Goals Drivers behind user behaviors Addressed via tasks Provide answers to product usage motivation Inferred from qualitative data Expressed as simple sentence William H. Bowers – whb108@psu.edu Types of Goals First priority in design Goals may be different for: – Organizations – Employers – Customers – Partners – End users William H. Bowers – whb108@psu.edu User Goals Life goals – Become an expert in my field – Get promoted quickly – Exhibit ethics and trust William H. Bowers – whb108@psu.edu User Goals Experience goals – Don’t feel stupid – Minimize or eliminate mistakes – Feel competent and confident – Enjoy the product’s use William H. Bowers – whb108@psu.edu User Goals End goals – Find the best price for a product – Finalize a press release – Process customer orders – Create software William H. Bowers – whb108@psu.edu Non-User Goals Customer – Parents, relatives, friends – IT Managers, purchasers, management Security Maintenance Customization Installation William H. Bowers – whb108@psu.edu Non-User Goals Corporate – Increase profit – Increase market share – Defeat competition – Use resources efficiently – Offer more products or services William H. Bowers – whb108@psu.edu Non-User Goals Technical goals – Minimize memory use – Run in a browser – Safeguard data – Execute efficiently – Cross platform usage/consistency William H. Bowers – whb108@psu.edu Constructing Personas Incorporate information about – Goals – Attitudes – Work or activity flow – Environment – Skills and levels – Frustrations William H. Bowers – whb108@psu.edu 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 William H. Bowers – whb108@psu.edu Revisit The Personal Hypothesis Compare patterns to assumptions Do not focus on demographics Behavioral variables are paramount 15 – 30 variables per role are typical William H. Bowers – whb108@psu.edu Map Interviews To Behavioral Variables Map interviewee against variable range Precision is not critical Relative placement is the goal William H. Bowers – whb108@psu.edu Mapping Subjects to Variables William H. Bowers – whb108@psu.edu Identify Significant Behavior Patterns Clustering of subjects may ID persona Clustered behaviors must be causal William H. Bowers – whb108@psu.edu Synthesize Characteristics And Relevant Goals Describe such things as – Potential use environment – Typical workday – Current solutions – Frustrations with existing systems – Relevant relationships with others William H. Bowers – whb108@psu.edu Check For Completeness Merge or separate personas Fill in gaps Insure distinctness and completeness William H. Bowers – whb108@psu.edu 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 William H. Bowers – whb108@psu.edu Designate Types Primary Personas Secondary Personas Supplemental Personas Customer Personas Served Personas Negative Personas William H. Bowers – whb108@psu.edu 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 William H. Bowers – whb108@psu.edu Secondary Personas May be satisfied by 1 or 2 additions Address needs without impeding primary Typically, 0 - 2 William H. Bowers – whb108@psu.edu Supplemental Personas Satisfied by primary personas’ interface May be peripheral stakeholders William H. Bowers – whb108@psu.edu Customer Personas Not end users Treated a secondary May be primary personas William H. Bowers – whb108@psu.edu Served Personas Not product users Directly affected by product’s use Served by interface William H. Bowers – whb108@psu.edu Negative Personas Non-users Purely rhetorical Communicates who is not the design target William H. Bowers – whb108@psu.edu Other Models Workflow or sequence reflect – Process initiation – Information produced and consumed – Decisions – Actions William H. Bowers – whb108@psu.edu Other Models Artifact models – Online or paper forms – Capture commonalities and differences – Useful to ID best practices Physical models – Focus on layout William H. Bowers – whb108@psu.edu Questions & Discussion William H. Bowers – whb108@psu.edu