Using personas to grab attention
Chris Berry
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Personas – A Simple Introduction
Personas are fictional characters, which you create based upon your research in order to represent the different user types that might use your service, product, site, or brand in a similar way. Creating?personas will help you to understand your users’ needs, experiences, behaviours and goals. Creating personas can help you step out of yourself. It can help you to recognise that different people have different needs and expectations, and it can also help you to identify with the user you’re designing for and so grab their perticula attention. Personas make the design task at hand less complex, they guide your?ideation processes, and they can help you to achieve the goal of creating a good user experience for your target user group.
As opposed to designing products, services, and solutions based upon the preferences of the design team, it has become standard practice within many human centred design disciplines to collate research and personify certain trends and patterns in the data as personas. Hence, personas do not describe real people, but you compose your personas based on real data collected from multiple individuals. Personas add the human touch to what would largely remain cold facts in your research. When you create persona profiles of typical or atypical (extreme) users, it will help you to understand patterns in your research, which synthesises the types of people you seek to design for. Personas are also known as model characters or composite characters.
Personas provide meaningful archetypes which you can use to assess your design development against. Constructing personas will help you ask the right questions and answer those questions in line with the users you are designing for. For example, “How would Peter, Joe, and Jessica experience, react, and behave in relation to feature X or change Y within the given context?” and “What do Peter, Joe, and Jessica think, feel, do and say?” and “What are their underlying needs we are trying to fulfill?”
Personas in Design Thinking
In the design thinking?process, designers will often start creating personas during the second phase, the Define phase. In the Define phase, Design Thinkers synthesise their research and findings from the very first phase, the Empathise phase. Using personas is just one method, among others, that can help designers move on to the third phase, the Ideation phase. The personas will be used as a guide for ideation sessions such as Brainstorming.
Four Different Perspectives on Personas
In her?Interaction Design?Foundation?encyclopedia article, Personas,?Ph.D and specialist in personas, Lene Nielsen, describes four perspectives that your personas can take to ensure that they add the most value to your design project and the fiction-based perspective. Let’s take a look at each of them:
1. Goal-directed Personas
This persona cuts straight to the nitty-gritty. “It focusses on: What does my typical user want to do with my product?”. The objective of a goal-directed persona is to examine the process and workflow that your user would prefer to utilise in order to achieve their objectives in interacting with your product or service. There is an implicit assumption that you have already done enough?user research?to recognise that your product has value to the user, and that by examining their goals, you can bring their requirements to life. The goal-directed personas are based upon the perspectives of Alan Cooper, an American software designer and programmer who is widely recognized as the “Father of Visual Basic”.
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2. Role-Based Personas
The role-based perspective is also goal-directed and it also focusses on behaviour. The personas of the role-based perspectives are massively data-driven and incorporate data from both qualitative and quantitative sources. The role-based perspective focusses on the user’s role in the organisation. In some cases, our designs need to reflect upon the part that our users play in their organisations or wider lives. An examination of the roles that our users typically play in real life can help inform better?product design?decisions. Where will the product be used? What’s this role’s purpose? What business objectives are required of this role? Who else is impacted by the duties of this role? What functions are served by this role? Jonathan Grudin, John Pruitt, and Tamara Adlin are advocates for the role-based perspective.
3. Engaging Personas
“The engaging perspective is rooted in the ability of stories to produce involvement and insight. Through an understanding of characters and stories, it is possible to create a vivid and realistic description of fictitious people. The purpose of the engaging perspective is to move from designers seeing the user as a stereotype with whom they are unable to identify and whose life they cannot envision, to designers actively involving themselves in the lives of the personas. The other persona perspectives are criticized for causing a risk of stereotypical descriptions by not looking at the whole person, but instead focusing only on behavior.”
– Lene Nielsen
Engaging personas can incorporate both?goal?and?role-directed?personas, as well as the more?traditional?rounded personas. These engaging personas are designed so that the designers who use them can become more engaged with them. The idea is to create a 3D rendering of a user through the use of personas. The more people engage with the persona and see them as ’real’, the more likely they will be to consider them during the process design and want to serve them with the best product. These personas examine the?emotions?of the user, their?psychology,?backgrounds?and make them relevant to the task in hand. The perspective emphasises how?stories?can engage and bring the personas to life. One of the advocates for this perspective is Lene Nielsen.
One of the main difficulties of the persona method is getting participants to use it (Browne, 2011). In a short while, we’ll let you in on Lene Nielsen’s model, which sets out to cover this problem through a 10?step process of creating an engaging persona.
4. Fictional Personas
The fictional persona does not emerge from user research (unlike the other personas) but it emerges from the experience of the UX design team. It requires the team to make?assumptions?based upon past interactions with the user base, and products to deliver a picture of what, perhaps, typical users look like. There’s no doubt that these personas can be deeply flawed (and there are endless debates on just how flawed). You may be able to use them as an initial sketch of?user needs. They allow for early involvement with your users in the UX?design process, but they should not, of course, be trusted as a guide for your development of products or services.
For more help in understanding your clients personas get in touch with us via [email protected] or call us on 07453 234 258.