Week 5 User Personas

Week 5

Lecture Notes

User personas have been used in the design phase of an interactive project since the mid 1990’s.

Personas are fictional users created in order to represent a design’s real world users, and help to inform and direct design choices made in a project.

Personas can be incredibly detailed, or more generic depending on the scope of the project and the amount of required testing. At even the most basic level a user persona should include information about a user’s behaviour patterns, their long and short term goals, attitudes and ideas, and their environment/context of usage.

A user persona should include details about a user’s

  • Age
  • Sex
  • Occupation
  • Hobbies
  • Likes/Dislikes
  • Behaviour
  • Goals
  • Skills
  • Attitudes
  • Environment

A user persona is designed with research and/or a good knowledge of a core user group expected to interact with a design/project. By using this research and knowledge, a designer can base decisions about design elements and project functionality to cater specifically to an ideal set of users, or a broad group of users. This helps the designer to make informed decisions about elements to include or omit from their design.

Example user persona created to assist in the design and development of “Nihongo” a language learning app:

PERSONA1
Figure 1. User Persona Dave Smith (Melbourne, 2017)
Feature image: Wasserman, K. (unknown). User Personas. Retrieved from http://www.kiwiwise.co.nz/photo/fantail-vector
Figure 1: Melbourne, M. (2017). User Persona Dave Smith. Retrieved from https://app.xtensio.com/edit/rt57no0x

 

 

 

 

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