Persona Overview
Persona Overview
Persona Overview
(Extract from the paper The User as a personality. Using Personas as a tool for design. Position
paper for the course workshop “Theoretical perspectives in
Human-Computer Interaction” at IPLab, KTH, September 3, 2002)
Stefan Blomkvist
Department of Information Technology, Human-Computer Interaction, Uppsala Universitet
stefanb@hci.uu.se
Introduction
A persona is a model of a user that focuses on the individual’s goals when using an artefact. The
model has a specific purpose as a tool for software and product design. The persona model
resembles classical user profiles, but with some important distinctions. It is an archetypical
representation of real or potential users. It’s not a description of a real, single user or an average
user. The persona represents patterns of users’ behaviour, goals and motives, compiled in a
fictional description of a single individual. It also contains made-up personal details, in order to
make the persona more “tangible and alive” for the development team.
The idea of personas originated from Alan Cooper, an interaction designer and consultant. It’s a
part of an approach to software design called Goal-directed design. I refer to it as an approach or
idea, because it’s not a theory about users or interaction, neither is it a complete process for
software development. Cooper has introduced the ideas about personas and goal-directed design
in the book The inmates are running the asylum (Cooper 1999) and in articles (Cooper 1996). In
addition, goal-directed design is promoted through Coopers consulting firm, so he has a
commercial interest in it as well.
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The word persona is derived from the Latin persona, referring to the masks worn by actors in ancient
theatres. Cooper uses the terms persona and archetype, which also are common in Jungian psychology. But
in this case, a persona is not really near Jung’s definition. In Jungian psychology, a persona is the
personality that an individual projects to others, as differentiated from the authentic self. Cooper doesn’t
refer to Jung or ancient theatres. However, in his meaning of persona, he is somewhat inspired by the
traditional usage of the term
Persona – an overview 2
Stefan Blomkvist, Dept. of IT/HCI, Uppsala Universitet
friendly” are too vague and therefore not practical to use as design models or definitions for the
communication in the development team. With a blurred concept of “the user” there is easy to
design for almost every possible feature. The result is often a bad compromise burdened with
usability problems. Cooper (1999, p.126) labels this phenomena as “the elastic user”
Cooper recommends to never refer to “the user” in design. Instead, one should use a very specific
individual – a persona – and direct the design for this individual. The reason for this approach is
according to Cooper (1999, p.128): “The more specific the persona is, the more effective they are
as design tools. With more specific, idiosyncratic details, the persona becomes a “real” person in
the minds of the developers.”
Cooper emphasises that a persona is a tool for communication and design within the group of
designers, software developers, managers, customers and other stakeholders. The purpose is not
to give a precise description or a complete theoretical model of a user. Instead, it’s aiming at a
simple, but good enough description of the user to make it possible to design the system.
So, how is the concept of persona defined? Cooper (1999, p.123) defines personas as:
“A precise description of our user and what he wishes to accomplish.”
Calde, Goodwin & Reimann (2002) gives a slightly more detailed definition:
”User models, or personas, are fictional, detailed archetypical characters that represent distinct
groupings of behaviours, goals and motivations observed and identified during the research
phase.”
personal goal is for example to avoid feel stupid when using the financial system. A corporate
goal may be to increase the profit by using the financial system. If the different goals result in a
conflict, personal goals usually takes precedence over the other types. This is because the goals
that are closer to the individual’s basic motives are the most important. Of course, this influences
the design: ”The essence of good interaction design is devising interactions that let the users
achieve their practical goals without violating their personal goals.” (Cooper 1999, p.150).
Personal goals
Personal goals are simple, universal and personal, e.g. not make mistakes, get an adequate amount
of work done and have fun or at least not be too bored.
Cooper (1999, p.156) notes that the personal and common nature of these goals makes them easy
to ignore. Paradoxical, they are seldom discussed in the design process or included in other user
models.
Corporate goals
These goals are the businesses or work organisation’s goals with a particular system, transferred
to the persona. They are important as they focus the design on the big issues. But a system must
fulfil the personal goals first. Some examples: Increase the market share, and offer more products
or services.
Practical goals
Practical goals bridge the gap between the objectives of the organisation and the objectives of the
individual. For example, the practical goal of handling the client’s demands connects the
corporate goal of higher profits with the user’s personal goal of being productive.
Cooper (1999, p.157) denotes corporate and practical goals as hygienic goals, which means that
they are necessary for the user, but are powerless to motivate by themselves.
False goals
False goals are goals that are not relevant for the user. Many of these are really objectives to
support the technical development of a system. Thus motives of the programmers and not of the
users. Some examples: save memory, save keystrokes, run in a browser, safeguard data integrity
or use new technology.
Persona example
Calde et al (2002) has an example of a persona used in their design of a health-care management
system. (The example in the article is a summary. In the actual design case, the description of the
persona was about a full page.)
Rhonda is entirely overwhelmed and is drowning in paper, even more so than the
average nurse. She often misses eating dinner with her boyfriend because she has
to work late, filling out forms and reports.
Rhonda’s goals are to:
Spend time on patient care and staff supervision, not paperwork.
Be proactive. Rhonda needs to understand trends in order to solve problems
before they happen, instead of just reacting to crises.
Know that things are being done right. Rhonda supervises the unit because she’s
good at what she does. If nurses aren’t following procedure or documenting
things, she wants to know right away.
Every project gets its own cast of characters, which consists of 3-12 unique personas. Not
everyone is designed for, but they are all useful for articulating the user population. Some are
defined only to make it clear that we are not designing for them (a negative persona). Depending
how much different personas should influence the design, they are given different status: primary,
secondary, supplemental, served and negative. Every cast of characters has at least one primary
persona, the individual who is the main focus of the design.
To be a primary, a persona is someone who must be satisfied, but cannot be satisfied with a user
interface designed for any other persona. Identifying the primary persona is a vital step in the
development of the cast of characters. Cooper (1999, p.137) argues that every primary requires a
separate and unique user interface. If two primaries are identified, two different interfaces should
be designed.
The following phase of goal-directed design, focuses on scenarios that follow the persona’s goals.
A scenario can be seen a distinct activity set in a specific context. Cooper (1999, p.180) defines a
scenario as “a concise description of a persona using a software-based product to achieve a goal”.
Thus, personas are the main characters of scenarios. Scenarios are also constructed from the
information gathered during the initial investigation phase.
Personas are “played” through the scenarios, to test the validity of the design. Through the
scenarios, the design could change to fulfil the needs of the persona.
Unit of analysis
What’s the unit of analysis presented by the persona and goal-directed design perspective? The
users are working to accomplish their goals by using a software-based tool. The focus is on the
user and her goals. The activity is something that happens when the user is trying to achieve her
objectives. The activity (or scenario) is the context in where the user and tool are interacting, but
this is somewhat outside the scope. Cooper describes the focus of his perspective as “people and
purposes – personas and goals”.
and fictional representation of users. Cooper argues that real people are of great interest as raw
data, but are frequently useless – and often disadvantageous – to the design process. As a design
tool, it is more important that a persona is precise than accurate. All extreme/odd users in the
population aren’t that important to design for (Cooper 1999, p.129). This is another example of
consumer-view of users.
Conclusion
The main contribution of using personas in interaction design is that the process will be focused
on the user’s goals instead of tasks. The design process also regards personal objectives as
important, which often is neglected in design methods and in theoretical models of users. The risk
with personas is that the designers may easily be carried away and more or less make up personas
without careful analysing real users. Cooper has a commercial interest to promote goal-directed
design as a straightforward and effective design process. So it’s important to remember that
personas are not a complete and accurate tool for user modeling. Another weakness is that the
relevance of his ideas isn’t confirmed in scientific studies.
The role of the user in Cooper’s approach is blurred with the roles as a consumer and a marketing
target. The issue of usability and interaction design becomes a matter of satisfying the needs of
the consumers, not to improve human work and life.
Personas/goal-directed design emphasis that interaction is driven by users’ motives and goals. But
goal-directed design has a rather narrow view on users and activities, but this also makes it more
easy to use as a tool to direct design. This, naturally, is the main aim of the approach.
Persona – an overview 8
Stefan Blomkvist, Dept. of IT/HCI, Uppsala Universitet
References
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system for long-term healthcare facility management. Conference on Human Factors and
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NY: ACM Press.
Cooper, A. (1996). Goal-directed design. Originally appeared in the September 1996 issue of Dr.
Dobbs Journal. http://www.cooper.com/articles/art_goal_directed_design.htm
(20/8/2002).
Cooper, A. (1999). The inmates are running the asylum. Indianapolis, IA: SAMS/Macmillan.
Freydenson, E. (2002). Bringing your personas to life in real life.
http://www.boxesandarrows.com/archives/print/002343.php (20/8/2002)
Goodwin, K. (2001). Perfecting your personas.
http://www.cooper.com/newsletters/2001_07/perfecting_your_personas.htm
(20/8/2002)
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20-25, 2002, ACM. Minneapolis, Minnesota, USA.