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team who
should definitely not be the
design target for the
product. Good candidates
for
negative personas are often
technologiy-savvy early-adopter personas
for
consumer
products and IT specialists for end-user
enterprise products.
Lecture
22
Lecture
22. User
Modeling
Learning
Goals
As the
aim of this lecture is to
introduce you the study of
Human Computer
Interaction,
so that after studying this
you will be able to:
· Understand
how to conduct ethnographic
interviews
· Discuss
briefly other research
techniques
The most
powerful tools are simple in
concept, but must be applied
with some
sophistication.
The most powerful interaction
design tool used is a precise
descriptive
model of
the user, what he wishes t
accomplish, and why. The
sophistication becomes
apparent
in the way we construct and
use that model.
These
user models, which we call
personas, are not real
people, but they are
based on
the
behaviors and motivations of
real people and represent
them throughout the
design
process.
They are composite archetypes based on
behavioral data gathered from
many
actual
users through ethnographic
interviews. We discover out
personas during the
course of
the Research phase and
formalize them in the
Modeling phase, by
understanding
our personas, we achieve and
understanding of our users'
goals in
specific
context--a critical tool for
translating user data into
design framework.
There
are many useful models
that can serve as tools
for the interaction
designer, but
it is
felt that personas are
among the strongest.
Why
Model?
22.1
Models
are used extensively in
design, development, and the
sciences. They are
powerful
tools for representing
complex structures and relationships
for the purpose
of better
understanding or visualizing them.
Without models, we are left to
make
sense of
unstructured, raw data,
without the benefit of the
pig picture or any
organizing
principle. Good models emphasize
the salient features of the structures
or
relationships
they represent and de-emphasize the
less significant
details.
Because
we are designing for users, it is
important that we can
understand and
visualize
the salient aspects of their
relationships with each
other, with their social
and
physical
environment and of course, with
the products we hope to
design.
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Just as
physicists create models of
the atom based on raw,
observed data and
intuitive
synthesis of
the patterns in their data, so must
designers create models of users
based
on raw,
observed behaviors and
intuitive synthesis often patterns in the
data. Only
after we
formalize such patterns can we
hope to systematically construct patterns
of
interactions
that smoothly match the
behaviors, mental models and
goals of users.
Personas
provide this
formalization.
Personas
22.2
To create a
product that must satisfy a
broad audience of users,
logic tells you to
make
it as
broad in its functionality as
possible to accommodate the most people.
This logic,
however,
is flawed. The best way to
successfully accommodate a variety of
users is to
design
for specific types of
individuals with specific
needs.
When
you broadly and arbitrarily
extend a product's functionality to
include many
constituencies,
you increase the cognitive
load and navigational
overhead for all
users.
Facilities that map please
some users will likely
interfere with the
satisfaction
of
other.
A simple
example of how personas are
useful is shown in figure
below, if you try to
design an
automobile that pleases
every possible driver, you
end up with a car
with
every
possible feature, but which
pleases nobody. Software
today is too often
designed
to please to many users,
resulting in low user
satisfaction
But by
designing different cars for
different people with
different specific goals,
as
shown in
figure below, we are able to
create designs that other
people with similar
needs to
our target drivers also
find satisfying. The same
hold true for the
design of
digital
products and
software.
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The
key is in choosing the right
individuals to design for,
ones whose needs represent
the
needs of a larger set of key
constituents, and knowing
how to prioritize
design
elements to
address the needs of the
most important users without
significantly
inconveniencing
secondary users. Personas provide a
powerful tool for
understanding
user
needs, differentiating between
different types of users,
and prioritizing
which
users
are the most important to
target in the design of
function and
behavior.
Personas
were introduced as a tool
for user modeling, they
have gained great
popularity
in the usability community,
but they have also been the
subjects of some
misunderstandings.
Strengths
of personas as a design
tool
The
persona is a powerful, multipurpose
design tool that helps
overcome several
problems
that currently plague the
development of digital products.
Personas help
designers"
Determine
what a product should do and
how it should behave.
Persona goals
·
and
tasks provide the basis
for the design
effort.
Communicate
with stakeholders, developers,
and other designers.
Personas
·
provide a
common language for
discussing design decisions,
and also help
keep
the design centered on users at
every step in the
process.
Build
consensus and commitment to
the design. With a common
language
·
comes a
common understanding. Personas reduce
the need for
elaborate
diagrammatic
models because, as it is found, it is
easier to understand the
many
nuances of user behavior
through the narrative structures
that personas
employ.
Measure
the design's effectiveness.
Design choices can be tested on a
persona
·
in the
same way that they
can be show to a real user
during the formative
process.
Although this doesn't
replace the need to test on
real users. It
provides
a powerful reality check
tool for designers trying to
solve design
problems.
This allows design iteration
to occur rapidly and
inexpensively at
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the
whiteboard, and it results in a far
stronger design baseline
when the time
comes to
test with real
users.
Contribute
to other product-related efforts
such as marketing and sales
plan. It
·
has been
seen that clients repurpose
personas across their
organization,
informing
marketing campaigns, organizational
structure, and other
strategic
planning
activities. Business units outside of
product development
desire
sophisticated
knowledge of a product's users
and typically view personas
with
great
interest.
Personas
and user-centered
design
Personas
also resolve three User-Centered
design issues that arise
during product
development:
· The
elastic user
· Self-referential
design
· Design
edge cases
The
elastic user
Although
satisfying the user is goal,
the term user causes
trouble when applied
to
specific
design problems and
contexts. Its imprecision
makes it unusable as a
design
tool--every
person on a product team has his
own conceptions of the user
and what
the
user needs. When it comes
time to make a product
decisions, this "user"
becomes
elastic,
bending and stretching to
fit the opinions and
presuppositions of whoever
has
the
floor.
If
programmers find it convenient to
simply drop a user into a
confuting file system
of
nested
hierarchical folders to find
the information she needs,
they define the
elastic
user as
an accommodating, computer-literate power
user. Other times, when
they find
it more
convenient to step the user
through a difficult process
with a wizard, they
define
the elastic user as an
unsophisticated first-time user.
Designing for the
elastic
user
gives the developer license
to code as he pleases while still
apparently serving
"the
user". However, our goal is
to design software that
properly meets real
user
needs.
Real users--and the personas
representing them--are not
elastic, but rather
have
specific requirements based on
their goals, capabilities,
and contexts.
Self-referential
design
Self-referential
design occurs when designers or
developers project their own
goals,
motivations,
skills, and mental models
onto a product's design.
Most "cool" product
designs
fall into this category:
the audience doesn't extend
beyond people like
the
designer,
which is fine for a narrow
range of products and completely
inappropriate
for most
others. Similarly, programmers
apply self-referential design
when they create
implementation-model
products. They understand
perfectly how it works and
are
comfortable
with such products. Few
non-programmers would
concur.
Design
edge cases
Another
syndrome that personas help
prevent is designing for edge
cases--those
situations
that might possibly happen,
but usually won't for
the target personas.
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Naturally,
edge cases must be programmed for,
but they should never be
the design
focus.
Personas provide a reality
check for the
design.
Personas
are based on research
Personas
must, like any model, be
based on real-world observation.
The primary
source of
data used to synthesize personas must be
from ethnographic
interviews,
contextual
inquiry, or other similar
dialogues with and
observation of actual
and
potential
users. Other data that can
support and supplement the
creation of personas
include,
in rough order of
efficacy:
· Interviews
with users outside of their
use contexts
· Information
about users supplied by
stakeholders and subject
matter experts
· Market
research data such as focus
groups and surveys
· Market
segmentation models
· Data
gathered from literature
reviews and previous
studies
However,
none of this supplemental data
can take the place of
direct interaction
with
and
observation of users in their
native environments. Almost
every word in a well-
developed
persona's description can be traced
back to user quotes or
observed
behaviors.
Personas
are represented as
individuals
Personas
are user models that
are represented as specific, individual
humans. They are
not
actual people, but are
synthesized directly from
observations of real people.
One
of the
key elements that allow
personas to be successful as user
models is that they
are
personifications.
They are represented as specific
individuals. This is appropriate
and
effective
because of the unique
aspects of personas as user
models: they engage
the
empathy
of the development team toward
the human target of design.
Empathy is
critical
for the designers, who will be
making their decisions for
design frameworks
and
details based on both the
cognitive and emotional
dimensions of the persona, as
typified
by the persona's goals.
However, the power of
empathy should not be
quickly
discounted
for other team members.
Personas
represent classes of users in
context
Although
personas are represented as specific
individuals, at the same
time they
represent a
class or type of user of a
particular interactive product.
Specifically,
persona
encapsulates a distinct set of
usage patterns, behavior patterns
regarding the
use of a
particular product. These
patterns are identified
through an analysis of
ethnographic
interviews, supported by supplemental
data if necessary or appropriate.
These
patterns, along with work or
lifestyle-related roles define
personas as user
archetype.
Personas are also referred as
composite user archetypes because
personas
are in
sense composites assembled by clustering
related usage patterns
observed
across
individuals in similar roles
during the research
phase.
Personas
and reuse
Organizations
with more than one
product often want to reuse
the same personas.
However,
to be effective, personas must be
context-specific--they should be
focused
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on the
behaviors and goals related
to the specific domain of a
particular product.
Personas,
because they are constructed
from specific observations of
users interacting
with
specific products in specific
contexts, cannot easily be
reused across
products
even
when those products form a
closely linked suite. Even
then, the focus of
behaviors
may be quite different in
one product than in another,
so researchers must
take
care to perform supplemental
user research.
Archetypes
versus stereotype
Don't
confuse persona archetype with
stereotypes. Stereotypes are, in most
respects,
the
antithesis of well-developed personas.
Stereotypes represent designer or
researcher
biases and assumptions, rather
than factual data. Personas
developed
drawing
on inadequate research run
the risk of degrading to
stereotypical caricatures.
Personas
must be developed and treated
with dignity and respect
for the people
whom
they
represent. Personas also bring to
the forefront issues of
social and political
consciousness.
Because personas provide a precise
design target and also
serve as a
communication
tool to the development team,
the designer much choose
particular
demographic
characteristics with care.
Personas
should be typical and
believable, but not
stereotypical.
Personas
explore ranges of
behavior
The
target market for a product
describes demographics as well as
lifestyle and
sometimes
job roles. What it does
not describe are the ranges of
different behaviors
that
members of that target
market exhibit regarding the
product itself and
product-
related
contexts. Ranges are
distinct from averages: personas do
not seek to establish
an average
user, but rather to identify
exemplary types of behaviors
along identified
ranges.
Personas
fill the need to understand how
users behave within given
product domain--
how
they think about it and
what they do with it--as
well as how they behave in
other
contexts
that may affect the
scope and definition of the
product. Because
personas
must describe
ranges f behavior to capture
the various possible ways
people behave
with
the product, designers must identify a
collection or cast of personas
associated
with
any given product.
Personas
must have motivations
All humans
have motivations that drive
their behaviors; some are
obvious, and many
are
subtle. It is critical that
personas capture these
motivations in the form of
goals.
The
goals we enumerate for our
personas are shorthand
notation for motivations
that
not
only point at specific usage
patterns, but also provide a
reason why those
behaviors
exist. Understanding why a
user performs certain tasks
gives designers
great
power to improve or even
eliminate those tasks, yet
still accomplish the
same
goals.
Personas
versus user roles
User
roles and user profiles
each share similarities with
personas; that is, they
both
seek to
describe relationships of users to
products. But persona and
the methods by
which
they are employed as a design
tool differ significantly
from roles and
profiles
in
several key aspects.
User
roles or role models, are an
abstraction, a defined relationship
between a class of
users
and their problems,
including needs, interests, expectations,
and patterns of
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behavior.
Holtzblatt and Beyer's use
of roles in consolidated flow,
cultural, physical,
and
sequence models is similar in
that it attempts to isolate various
relationships
abstracted
from the people possessing
these relationships.
Problem
with user role
There
are some problems with
user roles:
It is
more difficult to properly
identify relationships in the abstract,
isolated
·
from
people who posses them--the
human power of empathy
cannot easily be
brought
to bear on abstract classes of
people.
Both
methods focus on tasks almost
exclusively and neglect the
use of goals
·
as an
organizing principle for
design thinking and
synthesis.
Holzblatt
and Beyer's consolidated
models, although useful and
encyclopedic
·
in scope,
are difficult to bring
together as a coherent tool
for developing,
communicating,
and measuring design
decisions.
Personas
address each of these
problems. Well-developed personas
incorporate the
same
type of relationships as user
roles do, but express
them in terms of goals
and
examples
in narrative.
Personas
versus user profile
Many
usability parishioners use
the terms persona and user
profile synonymously.
There is
no problem with this if the
profile is truly generated
from ethnographic data
and
encapsulates the depth of
information. Unfortunately, all
too often, it has
been
seen
that user profile =s that
reflect Webster's definition of
profile as a `brief
biographical
sketch." In other words,
user profiles are often a
name attached to
brief,
usually
demographic data, along with
a short, fictional paragraph
describing the kind
of car
this person drives, how many
kids he has, where he lives,
and what he does
for
a living.
This kind of user profile is
likely to be a user stereotype
and is not useful as
a
design
tool. Personas, although has
names and sometimes even
cars and family
members,
these are employed sparingly
as narrative tools to help
better communicate
the
real data and are not ends
in themselves.
Personas
versus market
segments
Marketing
professionals may be familiar
with a process similar to
persona
development
because it shares some
process similarities with
market definition.
The
main
difference between market
segments and design personas
are that the former
are
based on
demographics and distributed channels,
where as the latter are
based on user
behaviors
and goals. The two are
not the same and
don't serve the same purpose.
The
marketing
personas shed light on the
sales process, whereas the
design personas shed
light on
the development process.
This said, market segments
play role in personas
development.
User
personas versus non-user
personas
A
frequent product definition
error is to target people
who review, purchase, or
administer
the product, but who
are not end users.
Many products are designed
for
columnists
who review the product in
consumer publications. IT managers
who
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purchase
enterprise products are, typically,
not the users the
products. Designing
for
the
purchaser is a frequent mistake in the
development of digital
products.
In
certain cases, such as for
enterprise systems that
require maintenance
and
administrator
interface; it is appropriate to create
non-user personas. This
requires that
research
be expanded to include these
types of people.
Goals
22.3
If
personas provide the context
for sets of observed
behaviors, goals are the
drivers
behind
those behaviors. A persona without
goals can still serve as a
useful
communication
tool, but it remains useless
as a design tools. User
goals serve as a
lens
through which designers must consider
the functions of a product.
The function
and
behavior of the product must
address goals via
tasks--typically as few tasks
as
absolutely
necessary.
Goals
motivate usage
patterns
People's
or personas' goals motivate
them to behave the way
they do. Thus,
goals
provide
not only answer to why and
how personas desire to use a
product, but can
also
serve as a shorthand in the
designer's mind for the
sometimes complex behaviors
in which
a persona engages and, therefore,
for the tasks as
well.
Goals
must be inferred from qualitative
data
You
can't ask a person what his
goals are directly: Either
he won't be able to
articulate
them, or he won't be accurate or even
perfectly honest. People
simply aren't
well
prepared to answer such questions
accurately. Therefore, designers
and
researchers
need to carefully reconstruct goals
from observed behaviors,
answers to
other
questions, non-verbal cues,
and clues from the
environment such as book
titles
on shelves.
One of the most critical
tasks in the modeling of
personas is identifying
goals
and expressing them
succinctly: each goal should
be expressed as a simple
sentence.
Types of
goals
22.4
Goals
come in many different
verities. The most important
goals from a user-centered
design
standpoint are the goals of
users. These are, generally,
first priority in a
design,
especially
in the design of consumer products.
Non-user goals can also come
into
play,
especially in enterprise environments.
The goals of organizations,
employers,
customers,
and partners all need to be acknowledged,
if not addressed directly, by
the
product's
design.
User
goals
User
personas have user goals.
These range from broad aspirations to
highly
pragmatic
product expectations. User
goals fall into three basic
categories
· Life
goals
· Experience
goals
· End
goals
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Life
goals
Life
goals represent personal aspirations of
the user that typically go
beyond the
context
of the product being
designed. These goals represent deep
drives and
motivations
that help explain why
the user is trying to
accomplish the end goals
he
seeks to
accomplish. These can be
useful in understanding the
broader context or
relationships
the user may have
with others and her
expectations of the product
from a
brand
perspective.
Examples:
· Be
the best at what I do
· Get
onto the fast track
and win that big
promotion
· Learn
all there is to know about
this field
· Be a
paragon of ethics, modesty
and trust
Life
goals rarely figure directly
into the design of specific
elements of an interface.
However,
they are very much
worth keeping in
mind.
Experience
goals
Experience
goals are simple, universal,
and personal. Paradoxically,
this makes them
difficult
for many people to talk
about, especially in the
context of impersonal
business.
Experience goals express how
someone wants to feel while
using a product
or the
quality of their interaction
with the product.
Examples
· Don't
make mistakes
· Feel
competent and
confident
· Have
funExperience goals represent the
unconscious goals that people
bring to
any
software product. They bring
these goals to the context
without consciously
realizing
it and without necessarily
even being able to
articulate the goals.
End
goals
End
goals represent the user's
expectations of the tangible outcomes of
using specific
product.
When you pick op a cell
phone, you likely have an
outcome in mind.
Similarly,
when you search the
web for a particular item or
piece of information,
you
have
some clear end goals to
accomplish. End goals must be
met for users to
think
that a
product is worth their time
and money, most of the goals
a product needs to
concern
itself with are, therefore,
end goals such as the
following:
· Find
the best price
· Finalize
the press release
· Process
the customer's order
· Create a
numerical model of the
business
Non-user
goals
Customer
goals, corporate goals, and
technical goals are all
non-user goals.
Typically,
these
goals must be acknowledged and
considered, but they do not
form the basis
for
the
design direction. Although
these goals need to be addressed,
they must not be
addressed
at the expense of the user.
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Types of
non-user goals
· Customer
goals
· Corporate
goals
· Technical
goals
Customer
goals
Customers, as
already discussed, have
different goals than users.
The exact nature of
these
goals varies quite a bit
between consumer and enterprise
products. Consumer
customers
are often parents, relatives, or
friends who often have
concerns about the
safety
and happiness of the persons
for whom they are
purchasing the
product.
Enterprise
customers are typically IT managers,
and they often have concerns
about
security,
ease of maintenance, and
ease of customization.
Corporate
goals
Business
and other organizations have
their own requirements for
software, and they
are as
high level as the personal
goals of the individual. "To increase
our profit" is
pretty
fundamental to the broad of
directors or the stockholders.
The designers use
these
goals to stay focused on the
bigger issues and to avoid
getting distracted by
tasks or
other false goals.
Examples
· Increase
profit
· Increase
market share
· Defeat
the competition
· Use
resources more
efficiently
· Offer
more products or services
Technical
goals
Most of
the software-based products we
use everyday are created with
technical goals
in mind.
Many of these goals ease
the task of software
creation, which is a
programmer's
goal. This is why they
take precedence at the expense of the
users'
goals.
Example:
· Save
money
· Run
in a browser
· Safeguard
data integrity
· Increase
program execution
efficiency
Constructing
personas
22.5
Creating
believable and useful
personas requires an equal
measure of detailed
analysis
and
creative synthesis. A standardized
process aids both of these
activities
significantly.
Process
of constructing personas involve
following steps:
8.
Revisit the persona
hypothesis
9. Map
interview subjects to behavioral
variables
10.
Identify significant behavior
patterns
11.
Synthesize characteristics and relevant
goals.
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12.
Check for completeness.
13.
Develop narratives
14.
Designate persona types
Revisit
the persona
hypothesis
After
you have completed your
research and performed a
cursory organization of
the
data,
you next compare patterns
identified in the data to
the assumptions make in
the
persona
hypothesis. Were the
possible roles that you
identified truly distinct?
Were
the
behavioral variables you
identified valid? Were there
additional, unanticipated
ones, or
ones you anticipated that
weren't supported by
data?
If your
data is at variance with
your assumptions, you need to add,
subtract, or modify
the
roles and behaviors you
anticipated. If the variance is
significant enough, you
may
consider
additional interviews to cover
any gaps in the new
behavioral ranges
that
you've
discovered.
Map
interview subjects to behavioral
variables
After
you are satisfied that
you have identified the
entire set f behavioral
variables
exhibited
by your interview subjects, the
next step is to map each
interviewee against
each
variable range that applies.
The precision of this
mapping isn't as critical
as
identifying
the placement f interviewees in
relationship to each other. It is
the way
multiple
subjects cluster on each variable
axis that is significant as
show in figure.
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Human
Computer Interaction
(CS408)
VU
Identify
significant behavior
patterns
After
you have mapped your
interview subjects, you see clusters of
particular subjects
that
occur across multiple ranges
or variables. A set of subjects who
cluster in six to
eight
different variables will likely represent
a significant behavior patterns that
will
form
the basis of a persona. Some
specialized role may exhibit
only one significant
pattern,
but typically you will find
two or even three such
patterns. For a pattern to
be
valid,
there must be a logical or causative
connection between the
clustered behaviors,
not
just a spurious
correlation.
Synthesize
characteristic and relevant
goals
For
each significant behavior
pattern you identify, you
must synthesize details from
your
data. Describe the potential
use environment, typical
workday, current
solutions
and
frustrations, and relevant
relationships with
other.
Brief
bullet points describing characteristics
of the behavior are sufficient.
Stick to
observed
behaviors as mush as possible; a
description or two that sharpen
the
personalities
of your personas and help
bring them to life.
One
fictional detail at this
stage is important: the
persona's first name and
last names.
The
name should be evocative of
the type of person the persona
is, without tending
toward
caricature or stereotype.
Goals
are the most critical detail
to synthesize from your interviews
and observations
of
behaviors. Goals are best
derived from an analysis of
the group of
behaviors
comprising
each persona. By identifying the
logical connections between
each
persona's
behaviors, you can begin to
infer the goals that
lead to those behaviors.
You
can
infer goals both by
observing actions and by
analyzing subject responses to
goal-
oriented
interview questions.
Develop
narratives
Your
list of bullet point characteristics
and goals point to the
essence of complex
behaviors,
but leaves much implied.
Third-person narrative is far
more powerful in
conveying
the persona's attitudes,
needs, and problems to other
team members. It also
deepens
the designer's connection to
the personas and their
motivations.
A typical
narrative should not be
longer than one or two
pages of prose. The
narrative
must be
nature, contain some
fictional events and reactions,
but as previously
discussed,
it is not a short story. The
best narrative quickly
introduces the persona in
208
Human
Computer Interaction
(CS408)
VU
terms of
his job or lifestyle, and
briefly sketches a day in
his life, including
peeves,
concerns,
and interests that have
direct bearing on the
product.
Be
careful about precision of
detail in your descriptions.
The detail should not
exceed
the
depth of your
research.
When
you start developing your
narrative, choose photographs f
your personas.
Photographs
make them feel more
real as you create the
narrative and engage
others
on the
team when you are
finished.
Designate
persona types
By now
your personas should feel
very much like a set of
real people that you
feel
you
know. The final step in
persona construction finishes the
process f turning
your
qualitative
research into a powerful set
of design tools.
There
are six types of persona,
and they are typically
designated in roughly
the
ordered
listed here:
· Primary
· Secondary
· Supplemental
· Customer
· Served
· Negative
Primary
personas
Primary
personas represent the primary
target for the design of an
interface. There can
be only
one primary persona per
interface for a product, but
it is possible for
some
products
to have multiple distinct
interfaces, each targeted at a
distinct primary
persona.
Secondary
personas
Sometimes a
situation arises in which a persona
would be entirely satisfied by
a
primary
persona's interface if one or
two specific additional
needs were addressed
by
the
interface. This indicates
that the persona in question is a
secondary persona for
that
interface, and the design of
that interface must address those
needs without
getting
in the way of the primary
persona. Typically, an interface will
have zero to
two
secondary personas.
Supplemental
personas
User
personas that are not
primary or secondary are supplemental
personas: they are
completely
satisfied by one of the
primary interface. There can
be any number of
supplemental
personas associated with an
interface. Often political
personas--the one
added to
the cast to address
stakeholder assumptions--become
supplemental
personas.
Customer
persona
Customer
personas address the needs
of customers, not end users.
Typically, customer
personas
are treated like secondary
personas. However, in some
enterprise
209
Human
Computer Interaction
(CS408)
VU
environment,
some customer personas may be
primary personas for their
own
administrative
interface.
Served
personas
Served
personas are somewhat
different from the persona
types already
discussed.
They
are not users of the
product at all; however,
they are directly affected
by the use
of the
product. Served personas
provide a way to track
second-order social
and
physical
ramifications of products. These
are treated like secondary
personas.
Negative
personas
Like
served personas, negative personas
aren't users of the product.
Unlike served
personas,
their use is purely
rhetorical, to help communicate to
other members of the
team who
should definitely not be the
design target for the
product. Good candidates
for
negative personas are often
technology-savvy early-adopter personas
for consumer
products
and IT specialists for end-user
enterprise products.
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