Personas 9-19-2012 Interaction Styles, continued Personas as a - - PowerPoint PPT Presentation

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Personas 9-19-2012 Interaction Styles, continued Personas as a - - PowerPoint PPT Presentation

Personas 9-19-2012 Interaction Styles, continued Personas as a Design Tool Reading assignment: Persona an overview Building a Data-Backed Persona Death to Personas! Long Live Personas! Cooper, About Face 2.0: Chapters


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Personas 9-19-2012

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 Interaction Styles, continued  Personas as a Design Tool Reading assignment:

 Persona – an overview  Building a Data-Backed Persona  Death to Personas! Long Live Personas!  Cooper, About Face 2.0: Chapters 5 & 6

(available online at books24x7)

HW#2 due today Activity#3 due Monday, 9/24/12 PR#1 posted, due Monday, 10/08

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 Need to have a good understanding of the problem space

 specifying what it is you are doing, why, and how it

will support users in the way intended

 A conceptual model is a high-level description of a product

 what users can do with it and the concepts they

need to understand how to interact with it

 Decisions about conceptual design should be made before commencing any physical or concrete design

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 Interface metaphors are commonly used as part of a conceptual model  Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to support the activities users will be doing when using a product

  • r service
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 Instruc ructing ing

 issuing commands using keyboard and function

keys and selecting options via menus

 Conver ersing sing

 interacting with the system as if having a

conversation

 Manip ipulat ulating ing

 interacting with objects in a virtual or physical

space by manipulating them

 Ex Explo loring ring

 moving through a virtual environment or a

physical space

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 Continuous representation of objects and actions of interest  Physical actions and button pressing instead of issuing commands with complex syntax  Rapid reversible actions with immediate feedback on object of interest

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 Novices can learn the basic functionality quickly  Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions  Intermittent users can retain operational concepts

  • ver time

 Error messages rarely needed  Users can immediately see if their actions are furthering their goals and if not do something else  Users experience less anxiety  Users gain confidence and mastery and feel in control

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 Some people take the metaphor of direct manipulation too literally  Not all tasks can be described by objects and not all actions can be done directly  Some tasks are better achieved through delegating rather than manipulating

e.g., spell checking

 Moving a mouse around the screen can be slower than pressing function keys to do same actions

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 Involves users moving through virtual or physical environments  Examples include:

 3D desktop virtual worlds where people navigate

using mouse around different parts to socialize (e.g., Second Life)

 CAVEs where users navigate by moving whole

body, arms, and head

 physical context aware worlds, embedded with

sensors, that present digital information to users at appropriate places and times

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www.secondlife.com

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 Age, gender, physical and cognitive abilities, education, cultural or ethnic background, training, motivation, goals and personality  Design goals based on skill level

Novice or first-time users

Knowledgeable intermittent users

Expert frequent users

 User-centered Design

 A “persona” as a design tool

2-12

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 Profile of an archetype user  Represents the needs of many  Based on research

  • cf. http://www.slideshare.net/ebacon/death-to-

personas-long-live-personas-presentation

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Example, without primary persona: designing a car to meet all needs

  • 1. Alesandro’s goals (go fast, have fun)
  • 2. Marge’s goals (be safe, be comfortable)
  • 3. Dale’s goals (haul big loads, be reliable)

problem: wind up with a car that nobody wants

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 The elastic user

 Design team member has own preconceived

concept of user and user needs

 Self-referential design

 Designers project their own goals, skills and

mental models onto a product’s design

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 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.  Build consensus  Measure the design’s effectiveness  Contribute to other efforts such as marketing and sales plans

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 Archetype, not stereotype  Capture user characteristics  Not real people, but synthesized from real user characteristics  Should not be idealized  Bring them to life with a name, characteristics, goals, personal background  Can develop multiple personas, but should

  • nly have one primary persona
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“Design each interface for a single, primary persona.” Cooper, About Face 2.0, p. 71

  • 1. Primary personas
  • 2. Secondary personas
  • 3. Other: supplemental, customer, served,

negative

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 Primary persona

Only 1 primary persona per interface for a

product (may have multiple distinct interfaces, e.g. library user vs librarian)

Product must satisfy primary persona without

disenfranchising any of the others

 Secondary personas

A persona who would be entirely satisfied by a

primary persona’s interface if a small number

  • f additional needs were addressed

Typically 0 to 2 secondary personas

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1.Identify behavioral variables. 2.Map interview subjects to behavioral variables. 3.Identify significant behavioral patters. 4.Synthesize characteristics and relevant goals. 5.Check for redundancy and completeness. 6.Expand description of attributes and behaviors. 7.Designate persona types.

cf: About Face 3: The Essentials of Interaction Design, Alan Cooper, 2007; www.cooper.com

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First, rst, do the resea esearch rch (interview nterviews, , surv urveys, eys, etc.) .) A p perso rsona na is an archetype chetype (not

  • t a s

stereotype) ereotype)

  • 1. Identify behavioral variables - list distinct

aspects of observed behavior as a set of variables

Activities – what the user does; frequency and volume

Attitudes – how the user thinks about the product domain and technology

Aptitudes – what education and training the user has, capability to learn

Motivations – why the user is engaged in the product domain

Skills – user capabilities related to the product domain and technology

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  • 2. Map interview subjects to behavioral variables

some variables represent a continuous range of behavior (e.g. from computer novice to expert), and other variables are discrete (e.g. uses digital camera vs. uses film camera).

e.g. for an online bookstore, some prefer best price & some good service:

service-oriented price-oriented p3 p2 p1 p5 p4

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  • 2. (continued) After mapping subjects to

behaviors, look for significant behavioral patterns.

e.g. for an online bookstore, some prefer best price & some good service:

look for clusters in the above (e.g. you may find that users who regularly buy CDs also like to download MP3s); it should be meaningful, though (e.g. there’s no real correlation between users who regularly buy CDs and are vegetarians)

service-oriented price-oriented p3 p2 p1 p5 p4

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  • 4. Synthesize characters and relevant goals

 for each behavioral pattern you identify, synthesize details from your data; describe the potential use environment, typical workday (or other relevant context), current solutions and frustrations, and relevant relationships with others  bulleted lists describing characteristics are useful (but stick to observed behaviors as much as possible)  one fictional detail at this point is a first and last name for the persona  synthesizing goals is critical, and are derived from an analysis of the behavior patterns