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Persona and Scenario
322131 Human Computer Interaction
Department of Computer Science Khon Kaen University
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ลักษณะการสมมุติตัวตน
Personas and Scenario
Personas
persona
 description of an ‘example’ user
 not necessarily a real person
 use as surrogate user
 what would Betty think
 details matter
 makes her ‘real’
+
Personas??
• ตัวตนคนนี้ไม่มีอยู่จริง แต่สร้างต้นแบบขึ้นมา เพื่อสร้างการออกแบบ สร้างให้เหมือนคนจริงๆ ให้คนสมมุติขึ้นมาเหมือนมีชีวิต
จริง อาจจะสร้างขึ้นมาหลายๆ คน
+
Personas
Example
www.triciatjia.com
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example persona
Betty is 37 years old, She has been Warehouse Manager for five
years and worked for Simpkins Brothers Engineering for twelve
years. She didn’t go to university, but has studied in her evenings
for a business diploma. She has two children aged 15 and 7 and
does not like to work late. She did part of an introductory in-house
computer course some years ago, but it was interrupted when she
was promoted and could no longer afford to take the time. Her
vision is perfect, but her right-hand movement is slightly restricted
following an industrial accident 3 years ago. She is enthusiastic
about her work and is happy to delegate responsibility and take
suggestions from her staff. However, she does feel threatened by
the introduction of yet another new computer system (the third in
her time at SBE).
+ Steps to Personas
Personas
+
Personas
 Capture user characteristics
 Not real people, but synthesised from real user
characteristics
 Should not be idealised
 Bring them to life with a name, characteristics, goals,
personal background
 Develop multiple personas
+
Steps to Personas
 1. Finding the Users
 2. Building a Hypothesis
 3. Verifications
 4. Finding Patterns
 5. Constructing Personas
 6. Defining Situations
+ Steps to Personas (Cont.)
 7. Validation and Buy in
 8. Dissemination of Knowledge
 9. Creating Scenarios
 10. On going Development
blog.kissmetrics.com
kaylablock.com/
+
สถานการณ์
Scenario
stories for design
use and reuse
scenarios
 stories for design
 communicate with others
 validate other models
 understand dynamics
 linearity
 time is linear - our lives are linear
 but don’t show alternatives
scenarios …
 what will users want to do?
 step-by-step walkthrough
 what can they see (sketches, screen shots)
 what do they do (keyboard, mouse etc.)
 what are they thinking?
 use and reuse throughout design
scenario – movie player
Brian would like to see the new film “Moments of Significance” and
wants to invite Alison, but he knows she doesn’t like “arty” films. He
decides to take a look at it to see if she would like it and so
connects to one of the movie sharing networks. He uses his work
machine as it has a higher bandwidth connection, but feels a bit
guilty. He knows he will be getting an illegal copy of the film, but
decides it is OK as he is intending to go to the cinema to watch it.
After it downloads to his machine he takes out his new personal
movie player. He presses the ‘menu’ button and on the small LCD
screen he scrolls using the arrow keys to ‘bluetooth connect’ and
presses the select button. On his computer the movie download
program now has an icon showing that it has recognised a
compatible device and he drags the icon of the film over the icon
for the player. On the player the LCD screen says “downloading
now”, a percent done indicator and small whirling icon. … … …
also play act …
 mock up device
 pretend you are doing it
 internet-connected swiss army knife …
use toothpick as stylus
but where is that thumb?
… explore the depths
 explore interaction
 what happens when
 explore cognition
 what are the users thinking
 explore architecture
 what is happening inside
use scenarios to ..
 communicate with others
 designers, clients, users
 validate other models
 ‘play’ it against other models
 express dynamics
 screenshots – appearance
 scenario – behaviour
linearity
Scenarios – one linear path through system
Pros:
 life and time are linear
 easy to understand (stories and narrative are natural)
 concrete (errors less likely)
Cons:
 no choice, no branches, no special conditions
 miss the unintended
 So:
 use several scenarios
 use several methods
+
Scenarios
• Scenarios
― an informal narrative story, simple, ‘natural’,
personal, not generalizable
― A Scenario is a sequence of steps
describing an interaction between a user
and a system
+
Scenario (Cont.)
ลำดับของปฏิสัมพันธ์ที่เกิดขึ้นภำยใต้เงื่อนไขที่ระบุชัดเจน
เพื่อบรรลุเป้ ำหมำยหลักของผู้ดำเนินกำรและได้รับผลลัพธ์ตำมเป้ ำหมำยนั้น
+
+ Example Scenario
Exercise: ATMs
Write down how an ATM works
• How much money are you allowed to take out?
• What denominations?
• If you went to another machine and tried the same
what would happen?
• What information is on the strip on your card? How is this used?
• What happens if you enter the wrong number?
• Why are there pauses between the steps of a transaction?
• What happens if you try to type during them?
• Why does the card stay inside the machine?
• Do you count the money? Why?
Example
Use Case (Class) Scenario (Object)
ผู้ใช้งำน สอดบัตร ATM เข้ำสู่
เครื่องรับบัตร หำกบัตรใช้งำนได้ จึง
เข้ำสู่หน้ำจอ Main Menu หำกใช้
งำนไม่ได้ บัตร ATM จะถูกปล่อย
คืน (Reject) ออกมำ หำกบัตรใช้ได้
ผู้ใช้งำนต้องระบุประเภทบัญชีและ
จำนวนเงินที่ต้องกำรถอน หำกมีเงิน
ในบัญชีมำกกว่ำหรือเท่ำกับจำนวน
ที่ระบุ ผู้ใช้งำนสำมำรถนำเงินออก
จำกเครื่อง ATM ได้
Scenario ที่ 1
นำย A สอดบัตร ATM ของธนำคำรแห่งหนึ่ง แต่บัตรเสีย บัตรจึงถูก
Reject ออกมำ
Scenario ที่ 2
นำย B สอดบัตร ATM ของธนำคำรกรุงเทพฯ สำมำรถใช้กำรได้ แต่
เงินในบัญชีไม่พอ จึงไม่สำมำรถนำเงินไปใช้ได้
Scenario ที่ 3
นำย C สอดบัตร ATM ของธนำคำรกรุงศรีฯ บัตรสำมำรถใช้กำรได้
และมีเงินในบัญชีเพียงพอ เขำต้องกำรถอน 100 บำท และในบัญชี
มีเงินจำนวน 200 บำท ดังนั้นนำย C จึงสำมำรถนำเงินจำกเครื่อง
ATM ไปใช้ได้
Use Case และ Scenario ซึ่งแสดงส่วนหนึ่งของกำรใช้เครื่อง ATM
+
Usability goals
1. Learnability How easy is it for users to accomplish basic
tasks the first time they encounter the design?
2. Efficiency: Once users have learned the design, how
quickly can they perform tasks?
3. Memorability: When users return to the design after a
period of not using it, how easily can they reestablish
proficiency?
4. Errors: How many errors do users make, how severe are
these errors, and how easily can they recover from the
errors?
5. Satisfaction: How pleasant is it to use the design?
http://www.nngroup.com/articles/usability-101-introduction-to-usability/
+
Activity on usability
How long should it take to learn to use the
following
products? How long does it actually take? How
memorable are they?
- using a ATM to withdraw money?
- using a public telephone?
+
User experience Goals
A set of user experience goals include:
- Satisfying: productive
- Motivating: did not feel like giving up
- Enjoyable: no frustrations were encountered
- Aesthetically pleasing: subjective
- Fun: excited about using it again
- Supportive of creativity: drawing tools
- Entertaining: games
- Rewarding: sense of productivity
- Helpful: clueless but still made it through
- Emotionally fulfilling: evokes emotions/online
chatting
+
Exercise
ให้นักศึกษำทำงำนเป็นกลุ่ม กลุ่มละ 4-5 คน ให้เขียน Scenario, Personas,
Usability Goals และ User experience Goals

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Personas and scenario

  • 1. + Persona and Scenario 322131 Human Computer Interaction Department of Computer Science Khon Kaen University
  • 3. persona  description of an ‘example’ user  not necessarily a real person  use as surrogate user  what would Betty think  details matter  makes her ‘real’
  • 4. + Personas?? • ตัวตนคนนี้ไม่มีอยู่จริง แต่สร้างต้นแบบขึ้นมา เพื่อสร้างการออกแบบ สร้างให้เหมือนคนจริงๆ ให้คนสมมุติขึ้นมาเหมือนมีชีวิต จริง อาจจะสร้างขึ้นมาหลายๆ คน
  • 6. +
  • 7. example persona Betty is 37 years old, She has been Warehouse Manager for five years and worked for Simpkins Brothers Engineering for twelve years. She didn’t go to university, but has studied in her evenings for a business diploma. She has two children aged 15 and 7 and does not like to work late. She did part of an introductory in-house computer course some years ago, but it was interrupted when she was promoted and could no longer afford to take the time. Her vision is perfect, but her right-hand movement is slightly restricted following an industrial accident 3 years ago. She is enthusiastic about her work and is happy to delegate responsibility and take suggestions from her staff. However, she does feel threatened by the introduction of yet another new computer system (the third in her time at SBE).
  • 8. + Steps to Personas Personas
  • 9. + Personas  Capture user characteristics  Not real people, but synthesised from real user characteristics  Should not be idealised  Bring them to life with a name, characteristics, goals, personal background  Develop multiple personas
  • 10. + Steps to Personas  1. Finding the Users  2. Building a Hypothesis  3. Verifications  4. Finding Patterns  5. Constructing Personas  6. Defining Situations
  • 11. + Steps to Personas (Cont.)  7. Validation and Buy in  8. Dissemination of Knowledge  9. Creating Scenarios  10. On going Development
  • 15. scenarios  stories for design  communicate with others  validate other models  understand dynamics  linearity  time is linear - our lives are linear  but don’t show alternatives
  • 16. scenarios …  what will users want to do?  step-by-step walkthrough  what can they see (sketches, screen shots)  what do they do (keyboard, mouse etc.)  what are they thinking?  use and reuse throughout design
  • 17. scenario – movie player Brian would like to see the new film “Moments of Significance” and wants to invite Alison, but he knows she doesn’t like “arty” films. He decides to take a look at it to see if she would like it and so connects to one of the movie sharing networks. He uses his work machine as it has a higher bandwidth connection, but feels a bit guilty. He knows he will be getting an illegal copy of the film, but decides it is OK as he is intending to go to the cinema to watch it. After it downloads to his machine he takes out his new personal movie player. He presses the ‘menu’ button and on the small LCD screen he scrolls using the arrow keys to ‘bluetooth connect’ and presses the select button. On his computer the movie download program now has an icon showing that it has recognised a compatible device and he drags the icon of the film over the icon for the player. On the player the LCD screen says “downloading now”, a percent done indicator and small whirling icon. … … …
  • 18. also play act …  mock up device  pretend you are doing it  internet-connected swiss army knife … use toothpick as stylus but where is that thumb?
  • 19. … explore the depths  explore interaction  what happens when  explore cognition  what are the users thinking  explore architecture  what is happening inside
  • 20. use scenarios to ..  communicate with others  designers, clients, users  validate other models  ‘play’ it against other models  express dynamics  screenshots – appearance  scenario – behaviour
  • 21. linearity Scenarios – one linear path through system Pros:  life and time are linear  easy to understand (stories and narrative are natural)  concrete (errors less likely) Cons:  no choice, no branches, no special conditions  miss the unintended  So:  use several scenarios  use several methods
  • 22. + Scenarios • Scenarios ― an informal narrative story, simple, ‘natural’, personal, not generalizable ― A Scenario is a sequence of steps describing an interaction between a user and a system
  • 24. +
  • 25. + Example Scenario Exercise: ATMs Write down how an ATM works • How much money are you allowed to take out? • What denominations? • If you went to another machine and tried the same what would happen? • What information is on the strip on your card? How is this used? • What happens if you enter the wrong number? • Why are there pauses between the steps of a transaction? • What happens if you try to type during them? • Why does the card stay inside the machine? • Do you count the money? Why?
  • 26. Example Use Case (Class) Scenario (Object) ผู้ใช้งำน สอดบัตร ATM เข้ำสู่ เครื่องรับบัตร หำกบัตรใช้งำนได้ จึง เข้ำสู่หน้ำจอ Main Menu หำกใช้ งำนไม่ได้ บัตร ATM จะถูกปล่อย คืน (Reject) ออกมำ หำกบัตรใช้ได้ ผู้ใช้งำนต้องระบุประเภทบัญชีและ จำนวนเงินที่ต้องกำรถอน หำกมีเงิน ในบัญชีมำกกว่ำหรือเท่ำกับจำนวน ที่ระบุ ผู้ใช้งำนสำมำรถนำเงินออก จำกเครื่อง ATM ได้ Scenario ที่ 1 นำย A สอดบัตร ATM ของธนำคำรแห่งหนึ่ง แต่บัตรเสีย บัตรจึงถูก Reject ออกมำ Scenario ที่ 2 นำย B สอดบัตร ATM ของธนำคำรกรุงเทพฯ สำมำรถใช้กำรได้ แต่ เงินในบัญชีไม่พอ จึงไม่สำมำรถนำเงินไปใช้ได้ Scenario ที่ 3 นำย C สอดบัตร ATM ของธนำคำรกรุงศรีฯ บัตรสำมำรถใช้กำรได้ และมีเงินในบัญชีเพียงพอ เขำต้องกำรถอน 100 บำท และในบัญชี มีเงินจำนวน 200 บำท ดังนั้นนำย C จึงสำมำรถนำเงินจำกเครื่อง ATM ไปใช้ได้ Use Case และ Scenario ซึ่งแสดงส่วนหนึ่งของกำรใช้เครื่อง ATM
  • 27. + Usability goals 1. Learnability How easy is it for users to accomplish basic tasks the first time they encounter the design? 2. Efficiency: Once users have learned the design, how quickly can they perform tasks? 3. Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? 4. Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? 5. Satisfaction: How pleasant is it to use the design? http://www.nngroup.com/articles/usability-101-introduction-to-usability/
  • 28. + Activity on usability How long should it take to learn to use the following products? How long does it actually take? How memorable are they? - using a ATM to withdraw money? - using a public telephone?
  • 29.
  • 30. + User experience Goals A set of user experience goals include: - Satisfying: productive - Motivating: did not feel like giving up - Enjoyable: no frustrations were encountered - Aesthetically pleasing: subjective - Fun: excited about using it again - Supportive of creativity: drawing tools - Entertaining: games - Rewarding: sense of productivity - Helpful: clueless but still made it through - Emotionally fulfilling: evokes emotions/online chatting
  • 31.
  • 32. + Exercise ให้นักศึกษำทำงำนเป็นกลุ่ม กลุ่มละ 4-5 คน ให้เขียน Scenario, Personas, Usability Goals และ User experience Goals