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Learning Engineering is Human-Centered
Published in Jim Goodell, Janet Kolodner, Learning Engineering Toolkit, 2023
Khanh-Phuong Thai, Scotty D. Craig, Jim Goodell, Jodi Lis, Jordan Richard Schoenherr, Janet Kolodner
A persona is a description of a subgroup of people who will interact with one’s designs or some representative of that subgroup. In other words, a persona is a description of a fictitious user or learner. One persona is created for each of the major subgroups of potential users who will interact with the design being created. When designing for learners and learning, this means creating one to represent each of the major variations across members of the targeted learner population.
Design for wellbeing
Published in Ann Petermans, Rebecca Cain, Design for Wellbeing, 2019
An-Sofie Smetcoren, Liesbeth De Donder, Dominique Verté
In order to answer to these aims, and given their complexity and multidimensionality, the project was divided into six different ‘work packages’ (WPs). Within these WPs the different stakeholders and end-users (older people, informal caregivers, neighbourhood residents, etc.) were involved during various activities (service design methodology, architectural workshops, inspiring visits, etc.) in order to co-create the answers and recommendations. In a first step, the persona technique was used to generate answers to the question ‘for whom should we build?’. Personas can be described as conceptual models of targeted user group(s) and can be used to generate a shared understanding among the different stakeholders. ‘The primary advantage of the multi-dimensional persona is to enable the development team to identify with target users, communicate effectively with them and to be a constant reminder to integrate user needs into the system’ (Le Rouge et al., 2013, p. 255). Personas were created at the start of the design process and are based on field data, surveys, user interviews, observations and a combination of these (Nielsen & Hansen, 2014). Eight different personas were constructed, e.g., an independent persona, one who has a lot of energy, relies on him/herself and will do so as long as possible, willing to help others; or a persona in distress, a person who faces a cumulation of different problems (financial, housing, social, health, etc.). Personas were used to test the different developed conceptual models of housing.
Personal development and self-care
Published in Jill Thistlethwaite, John Spencer, Professionalism in Medicine, 2018
Jill Thistlethwaite, John Spencer
Doctors are expected to know what to do to prevent or minimise ill health. Yet many patients know of the saying that an alcoholic is someone who drinks more than his doctor. Part of the professional medical persona is to be healthy, while maintaining a lifestyle that includes dedication to the job (sometimes for 24 hours a day) and superhuman interpersonal skills.
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.