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Lesson 22

This lesson on User Modeling in Human Computer Interaction emphasizes the importance of personas as a design tool that represents user behaviors and motivations. Personas help designers understand user goals, communicate effectively with stakeholders, and prioritize design elements for specific user needs. By creating well-researched personas, designers can avoid common pitfalls such as self-referential design and designing for edge cases, ultimately leading to more user-centered products.

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0% found this document useful (0 votes)
29 views12 pages

Lesson 22

This lesson on User Modeling in Human Computer Interaction emphasizes the importance of personas as a design tool that represents user behaviors and motivations. Personas help designers understand user goals, communicate effectively with stakeholders, and prioritize design elements for specific user needs. By creating well-researched personas, designers can avoid common pitfalls such as self-referential design and designing for edge cases, ultimately leading to more user-centered products.

Uploaded by

masoomlarka3662
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Human Computer Interaction – CS408 VU

LESSON 22
USER MODELING
Learning Goals
The aim of this lecture is to introduce you the study of Human Computer
Interaction, so that after studying this you will be able to:
 Understand persona and goals.

The most powerful tools are simple in concept, but must be applied with some
sophistication. The most powerful interaction design tool used is a precise
descriptive model of the user, what he wishes t accomplish, and why. The
sophistication becomes apparent in the way we construct and use that model.
These user models, which we call personas, are not real people, but they are
based on the behaviors and motivations of real people and represent them
throughout the design process. They are composite archetypes based on
behavioral data gathered from many actual users through ethnographic
interviews. We discover out personas during the course of the Research phase
and formalize them in the Modeling phase, by understanding our personas, we
achieve and understanding of our users’ goals in specific context—a critical tool
for translating user data into design framework.
There are many useful models that can serve as tools for the interaction designer,
but it is felt that personas are among the strongest.

22.1 Why Model?


Models are used extensively in design, development, and the sciences. They are
powerful tools for representing complex structures and relationships for the
purpose of better understanding or visualizing them. Without models, we are left
to make sense of unstructured, raw data, without the benefit of the pig picture or
any organizing principle. Good models emphasize the salient features of the
structures or relationships they represent and de-emphasize the less significant
details.
Because we are designing for users, it is important that we can understand and
visualize the salient aspects of their relationships with each other, with their
social and physical environment and of course, with the products we hope to
design.
Just as physicists create models of the atom based on raw, observed data and
intuitive synthesis of the patterns in their data, so must designers create models
of users based on raw, observed behaviors and intuitive synthesis often patterns
in the data. Only after we formalize such patterns can we hope to systematically
construct patterns of interactions that smoothly match the behaviors, mental
models and goals of users. Personas provide this formalization.

22.2 Personas
To create a product that must satisfy a broad audience of users, logic tells you to
make it as broad its functionality as possible to accommodate the most people.
This logic, however, is flawed. The best way to successfully accommodate a
variety of users is to design for specific types of individuals with specific needs.
When you broadly and arbitrarily extend a product’s functionality to include many
constituencies, you increase the cognitive load and navigational overhead for all
users. Facilities that map please some users will likely interfere with the
satisfaction of other.

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A simple example of how personas are useful is shown in figure below, if you try
to design an automobile that pleases every possible driver, you end up with a car
with every possible feature, but which pleases nobody. Software today is too often
designed to please too many users, resulting in low user satisfaction

But by designing different cars for different people with different specific goals,
as shown in figure below, we are able to create designs that other people with
similar needs to our target drivers also find satisfying. The same hold true for the
design of digital products and software.

The key is in choosing the right individuals to design for, ones whose needs
represent the needs of a larger set of key constituents, and knowing how to
prioritize design elements to address the needs of the most important users
without significantly inconveniencing secondary users. Personas provide a
powerful tool for understanding user needs, differentiating between different
types of users, and prioritizing which users are the most important to target in
the design of function and behavior.
Personas were introduced as a tool for user modeling, they have gained great
popularity in the usability community, but they have also been the subjects of
some misunderstandings.

Strengths of personas as a design tool

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The persona is a powerful, multipurpose design tool that helps overcome several
problems that currently plague the development of digital products. Personas
help designers”
 Determine what a product should do and how it should behave. Persona
goals and tasks provide the basis for the design effort.
 Communicate with stakeholders, developers, and other designers. Personas
provide a common language for discussing design decisions, and also help
keep the design centered on users at every step in the process.
 Build consensus and commitment to the design. With a common language
comes a common understanding. Personas reduce the need for elaborate
diagrammatic models because, as it is found, it is easier to understand the
many nuances of user behavior through the narrative structures that
personas employ.
 Measure the design’s effectiveness. Design choices can be tested on a
persona in the same way that they can be show to a real user during the
formative process. Although this doesn’t replace the need to test on real
users, yet it provides a powerful reality check tool for designers trying to
solve design problems. This allows design iteration to occur rapidly and
inexpensively at the whiteboard, and it results in a far stronger design
baseline when the time comes to test with real users.
 Contribute to other product-related efforts such as marketing and sales
plan. It has been seen that clients repurpose personas across their
organization, informing marketing campaigns, organizational structure,
and other strategic planning activities. Business units outside of product
development desire sophisticated knowledge of a product’s users and
typically view personas with great interest.

22.3 Personas and user-centered design


Personas also resolve three User-Centered design issues that arise during
product development:
1. The elastic user
2. Self-referential design
3. Design edge cases

1. The elastic user


Although satisfying the user is goal, the term user causes trouble when applied to
specific design problems and contexts. Its imprecision makes it unusable as a
design tool—every person on a product team has his own conceptions of the user
and what the user needs. When it comes time to make a product decisions, this
“user” becomes elastic, bending and stretching to fit the opinions and
presuppositions of whoever has the floor.
If programmers find it convenient to simply drop a user into a confuting file
system of nested hierarchical folders to find the information she needs, they
define the elastic user as an accommodating, computer-literate power user. Other
times, when they find it more convenient to step the user through a difficult
process with a wizard, they define the elastic user as an unsophisticated first-time
user. Designing for the elastic user gives the developer license to code as he
pleases while still apparently serving “the user”. However, our goal is to design
software that properly meets real user needs. Real users—and the personas
representing them—are not elastic, but rather have specific requirements based
on their goals, capabilities, and contexts.

2. Self-referential design
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Self-referential design occurs when designers or developers project their own


goals, motivations, skills, and mental models onto a product’s design. Most “cool”
product designs fall into this category: the audience doesn’t extend beyond
people like the designer, which is fine for a narrow range of products and
completely inappropriate for most others. Similarly, programmers apply self-
referential design when they create implementation-model products. They
understand perfectly how it works and are comfortable with such products. Few
non-programmers would concur.

3. Design edge cases


Another syndrome that personas help prevent is designing for edge cases—those
situations that might possibly happen, but usually won’t for the target personas.
Naturally, edge cases must be programmed for, but they should never be the
design focus. Personas provide a reality check for the design.

Personas are based on research


Personas must, like any model, be based on real-world observation. The primary
source of data used to synthesize personas must be from ethnographic interviews,
contextual inquiry, or other similar dialogues with and observation of actual and
potential users. Other data that can support and supplement the creation of
personas include, in rough order of efficacy:
 Interviews with users outside of their use contexts
 Information about users supplied by stakeholders and subject matter
experts
 Market research data such as focus groups and surveys
 Market segmentation models
 Data gathered from literature reviews and previous studies
However, none of this supplemental data can take the place of direct interaction
with and observation of users in their native environments. Almost every word in
a well-developed persona’s description can be traced back to user quotes or
observed behaviors.

Personas are represented as individuals


Personas are user models that are represented as specific, individual humans.
They are not actual people, but are synthesized directly from observations of real
people. One of the key elements that allow personas to be successful as user
models is that they are personifications. They are represented as specific
individuals. This is appropriate and effective because of the unique aspects of
personas as user models: they engage the empathy of the development team
toward the human target of design. Empathy is critical for the designers, who will
be making their decisions for design frameworks and details based on both the
cognitive and emotional dimensions of the persona, as typified by the persona’s
goals. However, the power of empathy should not be quickly discounted for other
team members.

Personas represent classes of users in context


Although personas are represented as specific individuals, at the same time they
represent a class or type of user of a particular interactive product. Specifically,
persona encapsulates a distinct set of usage patterns, behavior patterns
regarding the use of a particular product. These patterns are identified through
an analysis of ethnographic interviews, supported by supplemental data if
necessary or appropriate. These patterns, along with work or lifestyle-related
roles define personas as user archetype. Personas are also referred as composite
user archetypes because personas are in sense composites assembled by
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clustering related usage patterns observed across individuals in similar roles


during the research phase.

Personas and reuse


Organizations with more than one product often want to reuse the same
personas. However, to be effective, personas must be context-specific—they
should be focused on the behaviors and goals related to the specific domain of a
particular product. Personas, because they are constructed from specific
observations of users interacting with specific products in specific contexts,
cannot easily be reused across products even when those products form a closely
linked suite. Even then, the focus of behaviors may be quite different in one
product than in another, so researchers must take care to perform supplemental
user research.

Archetypes versus stereotype


Don’t confuse persona archetype with stereotypes. Stereotypes are, in most
respects, the antithesis of well-developed personas. Stereotypes represent
designer or researcher biases and assumptions, rather than factual data.
Personas developed drawing on inadequate research run the risk of degrading to
stereotypical caricatures. Personas must be developed and treated with dignity
and respect for the people whom they represent. Personas also bring to the
forefront issues of social and political consciousness. Because personas provide a
precise design target and also serve as a communication tool to the development
team, the designer much choose particular demographic characteristics with
care. Personas should be typical and believable, but not stereotypical.

Personas explore ranges of behavior


The target market for a product describes demographics as well as lifestyle and
sometimes job roles. What it does not describe are the ranges of different
behaviors that members of that target market exhibit regarding the product itself
and product-related contexts. Ranges are distinct from averages: personas do not
seek to establish an average user, but rather to identify exemplary types of
behaviors along identified ranges.
Personas fill the need to understand how users behave within given product
domain—how they think about it and what they do with it—as well as how they
behave in other contexts that may affect the scope and definition of the product.
Because personas must describe ranges f behavior to capture the various possible
ways people behave with the product, designers must identify a collection or cast
of personas associated with any given product.

Personas must have motivations


All humans have motivations that drive their behaviors; some are obvious, and
many are subtle. It is critical that personas capture these motivations in the form
of goals. The goals we enumerate for our personas are shorthand notation for
motivations that not only point at specific usage patterns, but also provide a
reason why those behaviors exist. Understanding why a user performs certain
tasks gives designers great power to improve or even eliminate those tasks, yet
still accomplish the same goals.]

Personas versus user roles


User roles and user profiles each share similarities with personas; that is, they
both seek to describe relationships of users to products. But persona and the
methods by which they are employed as a design tool differ significantly from
roles and profiles in several key aspects.
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User roles or role models are an abstraction, a defined relationship between a


class of users and their problems, including needs, interests, expectations, and
patterns of behavior. Holtzblatt and Beyer’s use of roles in consolidated flow,
cultural, physical, and sequence models is similar in that it attempts to isolate
various relationships abstracted from the people possessing these relationships.

Problem with user role


There are some problems with user roles:
 It is more difficult to properly identify relationships in the abstract, isolated
from people who posses them—the human power of empathy cannot easily
be brought to bear on abstract classes of people.
 Both methods focus on tasks almost exclusively and neglect the use of
goals as an organizing principle for design thinking and synthesis.
 Holzblatt and Beyer’s consolidated models, although useful and
encyclopedic in scope, are difficult to bring together as a coherent tool for
developing, communicating, and measuring design decisions.
Personas address each of these problems. Well-developed personas incorporate
the same type of relationships as user roles do, but express them in terms of
goals and examples in narrative.

Personas versus user profile


Many usability parishioners use the terms persona and user profile
synonymously. There is no problem with this if the profile is truly generated from
ethnographic data and encapsulates the depth of information. Unfortunately, all
too often, it has been seen that user profiles that reflect Webster’s definition of
profile as a ‘brief biographical sketch.” In other words, user profiles are often a
name attached to brief, usually demographic data, along with a short, fictional
paragraph describing the kind of car this person drives, how many kids he has,
where he lives, and what he does for a living. This kind of user profile is likely to
be a user stereotype and is not useful as a design tool. Personas, although has
names and sometimes even cars and family members, these are employed
sparingly as narrative tools to help better communicate the real data and are not
ends in themselves.

Personas versus market segments


Marketing professionals may be familiar with a process similar to persona
development because it shares some process similarities with market definition.
The main difference between market segments and design personas are that the
former are based on demographics and distributed channels, where as the latter
are based on user behaviors and goals. The two are not the same and don’t serve
the same purpose. The marketing personas shed light on the sales process,
whereas the design personas shed light on the development process. This said,
market segments play role in personas development.

User-personas versus non-user personas


A frequent product definition error is to target people who review, purchase, or
administer the product, but who are not end users. Many products are designed
for columnists who review the product in consumer publications. IT managers
who purchase enterprise products are, typically, not the users the products.
Designing for the purchaser is a frequent mistake in the development of digital
products.
In certain cases, such as for enterprise systems that require maintenance and
administrator interface; it is appropriate to create non-user personas. This
requires that research be expanded to include these types of people.
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22.4 Goals
If personas provide the context for sets of observed behaviors, goals are the
drivers behind those behaviors. A persona without goals can still serve as a useful
communication tool, but it remains useless as a design tools. User goals serve as
a lens through which designers must consider the functions of a product. The
function and behavior of the product must address goals via tasks—typically as
few tasks as absolutely necessary.

Goals motivate usage patterns


People’s or personas’ goals motivate them to behave the way they do. Thus, goals
provide not only answer to why and how personas desire to use a product, but
can also serve as a shorthand in the designer’s mind for the sometimes complex
behaviors in which a persona engages and, therefore, for the tasks as well.

Goals must be inferred from qualitative data


You can’t ask a person what his goals are directly: Either he won’t be able to
articulate them, or he won’t be accurate or even perfectly honest. People simply
aren’t well prepared to answer such questions accurately. Therefore, designers
and researchers need to carefully reconstruct goals from observed behaviors,
answers to other questions, non-verbal cues, and clues from the environment
such as book titles on shelves. One of the most critical tasks in the modeling of
personas is identifying goals and expressing them succinctly: each goal should be
expressed as a simple sentence.

Types of goals
Goals come in many different verities. The most important goals from a user-
centered design standpoint are the goals of users. These are, generally, first
priority in a design, especially in the design of consumer products. Non-user
goals can also come into play, especially in enterprise environments. The goals of
organizations, employers, customers, and partners all need to be acknowledged,
if not addressed directly, by the product’s design.

User goals
User personas have user goals. These range from broad aspirations to highly
pragmatic product expectations. User goals fall into three basic categories
1. Life goals
2. Experience goals
3. End goals

1. Life goals
Life goals represent personal aspirations of the user that typically go beyond the
context of the product being designed. These goals represent deep drives and
motivations that help explain why the user is trying to accomplish the end goals
he seeks to accomplish. These can be useful in understanding the broader context
or relationships the user may have with others and her expectations of the
product from a brand perspective.
Examples:
 Be the best at what I do
 Get onto the fast track and win that big promotion
 Learn all there is to know about this field
 Be a paragon of ethics, modesty and trust

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Life goals rarely figure directly into the design of specific elements of an
interface. However, they are very much worth keeping in mind.

2. Experience goals
Experience goals are simple, universal, and personal. Paradoxically, this makes
them difficult for many people to talk about, especially in the context of
impersonal business. Experience goals express how someone wants to feel while
using a product or the quality of their interaction with the product.
Examples
 Don’t make mistakes
 Feel competent and confident
 Have fun
Experience goals represent the unconscious goals that people bring to any
software product. They bring these goals to the context without consciously
realizing it and without necessarily even being able to articulate the goals.

3. End goals
End goals represent the user’s expectations of the tangible outcomes of using
specific product. When you pick op a cell phone, you likely have an outcome in
mind. Similarly, when you search the web for a particular item or piece of
information, you have some clear end goals to accomplish. End goals must be met
for users to think that a product is worth their time and money, most of the goals
a product needs to concern itself with are, therefore, end goals such as the
following:
 Find the best price
 Finalize the press release
 Process the customer’s order
 Create a numerical model of the business

Non-user goals
Customer goals, corporate goals, and technical goals are all non-user goals.
Typically, these goals must be acknowledged and considered, but they do not
form the basis for the design direction. Although these goals need to be
addressed, they must not be addressed at the expense of the user. Non user goals
fall into three basic categories
1. Customer goals
2. Corporate goals
3. Technical goals

1. Customer goals
Customers, as already discussed, have different goals than users. The exact
nature of these goals varies quite a bit between consumer and enterprise
products. Consumer customers are often parents, relatives, or friends who often
have concerns about the safety and happiness of the persons for whom they are
purchasing the product. Enterprise customers are typically IT managers, and they
often have concerns about security, ease of maintenance, and ease of
customization.

2. Corporate goals
Business and other organizations have their own requirements for software, and
they are as high level as the personal goals of the individual. “To increase our
profit” is pretty fundamental to the broad of directors or the stockholders. The
designers use these goals to stay focused on the bigger issues and to avoid
getting distracted by tasks or other false goals.
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Examples
 Increase profit
 Increase market share
 Defeat the competition
 Use resources more efficiently
 Offer more products or services

3. Technical goals
Most of the software-based products we use everyday are created with technical
goals in mind. Many of these goals ease the task of software creation, which is a
programmer’s goal. This is why they take precedence at the expense of the users’
goals.
Example:
 Save money
 Run in a browser
 Safeguard data integrity
 Increase program execution efficiency

22.5 Constructing personas


Creating believable and useful personas requires an equal measure of detailed
analysis and creative synthesis. A standardized process aids both of these
activities significantly.
Process of constructing personas involve following steps:
1. Revisit the persona hypothesis
2. Map interview subjects to behavioral variables
3. Identify significant behavior patterns
4. Synthesize characteristics and relevant goals.
5. Check for completeness.
6. Develop narratives
7. Designate persona types

1. Revisit the persona hypothesis


After you have completed your research and performed a cursory organization of
the data, you next compare patterns identified in the data to the assumptions
make in the persona hypothesis. Were the possible roles that you identified truly
distinct? Were the behavioral variables you identified valid? Were there
additional, unanticipated ones, or ones you anticipated that weren’t supported by
data?
If your data is at variance with your assumptions, you need to add, subtract, or
modify the roles and behaviors you anticipated. If the variance is significant
enough, you may consider additional interviews to cover any gaps in the new
behavioral ranges that you’ve discovered.

2. Map interview subjects to behavioral variables


After you are satisfied that you have identified the entire set of behavioral
variables exhibited by your interview subjects, the next step is to map each
interviewee against each variable range that applies. The precision of this
mapping isn’t as critical as identifying the placement of interviewees in
relationship to each other. It is the way multiple subjects cluster on each variable
axis that is significant as show in figure.

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3. Identify significant behavior patterns


After you have mapped your interview subjects, you see clusters of particular
subjects that occur across multiple ranges or variables. A set of subjects who
cluster in six to eight different variables will likely represent a significant
behavior patterns that will form the basis of a persona. Some specialized role may
exhibit only one significant pattern, but typically you will find two or even three
such patterns. For a pattern to be valid there must be a logical or causative
connection between the clustered behaviors, not just a spurious correlation.

4. Synthesize characteristic and relevant goals


For each significant behavior pattern you identify, you must synthesize details
from your data. Describe the potential use environment, typical workday, current
solutions and frustrations, and relevant relationships with other.
Brief bullet points describing characteristics of the behavior are sufficient. Stick
to observed behaviors as mush as possible; a description or two that sharpen the
personalities of your personas and help bring them to life.
One fictional detail at this stage is important: the persona’s first name and last
names. The name should be evocative of the type of person the persona is,
without tending toward caricature or stereotype.
Goals are the most critical detail to synthesize from your interviews and
observations of behaviors. Goals are best derived from an analysis of the group of
behaviors comprising each persona. By identifying the logical connections
between each persona’s behaviors, you can begin to infer the goals that lead to
those behaviors. You can infer goals both by observing actions and by analyzing
subject responses to goal-oriented interview questions.

6. Develop narratives
Your list of bullet point characteristics and goals point to the essence of complex
behaviors, but leaves much implied. Third-person narrative is far more powerful
in conveying the persona’s attitudes, needs, and problems to other team
members. It also deepens the designer’s connection to the personas and their
motivations.
A typical narrative should not be longer than one or two pages of prose. The
narrative must be nature, contain some fictional events and reactions, but as
previously discussed, it is not a short story. The best narrative quickly introduces
the persona in terms of his job or lifestyle, and briefly sketches a day in his life,
including peeves, concerns, and interests that have direct bearing on the product.
Be careful about precision of detail in your descriptions. The detail should not
exceed the depth of your research.
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When you start developing your narrative, choose photographs of your personas.
Photographs make them feel more real as you create the narrative and engage
others on the team when you are finished.

7. Designate persona types


By now your personas should feel very much like a set of real people that you feel
you know. The final step in persona construction finishes the process f turning
your qualitative research into a powerful set of design tools.

There are six types of persona, and they are typically designated in roughly the
ordered listed here:
1. Primary
2. Secondary
3. Supplemental
4. Customer
5. Served
6. Negative

1. Primary personas
Primary personas represent the primary target for the design of an interface.
There can be only one primary persona per interface for a product, but it is
possible for some products to have multiple distinct interfaces, each targeted at a
distinct primary persona.

2. Secondary personas
Sometimes a situation arises in which a persona would be entirely satisfied by a
primary persona’s interface if one or two specific additional needs were
addressed by the interface. This indicates that the persona in question is a
secondary persona for that interface, and the design of that interface must
address those needs without getting in the way of the primary persona. Typically,
an interface will have zero to two secondary personas.

3. Supplemental personas
User personas that are not primary or secondary are supplemental personas: they
are completely satisfied by one of the primary interface. There can be any number
of supplemental personas associated with an interface. Often political personas—
the one added to the cast to address stakeholder assumptions—become
supplemental personas.

4. Customer persona
Customer personas address the needs of customers, not end users. Typically,
customer personas are treated like secondary personas. However, in some
enterprise environment, some customer personas may be primary personas for
their own administrative interface.

5. Served personas
Served personas are somewhat different from the persona types already
discussed. They are not users of the product at all; however, they are directly
affected by the use of the product. Served personas provide a way to track
second-order social and physical ramifications of products. These are treated like
secondary personas.

6. Negative personas

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Like served personas, negative personas aren’t users of the product. Unlike
served personas, their use is purely rhetorical, to help communicate to other
members of the team who should definitely not be the design target for the
product. Good candidates for negative personas are often technology-savvy early-
adopter personas for consumer products and IT specialists for end-user
enterprise products.

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