By using a persona to answer these questions, product design teams can actually be in the user's shoes, and can better meet a real user's needs and wants. Personas are not what people tell you about themselves; they are observations and descriptions of why (motivation) a person does what he/she does.
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. See more
Persona’s
are widely used in UX studies for the last decade at least, of UX research
includes this method in its projects.
Here are a few ideas I have selected
about a persona and how they make sense to use. Here are five ideas to help you
consider personas differently.
1.
Real
or Real Enough-It’s
easy to interchange the words “user” and “persona” for someone that does not
know how personas are developed and how users are defined in a given project. I
believe understanding the difference the two can lead to a wealth of
information and understanding of your client and their customers. Personas are
(usually) well structured factious profiles of an ideal customer (good/bad).
They function as representations that help guide strategic decisions and the
design of an application how someone will use it.
2.
Love
me, Love me not-
Personas are not all about your customers likes and dislikes in regards to
things that don’t fall within the parameters of project. Things like employees
of the company, location of the headquarters and so on are just not relevant at
all. Personas search out and find motivations, expectations, and so on. A good
persona is a story that gives us a glimpse into the skills, perspective,
background and goals of your (the clients) ideal client in pre-determined
situation. In short, personas bring a user to life.
3.
You’re
doing too much-
Personas save ux teams plenty of time and money, if done correctly it is a valuable
time saving tool. The downfall to this method is spending too much time
creating them. Do not allow yourself or your team to spend too much time
creating a persona. All you want to concentrate on in this process is skills,
attitudes, motivations, environment and goals.
4.
What
makes the clock tick- Listening to your customer is
useful and great for business but knowing what your customer thinks is kinda
misleading in the case of personas when used in focus groups. You really want
to avoid asking for opinions and focus your time on uncovering motivations. Personas
allow you to understand, identify and communicate what the user needs
efficiently and effectively. Personas, along with usability testing, identify
specific opportunities to improve, innovate on, and bridge the gaps to make
sure you are delivering a fully functional and usable product with the most
value to the user.
5.
You’re
user wants benefit not just another answer Personas give a name, face and story to the user
that your designing for, they give a voice to this person. If you don’t know
who your designing for you can’t actually design your project efficiently enough
to expect success. Personas give your target a seat at the table.
Persona's are able to provide details to important questions
that a "user" cannot define.
- Which information is necessary at which point of the day?
- Is the user concentrating on only one thing at a time?
- Does the user have frequent interruptions during their experience?
- Why is he/she using the product?
- What motivates him/her to use this specific product over a competitor's?







