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Personas
Archetype, not
Stereotype
What are
personas?
Personas can look like this...
To design for your users
you must first
define who your users are
Where did the idea come from?
• A Persona is an artificial person, invented for the
purpose of helping a designer understand the
people who will be using their product.
• Pruitt and Adlin have traced their heritage to much
earlier. But to the modern design community, their
usage was popularized by Alan Cooper in 1998 in
his book "The Inmates Are Running the Asylum."

Flow Interactive
Why do we use personas?
Different people have different needs

Flow Interactive
Personas also avoid designing
for the average user

A car for the “average” family
- average means nobody is really satisfied!
Flow Interactive
Misconceptions
What aren’t Personas?
• Stereotypes!!!
They are the synthesis of user research findings.
They are not simply made up!

• Users aren’t elastic.

Flow Interactive
Making personas
Contextual research

Watch, listen and learn in
the user’s environment.
What do people do?
What do they say?
How do they work?

Flow Interactive
When you can’t go into the field

Flow Interactive
This is what raw research findings look like:
Data driven personas
The clue is in the name!
The data comes from client’s inhouse knowledge.
The good stuff comes from
‘looking’ at how your users interact
with your website.
Good to use when you have a rich
set of data, such as Amazon,
Play.com, etc.

Flow Interactive
How much research?
Depends on how diverse your users’ behaviours really are.
Typically we find that behaviour is less diverse that you might
expect.
Anything from 6 to 20 respondents is typical and useful.
Sometimes do more for political reasons.
Supplement with all your existing data: search logs, surveys,
focus groups, customer facing staff
Examples…
First choice

15

lab

BUPA

20

lab

Yell

16

field

DfES

59

field
What’s an effective way of communicating these back
to your design team?
How can you make them ‘actionable’?
... and bring them to life for non-research lovers?
Flow Interactive
Personas and goals workshop
Price driven

Quality driven

Nervous user

Confident user

Fact driven

Feeling driven
Wilma is a middle aged bookkeeper from
Hatfield. She uses Sage and Excel on a
rather old computer at work, but has
internet access at home. She has an eye
for a bargain but is a stickler for details.

Flow Interactive
Persona consist of goal statements:
• Life goals e.g. “get the big promotion!”
vs “be an ethical person”
• Experience goals: e.g. “have fun” vs
“get it done quickly” (1-2)
• End goals: e.g. “find the cheapest
flights”
• Design challenges. E.g. Why this
persona is important to the business,
and what to bear in mind
• And a motto
• One sentence that sums up the
persona
Personas come in two main flavours:
•
Primary persona – the primary persona is the singularly most
important person for whom the site should be designed. The
primary persona should always “emerge” from the set of
secondary personas: it should not be created from scratch.
Secondary personas – typically between three and seven of
these are generated from the ethnographic research first,
before the primary persona.
With big systems (e.g. CMS), you can have lots of different
user types, each of which you’d sum up as personas.
You can also have negative personas: people you want to
specifically exclude

Flow Interactive
Quick guide to personas
• Create a narrative – ideally, a one to two-page narrative
description for each persona
• Be specific – identify workflow and daily behavioural
patterns, using specific details, not generalities. Detail two
or three technical skills to give an idea of computer
competency
• Create mnemonic triggers – include one or two fictional
details about the persona's life, e.g. an interest or a habit
that make each persona unique and memorable

Flow Interactive
Quick guide to personas
• Use your imagination – don't use someone you actually
know as a persona. Try instead to create a composite
based on the qualitative data you have captured
• Strive for novelty – don't recycle a persona from a previous
project for a new project. Instead, do your ethnography
properly and create new personas for each project

Flow Interactive
Quick guide to personas
• Keep the numbers low – keep the number of personas
created for a project relatively small. Usually between three
and seven secondary personas, depending on the interface
project, from which will emerge the primary persona
• Be realistic – strive to develop a believable archetype so
the design team will accept the persona

Flow Interactive
Making & using personas

Review existing
data and formulate
persona
hypothesis.

Recruit research
subjects based on
the persona
hypothesis.
Perform contextual
research.

Analyse existing
and new data
using collaborative
affinity sorting
techniques.
Establish
dimensions and
goals.

Create the
personas.
Workshop:
establish
dimensions, create
sketches, select
and flesh out
personas. Assign
goals.

Flow Interactive

Introduce the
personas to the
organisation, as
project style and
objectives require.
Key things to consider:
• Fictional utility – personas are not "made up". They are an
output of data analysis
• Imaginary, not woolly – although personas are imaginary,
they are archetypes not caricatures, and should be defined
with precision.
• Realism – names and personal details for personas should
be created to put contextual flesh on the archetypal bones
• Goals – personas should in the first instance be
differentiated and identified by their goals
• Persona-centric design – interfaces should be designed
and built to very specifically satisfy the needs and goals of
the primary persona

Flow Interactive
A travel site
Persona Case Study

Flow Interactive
•After a user study, we
analysed participants
responses to get an overview.
-

Age and Segment
Type of trip
Motivations
Frustrations
Behaviours and Attitudes
End Goals when researching and
booking travel online

Flow Interactive
•We mapped each
participant against key
behavioural axis:
- Planning in advance/Last minute
- Relax/Explore
- Attitude to risk

Flow Interactive
We located patterns of
behaviour and found groups
of users that ‘stuck
together’…

Flow Interactive
Book in
advance

Quality

Relax

1,2,3,4

1,4,7,16,
17,19,20

1,4,5,6,7,
8,9,15,
17,19

Previous Previous hotel
destination

1,2,5,7,8,
910,15,16,
17,19,20,

1,17,
19,20

1-2 trips a
year

Maximiser

Emotional

3,6,12

3,4,5,6,9,
11,13,14,
15,16,18

1,2,3,
12,13,14,
16,20

Main researcher Travel alone

2,14

7,8,10,
17,19,20

1-2 days

Brand loyal

Destination
driven

Web fresh

Trust reviews

19,17,20

1,3,7,8,10
12,13,15,
17,19,20

3,10,14,15

8,14

3,4,5,6,9,
11,13,14
15,18,20

3-4 days
With friends
1,7,11,13,
15,16,18
3 -6 trips a
year

5,6,7,8

3,5,8,9,12,
13,14,18

3,5,8,9,12,
13,14,18

Joint decision

2,4,5,7,8,

3,4,5,6,8,
9,10,11,12
13,15,16,18

3,12,13,
14,16,18

With partner

1,2,11,15,

9,10,11,
12,13,14

Relationship intermediate intermediate
driven

1 week

8,9,12

2,4,5,6,8
9,11,12,
13,16,18

2,12,13,
15,`7

2,8,10,
12,16,19

2 weeks

2,4,5,
6,10,14

15,16,17,
18,19,20

2,6,10,
11,15

3,10,16

3,4,6,
11,1213,
14,18

2,3,4,5,6,7,
8,9,10,11,
12,13,14
15,16,18

3,10,16

1,2,7,
8,10,12
17,19,20

4,5,6,7,8,9,
10,11,15
17,18,19

3,10,16

4,5,6,9

3

2,4,5,6,9,
14,16,18

1,7,17,
19,20

1,3,4,5,6,
7,9,10,
11,16,18,
19,20

1,7,17

Book last
minute

Price

Explore

New destination

New
hotel

1-2 trips a
month

Satisficer

Practical

Sole decision

With family

More than 2
weeks

Google

Event driven

Web savvy

Don’t trust .

Flow Interactive
Book in
advance

Quality

Relax

1,2,3,4

1,4,7,16,
17,19,20

1,4,5,6,7,
8,9,15,
17,19,20

Previous Previous hotel 1-2 trips a year
destination

Maximiser

Emotional

1,2,5,7,8,
910,15,16,
17,19,20

3,4,5,6,9,
11,13,14,
15,16,18

1,2,3,
12,13,14,
16

1,17,
19,20

3,6,12

Main researcher Travel alone

2,14

7,8,10,
17,19,20

1-2 days

Brand loyal

Destination
driven

19,17,20

1,3,7,8,10
12,13,15,
17,19,20

3,10,14,15

Web fresh Trust reviews

8,14

3,4,5,6,9,
11,13,14
15,18,20

With friends
1,7,11,13,
15,16,18
3 -6 trips a
year

3,5,8,9,12,
13,14,18

3,5,8,9,12,
13,14,18

Joint decision

1,2,4,5,7,8,
9,10,11,13,
14,15,16,18

5,6,7,8

3,4,5,6,8,
9,10,11,12
13,15,16,18

3,12,13,
14,16,18

With partner

1,2,11,15,

9,10,11,
12,13,14

Relationship intermediate
driven

1 week

8,9,12

Don’t look
for reviews

2,4,5,6,8
9,11,12,
13,16,18

2,12,13,
15,`7

2,8,10,
12,16,19

2 weeks

2,4,5,
6,10,14

15,16,17,
18,19,20

2,6,10,
11,15

3,10,16

3,4,6,
11,1213,
14,18

2,3,4,5,6,7,
8,9,10,11,
12,13,14
15,16,18

17,19,20

1,2,7,
8,10,12
17,19,20

4,5,6,7,8,9,
10,11,15
17,18,19,20

1,7,17,
20,19

4,5,6,9

3

2,4,5,6,9,
14,16,18

1,7,17,
19,20

1,3,4,5,6,
7,9,10,
11,16,18,
19,20

1,7,17

Book last
minute

Price

Explore

New destination

New
hotel

1-2 trips a
month

Satisficer

Practical

Sole decision

With family

More than 2
weeks

Google

Event driven

Web savvy

Don’t trust
reviews .

Flow Interactive
Flow Interactive
Flow Interactive
Flow Interactive
Using personas
Personas are the first step to innovation
5

Contextual research

2

Concept

3

Prototype

4

Specify

5

1

1

Build and launch

4

2
3

And they are useful throughout
the rest of the design* process!

They are a fundamental
tool for innovation.

* Design is the whole thing,
not just the graphics
Personas: Used as a communication tool
•It all about getting everyone to sing off the same song
sheet
•Focusing on users
•Reducing arguments
They enable decision making because you can ‘query’
them as if they were a ‘real’ person
•Standardised approach
•Common language
•They fill in the gaps between user-studies - you can’t have
users on-site all the time.
Flow Interactive
Mood boards

Flow Interactive
Bed time reading
Bed time reading
Bed time reading
References
▪

Carroll, John M. Making Use: Scenario-Based Design of Human-Computer Interactions.
MIT Press, 2000. ISBN 0-262-03279-1

▪

Carroll, J.M. ed. Scenario-Based Design: Envisioning Work and Technology in System
Development. Wiley, 1995. ISBN 0-471-07659-7

▪

Chapman, C.N. & Milham, R. The personas' new clothes. Human Factors and Ergonomics
Society (HFES) 2006, San Francisco, CA. October 2006. [1]

▪

Cooper, Alan. The Inmates are Running the Asylum. SAMS, 1999. ISBN 0-672-31649-8

▪

Grudin, J. and Pruitt, J. Personas, participatory design and product development: an
infrastructure for engagement. Paper presented at Participatory Design Conference 2002,
Malmo, Sweden. June 2002.

▪

Pruitt, John & Adlin, Tamara. The Persona Lifecycle : Keeping People in Mind Throughout
Product Design. Morgan Kaufmann, 2006. ISBN 0-12-566251-3

▪

Rönkkö, K. An empirical study demonstrating how different design constraints, project
organization, and contexts limited the utility of personas. Hawaii International Conference
on System Sciences (HICSS) 2005, Waikoloa, HI. January 2005.
[Client: project, Date]

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Personas: arquetipos, no estereotipos

  • 3. Personas can look like this...
  • 4. To design for your users you must first define who your users are
  • 5. Where did the idea come from? • A Persona is an artificial person, invented for the purpose of helping a designer understand the people who will be using their product. • Pruitt and Adlin have traced their heritage to much earlier. But to the modern design community, their usage was popularized by Alan Cooper in 1998 in his book "The Inmates Are Running the Asylum." Flow Interactive
  • 6. Why do we use personas?
  • 7. Different people have different needs Flow Interactive
  • 8. Personas also avoid designing for the average user A car for the “average” family - average means nobody is really satisfied! Flow Interactive
  • 10. What aren’t Personas? • Stereotypes!!! They are the synthesis of user research findings. They are not simply made up! • Users aren’t elastic. Flow Interactive
  • 12. Contextual research Watch, listen and learn in the user’s environment. What do people do? What do they say? How do they work? Flow Interactive
  • 13. When you can’t go into the field Flow Interactive
  • 14. This is what raw research findings look like:
  • 15.
  • 16. Data driven personas The clue is in the name! The data comes from client’s inhouse knowledge. The good stuff comes from ‘looking’ at how your users interact with your website. Good to use when you have a rich set of data, such as Amazon, Play.com, etc. Flow Interactive
  • 17. How much research? Depends on how diverse your users’ behaviours really are. Typically we find that behaviour is less diverse that you might expect. Anything from 6 to 20 respondents is typical and useful. Sometimes do more for political reasons. Supplement with all your existing data: search logs, surveys, focus groups, customer facing staff Examples… First choice 15 lab BUPA 20 lab Yell 16 field DfES 59 field
  • 18. What’s an effective way of communicating these back to your design team? How can you make them ‘actionable’? ... and bring them to life for non-research lovers? Flow Interactive
  • 19. Personas and goals workshop Price driven Quality driven Nervous user Confident user Fact driven Feeling driven Wilma is a middle aged bookkeeper from Hatfield. She uses Sage and Excel on a rather old computer at work, but has internet access at home. She has an eye for a bargain but is a stickler for details. Flow Interactive
  • 20.
  • 21. Persona consist of goal statements: • Life goals e.g. “get the big promotion!” vs “be an ethical person” • Experience goals: e.g. “have fun” vs “get it done quickly” (1-2) • End goals: e.g. “find the cheapest flights” • Design challenges. E.g. Why this persona is important to the business, and what to bear in mind • And a motto • One sentence that sums up the persona
  • 22. Personas come in two main flavours: • Primary persona – the primary persona is the singularly most important person for whom the site should be designed. The primary persona should always “emerge” from the set of secondary personas: it should not be created from scratch. Secondary personas – typically between three and seven of these are generated from the ethnographic research first, before the primary persona. With big systems (e.g. CMS), you can have lots of different user types, each of which you’d sum up as personas. You can also have negative personas: people you want to specifically exclude Flow Interactive
  • 23. Quick guide to personas • Create a narrative – ideally, a one to two-page narrative description for each persona • Be specific – identify workflow and daily behavioural patterns, using specific details, not generalities. Detail two or three technical skills to give an idea of computer competency • Create mnemonic triggers – include one or two fictional details about the persona's life, e.g. an interest or a habit that make each persona unique and memorable Flow Interactive
  • 24. Quick guide to personas • Use your imagination – don't use someone you actually know as a persona. Try instead to create a composite based on the qualitative data you have captured • Strive for novelty – don't recycle a persona from a previous project for a new project. Instead, do your ethnography properly and create new personas for each project Flow Interactive
  • 25. Quick guide to personas • Keep the numbers low – keep the number of personas created for a project relatively small. Usually between three and seven secondary personas, depending on the interface project, from which will emerge the primary persona • Be realistic – strive to develop a believable archetype so the design team will accept the persona Flow Interactive
  • 26.
  • 27.
  • 28.
  • 29. Making & using personas Review existing data and formulate persona hypothesis. Recruit research subjects based on the persona hypothesis. Perform contextual research. Analyse existing and new data using collaborative affinity sorting techniques. Establish dimensions and goals. Create the personas. Workshop: establish dimensions, create sketches, select and flesh out personas. Assign goals. Flow Interactive Introduce the personas to the organisation, as project style and objectives require.
  • 30. Key things to consider: • Fictional utility – personas are not "made up". They are an output of data analysis • Imaginary, not woolly – although personas are imaginary, they are archetypes not caricatures, and should be defined with precision. • Realism – names and personal details for personas should be created to put contextual flesh on the archetypal bones • Goals – personas should in the first instance be differentiated and identified by their goals • Persona-centric design – interfaces should be designed and built to very specifically satisfy the needs and goals of the primary persona Flow Interactive
  • 32. Persona Case Study Flow Interactive
  • 33. •After a user study, we analysed participants responses to get an overview. - Age and Segment Type of trip Motivations Frustrations Behaviours and Attitudes End Goals when researching and booking travel online Flow Interactive
  • 34. •We mapped each participant against key behavioural axis: - Planning in advance/Last minute - Relax/Explore - Attitude to risk Flow Interactive
  • 35. We located patterns of behaviour and found groups of users that ‘stuck together’… Flow Interactive
  • 36. Book in advance Quality Relax 1,2,3,4 1,4,7,16, 17,19,20 1,4,5,6,7, 8,9,15, 17,19 Previous Previous hotel destination 1,2,5,7,8, 910,15,16, 17,19,20, 1,17, 19,20 1-2 trips a year Maximiser Emotional 3,6,12 3,4,5,6,9, 11,13,14, 15,16,18 1,2,3, 12,13,14, 16,20 Main researcher Travel alone 2,14 7,8,10, 17,19,20 1-2 days Brand loyal Destination driven Web fresh Trust reviews 19,17,20 1,3,7,8,10 12,13,15, 17,19,20 3,10,14,15 8,14 3,4,5,6,9, 11,13,14 15,18,20 3-4 days With friends 1,7,11,13, 15,16,18 3 -6 trips a year 5,6,7,8 3,5,8,9,12, 13,14,18 3,5,8,9,12, 13,14,18 Joint decision 2,4,5,7,8, 3,4,5,6,8, 9,10,11,12 13,15,16,18 3,12,13, 14,16,18 With partner 1,2,11,15, 9,10,11, 12,13,14 Relationship intermediate intermediate driven 1 week 8,9,12 2,4,5,6,8 9,11,12, 13,16,18 2,12,13, 15,`7 2,8,10, 12,16,19 2 weeks 2,4,5, 6,10,14 15,16,17, 18,19,20 2,6,10, 11,15 3,10,16 3,4,6, 11,1213, 14,18 2,3,4,5,6,7, 8,9,10,11, 12,13,14 15,16,18 3,10,16 1,2,7, 8,10,12 17,19,20 4,5,6,7,8,9, 10,11,15 17,18,19 3,10,16 4,5,6,9 3 2,4,5,6,9, 14,16,18 1,7,17, 19,20 1,3,4,5,6, 7,9,10, 11,16,18, 19,20 1,7,17 Book last minute Price Explore New destination New hotel 1-2 trips a month Satisficer Practical Sole decision With family More than 2 weeks Google Event driven Web savvy Don’t trust . Flow Interactive
  • 37. Book in advance Quality Relax 1,2,3,4 1,4,7,16, 17,19,20 1,4,5,6,7, 8,9,15, 17,19,20 Previous Previous hotel 1-2 trips a year destination Maximiser Emotional 1,2,5,7,8, 910,15,16, 17,19,20 3,4,5,6,9, 11,13,14, 15,16,18 1,2,3, 12,13,14, 16 1,17, 19,20 3,6,12 Main researcher Travel alone 2,14 7,8,10, 17,19,20 1-2 days Brand loyal Destination driven 19,17,20 1,3,7,8,10 12,13,15, 17,19,20 3,10,14,15 Web fresh Trust reviews 8,14 3,4,5,6,9, 11,13,14 15,18,20 With friends 1,7,11,13, 15,16,18 3 -6 trips a year 3,5,8,9,12, 13,14,18 3,5,8,9,12, 13,14,18 Joint decision 1,2,4,5,7,8, 9,10,11,13, 14,15,16,18 5,6,7,8 3,4,5,6,8, 9,10,11,12 13,15,16,18 3,12,13, 14,16,18 With partner 1,2,11,15, 9,10,11, 12,13,14 Relationship intermediate driven 1 week 8,9,12 Don’t look for reviews 2,4,5,6,8 9,11,12, 13,16,18 2,12,13, 15,`7 2,8,10, 12,16,19 2 weeks 2,4,5, 6,10,14 15,16,17, 18,19,20 2,6,10, 11,15 3,10,16 3,4,6, 11,1213, 14,18 2,3,4,5,6,7, 8,9,10,11, 12,13,14 15,16,18 17,19,20 1,2,7, 8,10,12 17,19,20 4,5,6,7,8,9, 10,11,15 17,18,19,20 1,7,17, 20,19 4,5,6,9 3 2,4,5,6,9, 14,16,18 1,7,17, 19,20 1,3,4,5,6, 7,9,10, 11,16,18, 19,20 1,7,17 Book last minute Price Explore New destination New hotel 1-2 trips a month Satisficer Practical Sole decision With family More than 2 weeks Google Event driven Web savvy Don’t trust reviews . Flow Interactive
  • 42. Personas are the first step to innovation 5 Contextual research 2 Concept 3 Prototype 4 Specify 5 1 1 Build and launch 4 2 3 And they are useful throughout the rest of the design* process! They are a fundamental tool for innovation. * Design is the whole thing, not just the graphics
  • 43. Personas: Used as a communication tool •It all about getting everyone to sing off the same song sheet •Focusing on users •Reducing arguments They enable decision making because you can ‘query’ them as if they were a ‘real’ person •Standardised approach •Common language •They fill in the gaps between user-studies - you can’t have users on-site all the time. Flow Interactive
  • 48. References ▪ Carroll, John M. Making Use: Scenario-Based Design of Human-Computer Interactions. MIT Press, 2000. ISBN 0-262-03279-1 ▪ Carroll, J.M. ed. Scenario-Based Design: Envisioning Work and Technology in System Development. Wiley, 1995. ISBN 0-471-07659-7 ▪ Chapman, C.N. & Milham, R. The personas' new clothes. Human Factors and Ergonomics Society (HFES) 2006, San Francisco, CA. October 2006. [1] ▪ Cooper, Alan. The Inmates are Running the Asylum. SAMS, 1999. ISBN 0-672-31649-8 ▪ Grudin, J. and Pruitt, J. Personas, participatory design and product development: an infrastructure for engagement. Paper presented at Participatory Design Conference 2002, Malmo, Sweden. June 2002. ▪ Pruitt, John & Adlin, Tamara. The Persona Lifecycle : Keeping People in Mind Throughout Product Design. Morgan Kaufmann, 2006. ISBN 0-12-566251-3 ▪ Rönkkö, K. An empirical study demonstrating how different design constraints, project organization, and contexts limited the utility of personas. Hawaii International Conference on System Sciences (HICSS) 2005, Waikoloa, HI. January 2005.