This document summarizes Barbara Vasi's presentation on personas at the Milan UX Book Club. It discusses the origins and purpose of personas, how they are created through user research and segmentation, and how they can be used throughout the design process to represent users and guide design decisions. Key aspects covered include defining primary and secondary personas, writing scenarios to showcase personas, and using personas to inform structure, content, visual, and business strategy design. While personas are a popular user research tool, some debate their methodology and practical application.
A. Three Main Outcomes of a Usable Interface
B. Five Dimensions of Interactive Design
C. Philosophy of Interaction
D. Usability Test
E. Funnel Analysis
What is UX? Where user experience begins and ends.100 Shapes
What actually is UX? Where does it begin and end?
The problem with ‘UX’ is that it has become a buzzword, a convenient catch-all for a set of issues that UX teams are commonly asked to deal with. We frequently hear ‘UX’ substituted for usability (“we need some UX testing”), user-centred design (“UX process”), wireframes (“when can I see the UX?”). Replacing ‘UX’ with ‘user experience’ in these examples doesn’t work. The idea that the experience of a product or service is affected by more than usability and wireframes is lost, and with it the opportunity to really understand and improve it.
User experience is everywhere
None of the factors listed above fall under the perceived ‘UX’ discipline, some of them are not even within the control of the business, but they are obviously part of the user experience. So, we have a discrepancy between what the UX team is expected to achieve (to define and manage user experience) and their actual remit (to define how users interact with the digital interface).
In order to achieve user experience greatness, every team needs to consider how their decisions affect the user’s experience of the product. Not just the obvious, direct implications for the current screen or process, but subtle effects elsewhere. What expectations does this set? And how is this experience affected by the user expectations set elsewhere?
This presentation explores these themes and the role that UX plays in product development.
A. Three Main Outcomes of a Usable Interface
B. Five Dimensions of Interactive Design
C. Philosophy of Interaction
D. Usability Test
E. Funnel Analysis
What is UX? Where user experience begins and ends.100 Shapes
What actually is UX? Where does it begin and end?
The problem with ‘UX’ is that it has become a buzzword, a convenient catch-all for a set of issues that UX teams are commonly asked to deal with. We frequently hear ‘UX’ substituted for usability (“we need some UX testing”), user-centred design (“UX process”), wireframes (“when can I see the UX?”). Replacing ‘UX’ with ‘user experience’ in these examples doesn’t work. The idea that the experience of a product or service is affected by more than usability and wireframes is lost, and with it the opportunity to really understand and improve it.
User experience is everywhere
None of the factors listed above fall under the perceived ‘UX’ discipline, some of them are not even within the control of the business, but they are obviously part of the user experience. So, we have a discrepancy between what the UX team is expected to achieve (to define and manage user experience) and their actual remit (to define how users interact with the digital interface).
In order to achieve user experience greatness, every team needs to consider how their decisions affect the user’s experience of the product. Not just the obvious, direct implications for the current screen or process, but subtle effects elsewhere. What expectations does this set? And how is this experience affected by the user expectations set elsewhere?
This presentation explores these themes and the role that UX plays in product development.
This open forum panel discussion for AIGA UCLA was presented by Lynn Boyden, Chris Chandler, Jose Caballer and Lara Fedoroff. Deemed "UX for Dummies" this discussion focused on the definition, process, deliverables and challenges of User Experience verses Information Architecture.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
A quick & dirty intro to UX strategy & design. Some context, some fundamentals, some current & emerging trends, and some useful resources for the absolute beginner.
First delivered @ the NDRC Launchpad startup accelerator in Dublin, Ireland, 16/10/2014. (www.ndrc.ie)
UX & UI Design behind SDL’s Customer Experience CloudPhilipp Engel
This slide deck illustrates the journey SDL’s user experience design community went through over the course of the last few years. As part of that process, UX design thinking proved to be an invaluable transformational element and an innovational catalyst in transforming a set of disconnected and separate products into one consistent service offering, the SDL Customer Experience Cloud. More at http://www.sdl.com/cxc
What do UX specialist and PHP developers have in common? Probably more than you are aware.
I will be doing a session covering what UX is, how it's different than UI and how UX is a close cousin to development with plenty of "how to get started" info.
So come join us this Oct for a light philosophical discussion on disciplines and how to get start doing UX in your programming life.
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
Ladies that UX - CPH
We had our #2 meetup Wednesday, January 11th where we dived into the question "What the F*** is UX" and the different roles of the UX Designer.
The entire thing is always in a state of flux because the field of technology and people is always changing.
So look at this more as guidelines than something that's set in stone!
We want to thank Momondo for hosting us and their wonderful UX ladies to share insights into their work!
#LTUXCPH #CPHFTW
UX is omnipresent nowadays and will grow more and more the tool of innovation. Companies are becoming aware of the vitality of adopting this technology from the start. The Importance of UX is a presentation of how we as a UX Design Team implement UX in projects.
UX & UI: The differences between two abbreviationsJessica Kainu
The difference is that one has an X and one has an I. I mean, yeah but there's a little more to it. This presentation describes the differences between UX and UI design. This focuses on where overlap with UX and UI happens, why this matters, the UX process, and what it is like to work on an agile team.
There are a range of different tools and methods for defining target groups such as interviews, observations, questionnaires etc.. This report describes the Persona method, and is based upon the work of Alan Cooper, the inventor of the Personas approach.
For UX Professionals and people new to the UX Practice. Our February 2017 TC UX Meetup looked at a number of different UX Tools and Technologies, and gave an overview of pros and cons of use, plus looked at how to make informed choices about selecting one tool vs another.
Symplicit Ark Persona Presentation V2.1jodie moule
I presented this at the Ark Group Conference held in Melbourne in November 2008.
It covers a brief outline of personas and how they can be used in industry, with several case-study examples Symplicit has worked on as a company.
If you have any questions, get in touch!
This presentation was delivered on the second week of my Ubiquity Lab internship to introduce the development team to different Service Design and UX Tools and Methodologies.
This open forum panel discussion for AIGA UCLA was presented by Lynn Boyden, Chris Chandler, Jose Caballer and Lara Fedoroff. Deemed "UX for Dummies" this discussion focused on the definition, process, deliverables and challenges of User Experience verses Information Architecture.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
A quick & dirty intro to UX strategy & design. Some context, some fundamentals, some current & emerging trends, and some useful resources for the absolute beginner.
First delivered @ the NDRC Launchpad startup accelerator in Dublin, Ireland, 16/10/2014. (www.ndrc.ie)
UX & UI Design behind SDL’s Customer Experience CloudPhilipp Engel
This slide deck illustrates the journey SDL’s user experience design community went through over the course of the last few years. As part of that process, UX design thinking proved to be an invaluable transformational element and an innovational catalyst in transforming a set of disconnected and separate products into one consistent service offering, the SDL Customer Experience Cloud. More at http://www.sdl.com/cxc
What do UX specialist and PHP developers have in common? Probably more than you are aware.
I will be doing a session covering what UX is, how it's different than UI and how UX is a close cousin to development with plenty of "how to get started" info.
So come join us this Oct for a light philosophical discussion on disciplines and how to get start doing UX in your programming life.
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
Ladies that UX - CPH
We had our #2 meetup Wednesday, January 11th where we dived into the question "What the F*** is UX" and the different roles of the UX Designer.
The entire thing is always in a state of flux because the field of technology and people is always changing.
So look at this more as guidelines than something that's set in stone!
We want to thank Momondo for hosting us and their wonderful UX ladies to share insights into their work!
#LTUXCPH #CPHFTW
UX is omnipresent nowadays and will grow more and more the tool of innovation. Companies are becoming aware of the vitality of adopting this technology from the start. The Importance of UX is a presentation of how we as a UX Design Team implement UX in projects.
UX & UI: The differences between two abbreviationsJessica Kainu
The difference is that one has an X and one has an I. I mean, yeah but there's a little more to it. This presentation describes the differences between UX and UI design. This focuses on where overlap with UX and UI happens, why this matters, the UX process, and what it is like to work on an agile team.
There are a range of different tools and methods for defining target groups such as interviews, observations, questionnaires etc.. This report describes the Persona method, and is based upon the work of Alan Cooper, the inventor of the Personas approach.
For UX Professionals and people new to the UX Practice. Our February 2017 TC UX Meetup looked at a number of different UX Tools and Technologies, and gave an overview of pros and cons of use, plus looked at how to make informed choices about selecting one tool vs another.
Symplicit Ark Persona Presentation V2.1jodie moule
I presented this at the Ark Group Conference held in Melbourne in November 2008.
It covers a brief outline of personas and how they can be used in industry, with several case-study examples Symplicit has worked on as a company.
If you have any questions, get in touch!
This presentation was delivered on the second week of my Ubiquity Lab internship to introduce the development team to different Service Design and UX Tools and Methodologies.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
* Differences between Websites and Web Applications
* Research Techniques for Knowing Your Users
* Task Analysis
* UI/UX Design Principles for Web Applications
Anyone who is a ux designer and is or will be working in the design field related to user experience (which should be pretty much everything), should be able to refresh their memory and vocab regarding the process and techniques of UX design through this slide.
Defining Personas is an introduction to the usage of "Personas" in User Experience.
Helps identifying the user groups of the website we're developing...by selecting characteristics of those groups.
On October 8, 2014, Tania Schlatter gave a talk entitled "Visual Usability."
Visual Usability
Bringing graphic and UI design together
Following UI design guidelines can help you have a usable app. Working with a graphic designer can help you have an attractive app. The reality is that it’s hard to create something that’s both usable and appealing. The more complex or functional the app, the greater the challenge.
“Visual usability” is an approach to designing interfaces that bridge the gap between “works well” and “looks great.” In this talk, Tania will explain three design principles critical to successful UI design, and show how they can be used to help or hinder the design of digital applications.
Tania Schlatter is a designer, author, and lecturer. She combines user-centered and visual design expertise to design application interfaces that help people understand and use technology. She co-founded of Nimble Partners, a Boston experience design firm; co-authored Visual Usability, Principles and Practices for Designing Digital Applications; and teaches interactive design to students at Northeastern University in Boston.
Tania has worked with over 14 MIT offices, Tufts University, Endeca Technologies, catapult.org, cafepress.com, and real-time labor data software company Burning Glass Technologies. Formal study includes an M.Des. in human-centered communication design from the Institute of Design in Chicago; a summer with Paul Rand and Armin Hofmann in Brissago, Switzerland; and a BFA in graphic design from Boston University.
how to discover requirement by identify problem
how to solve the problem by discovering requirement
how identify customer need
How to Capture Requirements Once They Are Discovered?
What Are Requirements?
There are Different types of requirements
There are Common types of requirements
Data Gathering
Probes
what is Probes
types of Probes
what is Contextual Inquiry
Brainstorming for innovation
Personas and scenarios
Lectures for Masterclass Customer Experience Strategie & Executie @Business University Nyenrode
user/customer centric design principes voor digital touchpoints & Usability & user experience principes
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
2. Barbara Vasi
Humanist enthusiastic of the Digital world
Master in Web Journalism @ IED (2001)
Editor @ Wireless (2001)
Information
architect, Project manager (since 2002)
now Head of Delivery (where I learned the tricks of the trade)
Proud member of Milan UX Book Club since 2012!
(where I enjoy sharing experiences and discussing User eXperience Design)
Here I Am
3. Why Personas
Personas are fascinating:
because of their link to STORYTELLING
as a tool of “CULTURAL MEDIATION”
So I wanted to:
- study Personas and why they were developed
- tell about an experiment we made @ B Human
- hear about what you think about the matter
4. The context of birth of Personas
Industrial Age
Digital Age Programmers
Designers
Apologists
Survivors
Goals
Tasks
6. Alan Cooper, 1998
(Thought-) provoking
Destructive (at first)
Constructive (in its second half)
(Sadly still) true
7. In the Industrial age the key advantage were MASS-PRODUCTION for
companies and products AVAILABILITY and LOW PRICES for customers.
The Digital age has changed the rules of the game: QUALITY prevails over
quantity.
Using digital products entails a higher COGNITIVE FRICTION: human intellect
must confront with a complex system of rules and with intangible objects.
INNOVATION is rapid and user satisfaction has a key role in long-term
loyalty.
The birth of User Satisfaction
8. Homo logicus and homo sapiens
Humans need the BIG PICTURE
while computers need DETAILS.
Programmers have to put
computer needs first.
User needs are a matter for
DESIGNERS.
9. The role of the Designer
Designers put human NEEDS and GOALS
at the center of the process, and (help)
make products that:
- can be built
- performs well
into something PEOPLE really WANT.
Digital
Product
Viability
(Business)
Capability
(Engineering)
Desirability
(DESIGN)
10. ARCHITECTURE, the human design part of programming, in which:
- USERS are studied
- USER SCENARIOS are defined
- INTERACTION is designed
- FORM is determined
- BEHAVIOR is described
DESIGN before building.
Architecture and Design
11. Interaction design
Starts from human NEEDS and GOALS.
Determines the inside of a product by describing the outside.
Provides TOOLS and METHODS for designers to avoid the risk of
being self-referential in design, bringing the user’s perspective
in the process of design.
12. Goal-directed design
The method developed by Cooper since
1992:
- novel ways of looking at problems
- guiding axioms
- mental tools
PERSONAS are the most effective tool.
13. Personas: Cooper’s Definition
A precise DESCRIPTION of the user, and what he wishes to accomplish.
Personas represent users throughout the design process.
They are hypothetical archetypes of actual users.
Personas are defined by their unique goals and allows to see the scope and
nature of the design problem.
Alan Cooper, The Inmates Are Running the Asylum
14. Personas: Mulder’s definition
A realistic CHARACTER SKETCH representing one segment of a Web site’s
targeted audience, an archetype serving as a surrogate for an entire group of
real people.
Personas are primarily defined by their goals. In some situations, they are
also defined by their behaviors and attitudes.
Personas are grounded in research and help create a shared understanding
and vision of whom you’re designing for and decide what you are creating.
Steve Mulder with Ziv Yaar, The User Is Always Right
17. Qualitative Personas with Quantitative validation
-
+ Quantitative evidence, low skills
Additional effort, existing assumptions not questioned
Qualitative research
Segmentation
Personas
Test segmentation
through quantitative
research
6-8 weeks
18. Quantitative Personas
-
+ Less human bias, iterative process, more variables
Significant effort, high skills
Qualitative research
Segmentation
Hypothesis
Personas
Quantitative research to
gather data on
segmentation options 7-10 weeks
Segmentation based on
cluster analysis
20. Qualitative Research for Personas
A process of discovery which focuses on WHY something is happening.
It’s open-ended and reveals new things with a small sample size.
It’s all about finding STORIES.
INTERVIEWS: hear from users about their goals, attitudes and behavior
(5 users per segment)
FIELD STUDIES: see user goals, attitudes and behaviors in action
USABILITY TESTS: observe user behavior (but focus is more on the product than on users)
21. Focused on testing and proving hypothesis; it is about WHAT is happening.
It helps look for patterns with a large sample size. The data gathered can help
prioritize opportunities.
Qualitative research requires careful planning: you get what you put in.
SURVEYS: what users say about their goals, attitudes and behaviors
(min. 100 completion per segment)
ANALYTICS: what users do
CRM DATA ANALYSIS: what users are worth
Quantitative research for Personas
22. Segmentation
Segmentation consists in organizing individuals in clusters and can be
considered as the art and science of finding PATTERNS and STORIES in the
data.
It is a collaboratory, iterative and exploratory process.
User can be segmented qualitatively by:
- goals
- usage life-cycle
- behaviors and attitudes
Clusters can emerge from quantitative segmentation
23. Types of Personas
PRIMARY personas: the ones for whom you design; no more than 3 (Cooper),
1 or 2 (Mulder)
SECONDARY personas: important and considered in decisions about design,
but not as much as the primary personas
Unimportant personas: could visit the site/use the product, but are not
considered in decisions about design
Negative (excluded) personas: whom not to design for
24.
25. The Elements of a Persona document
KEY DIFFERENTIATORS: make the persona unique
PHOTO: makes the persona real
DESCRIPTOR added to the name and QUOTE: make the persona memorable
PROFILE: where the story is told (attitudes are particularly important to define it)
Business objectives: are the explicit connection between the users in target
and the business model of the company
Precision (details) MORE IMPORTANT than accuracy.
26. Scenario
SCENARIO: the way personas come alive.
A concise DESCRIPTION of a persona using a software-based product to
achieve a GOAL (Cooper)
The STORIES of how a persona interacts with a web site, their documented
JOURNEY through the web site (Mulder)
Scenarios document the EXPERIENCE from the persona’s POINT OF VIEW.
Personas are the (cast of) characters of the story and scenarios are the PLOT.
27. DAILY-USE scenarios: main actions performed with the greatest frequency
NECESSARY-USE scenarios: all actions that must be performed with low
frequency
EDGE-CASE scenarios
1 to 3 scenarios per persona.
Interaction design must provide for all scenarios, but focus on DAILY-USE
ones.
Breadth (from start to finish) MORE IMPORTANT than depth.
Types of Scenarios
29. From users to features
SCENARIOS are the tool connecting USER research to FEATURE design.
Task analysis: user’s point of view
Use cases: system’s point of view
User
Research
Segments PERSONAS SCENARIOS
Task
analysis /
Use cases
Feature
design
30. STRUCTURE design: personas can be used to define information architecture,
navigation, interaction design. Through storytelling, they can be used to
communicate design decisions more effectively.
CONTENT design: personas help design all types of content (i.e. instructional
text, error messages, help content, multi-media) and the tone of voice.
So you can provide the right content to the right persona at the right time.
VISUAL design: personas help keep the focus on WHO matters most and
make the process of decision-making more OBJECTIVE.
Personas in the design life-cycle
31. Personas provide a FRAMEWORK for decision-making.
Personas make KNOWLEDGE about users actionable.
Personas bring OBJECTIVITY in a process where self-reference and personal
opinions are a real risk.
Personas are a powerful COMMUNICATION tool, because they tap into a
primal part of our brain: we all respond to STORIES.
Personas beyond User eXperience Design
32. Personas in Business Strategy
The ultimate goal of business strategy is making the
company successful.
Personas can provide the framework to create and
prioritize business initiatives, for they help bridge the:
USER gap: personas integrates user needs in
business strategy
COMMUNICATION gap: personas are a user-
friendly interface to data
EXECUTION gap: personas are re-usable across the
process
33. “Persona is a social role or character played by an actor”
http://en.wikipedia.org/wiki/Persona
Cooper sets the analogy with the art of acting both in tools/methods and in
the process:
- personas as CAST of characters, scenarios as SCRIPT, METHOD ACTING as
way to identify with users
- 3 phases of preproduction, production and postproduction
Mulder focuses on the importance of ROLE-PLAYING: thinking about what a
persona would do and act as a persona.
Personas and the art of acting
35. The debate on Personas
Chris Chapman, Senior Quantitative Experience Researcher @ Google:
Methodological and Practical Arguments against a Popular Method
Steve Portigal, Consultant and Book author:
Persona non grata
Andy Budd, co-founder and CEO @ Clearleft:
Personas suck in response to
Jason Fried, co-founder and CEO @ Basecamp
Personas?
Paul Bryan, User Experience Consultant:
Are Personas still relevant to UX Strategy?
36. Sources and further reading
Cooper, The
Inmates Are
Running the
Asylum
Mulder with Yaar, The User is Always Right (the
book)
The User is Always Right (on slideshare)
Quesenbery,
Storytelling
for User
Experience
Portigal, Interviewing Users
Alan Cooper nasce come programmatore. Descrive la categoria, e un intero settore produttivo, senza fare sconti a nessuno. Ancora molto attuale: raccontare l’esempio del responsabile della sicurezza in Unicredit.
Parallelo con l’architettura nella sua definizione più classica, anche se Cooper paragona un prodotto software a un ponte, più che a un edificio