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Older Adults in the User-Centered Design Process
Published in Anne McLaughlin, Richard Pak, Designing Displays for Older Adults, 2020
A persona is used to visualize the intended user of a system. A persona is a fictional individual based on an existing user profile. Personas are similar to user profiles in that they make explicit statements about the intended user; however, personas represent a smaller group of core users to such an extent that the persona can be “named.” In a sense, the persona represents the archetype of a user that the user profile describes. The utility of personas comes from the ease with which they are remembered by the designer and evaluator. They may also allow the evaluator and designer to predict how a user will behave in a task scenario, such as whether the user will use a feature of the display or be confused by the navigation or page layout. One way to view the persona is that it puts a name and a face on what would typically be dry, aggregated, demographic data. This is often more “usable” for the designers when considering features and other design elements.
Putting Personas to Work
Published in Julie A. Jacko, The Human–Computer Interaction Handbook, 2012
As you identify and collect data sources, we also recommend that you identify and evaluate current assumptions about users that exist within your organization. The only assumptions that can harm your product are the ones you are not aware of. We strongly believe personas are much more credible and helpful if they incorporate and refer to real-world data. However, if data is simply unavailable, or you have no time to collect and analyze the data that is available, creating assumption or ad hoc personas is extremely worthwhile. One of the major organizational benefits of personas is their ability to focus everyone on a shared understanding of who the user is and what he or she really needs out of the product you are designing and building. The key word here is shared: everyone in your organization will inevitably build an internal understanding of the users of your product no matter what you do. If, through your efforts, they all picture the same users—even if this picture is built on assumptions—your product will benefit.
Introduction and scope
Published in Carryl L. Baldwin, Bridget A. Lewis, Pamela M. Greenwood, Designing Transportation Systems for Older Adults, 2019
Carryl L. Baldwin, Bridget A. Lewis, Pamela M. Greenwood
To illustrate the issues to be discussed in subsequent chapters, we begin by presenting two fictional personas in specific situations that highlight some of the strengths as well as some of the challenges and issues faced by older adults. Personas are archetypal or prototypical users and are frequently used to aid design as they facilitate a user-centered design approach. Later in the text, we refer back to these personas, as well as introduce new ones, and discuss lessons learned from working with older adults in person. These personas can illustrate how key design recommendations can be applied in a wide variety of transportation modes ranging from the personal automobile to air travel and other forms of public transportation.
Affordances in blockchain-based financial recommendations concerned with life events and personalities
Published in Enterprise Information Systems, 2022
Ildikó Szabó, Katalin Ternai, Szabina Fodor
Design thinking is an innovative, creative and collaborative process that puts users at the heart of development. In investigating the design thinking methods, eight phases can be identified: Define, Explore, Interpret, Ideate, Prototype, Iterate, Implement and Enhance. Examined methods emphasise these phases to different degrees, but these phases can be grouped into steps (Plattner, Meinel, and Weinberg 2009) and executed in an undefined order: Understand, Observe, Point of view, Ideate, Prototype and Test. The current research aims to develop a methodological approach that enables a user-centric development of ontology-based systems. Ethnographic and representation methods (Pietro et al. 2019) were selected from the design thinking toolset to create our customised methodology of ontology-based system development. Ethnographic methods include activities that include observing situations, processes, and problems and interviewing interested parties. Representation methods such as personas and journey maps also support design thinking activities. Personas represent typical users or archetypes with common behavioural patterns. Areas of interest (e.g., processes, customer intentions, situations) can be analysed using these methods. Analysing these two methods can result in new ideas, patterns and problem areas. Brainstorming and mind maps are applied to process these outcomes and identify the main requirements for the newly developed system. Prototypes, field experiments and visualisation help share and clarify ideas and concepts (Szabó, Neusch, and Vas 2021).
Evaluating user-personas as supplementary tools in AAC intervention and clinician decision making
Published in Assistive Technology, 2022
Neeraja Subrahmaniyan, Ann Bisantz, Jeff Higginbotham
An important methodological innovation within the field of user-centered design has been the development of personas or user personalities. A persona is a descriptive user-model which outlines how users behave, think, work, and act, while also representing the underlying goals and personal characteristics that motivate them to behave the way they do. Personas reflect users’ goals, values and behavior around technology based on the documented behavior patterns of individuals within a target user population (Adlin & Pruitt,, 2010; Cooper et al., 2007) and are frequently developed for use in technology design, especially for consumer-based technologies and user interfaces. Software giants, such as Microsoft, employ personas for many of their product design (Grudin & Pruitt, 2002; Pruitt & Grudin, 2003). Personas may be developed from a variety of sources including interviews, observations, autobiographical and documentary media, and research publications. Once created, personas are “consulted” during the design process by placing the persona in hypothetical scenarios or tasks, then predicting how the persona would behave given what is known about them.
Generating Personas for Products on Social Media: A Mixed Method to Analyze Online Users
Published in International Journal of Human–Computer Interaction, 2022
Hao Tan, Shenglan Peng, Jia-Xin Liu, Chun-Peng Zhu, Fan Zhou
Persona refers to a group of users who share common characteristics, needs, and goals with a fictitious character (Cooper, 2004; Pruitt & Adlin, 2010). Persona aggregates a group of similar users under the same expression, thus, facilitating the team’s understanding of user characteristics and needs during design and development processes (Nielsen & Storgaard Hansen, 2014). Personas become shared mental models that stakeholders can discuss experiences and background that are different from their own experiences and background when they make decisions (Burnett et al., 2016; Nielsen, 2013; Salminen, Jung et al., 2021), which is of great use value and research significance. Online social media, e.g., Facebook, Twitter, and Weibo, have become important platforms for people’s daily communication, and information release and sharing. These platforms generate massive user data (Kaplan & Haenlein, 2010) which truly reflect the online behavior of users and have a high research value in personas. For example, researchers created personas for the active users under the official account of “AJ +” company on YouTube, Facebook, and Twitter by analyzing the users’ characteristics (An et al., 2016).