FEATURE
Personas: Setting the Stage
for Building Usable Information Sites
By Alison J. Head
What Are
Personas?
Personas
are hypothetical archetypes, or "stand-ins" for
actual users that drive the decision making
for interface design projects.
Personas
are not real people, but they represent real
people throughout the design process.
Personas
are not "made up"; they are discovered as a
by-product of the investigative process.
Although
personas are imaginary, they are defined with
significant rigor and precision.
Names
and personal details are made up for personas
to make them more realistic.
Personas
are defined by their goals.
Interfaces
are built to satisfy personas' needs and goals.
Source: Alan Cooper, The
Inmates Are Running the Asylum: Why High-Tech
Products Drive Us Crazy and How to Restore
the Sanity, Indianapolis: Sams, 1999,
pp. 123-24. (Wording condensed and modified.) |
Not long ago, I found myself at a newspaper with a Web
team who wanted my usability services for a new entertainment
site they were building. Our first meeting involved a
spirited discussion about the site the team had long
envisioned. As the talk of this feature, which functionality,
and that content flew around the room, my
stomach began to churn. Despite all the creative threads
being spun, pulling together this site had the potential
to be as awkward as needlepointing a three-piece suit.
Something needed to be done very soon. Shortly thereafter,
I introduced the Web team to Greg.
Greg is a local guy, 37 years old, and a busy senior
loan manager for a bank in Santa Rosa, a city north
of San Francisco in the heart of the wine country.
He was recently divorced and has joint custody of his
two young children. On weekends, Greg enjoys getting
his kids out and away from the television, taking advantage
of the nearby hiking trails, fishing, and canoeing
available to them. When he isn't exploring the region
with his kids, he enjoys taking a girlfriend to one
of the fine restaurants that are as plentiful as the
vineyard patches that dot the gently rolling hills
behind his home.
Greg has a certain penchant for collecting information
about what is going on in the community. A self-described "constant-clipper," Greg
rips out and cubbyholes articles, events listings,
and display ads. In his most recent stash were clips
about Saturday's ox roast in the Sonoma Plaza and the
availability of fresh organic broccoli at the farmer's
market. But Greg's stacks of clips only take him so
far. The small shreds of torn paper often get lost
or are soon outdated. He laments that there are so
few sources for feeding his voracious appetite for
information.
Once the Web team got to know Greg, they quickly
realized they needed to design their new site for him.
And no, Greg isn't publisher's son. He isn't a newspaper
subscriber, either, but someone who prefers reading
the paper online during his coffee break. Actually,
truth be told, Greg does not even exist. Greg is an
imaginary character, better known in the high-tech
field as a personaa hypothetical-user
archetype, developed for interface design projects
and used for guiding decisions about visual design,
functionality, navigation, and content. (See
the "What Are Personas?" sidebar)
Pointers
for Developing UsefulPersonas
Pull
together a one- to two-page precise narrative
description for each persona.
Identify
workflow and daily behavioral patterns, using
specific details, not generalities.
Detail
two or three technical skills to give an idea
of computer competency.
Include
one or two fictional details about the persona's
lifean interest or a habitthat
make each persona unique and memorable.
Don't
use someone you actually know as a persona;
create a composite based on interviews and
research data.
For
a new project, don't recycle a persona from
a previous project; interview and create new
personas for each project.
Keep
the number of personas created for a project
relatively smallusually between three
and seven, depending on the interface project.
Develop
a believable archetype so the design team will
accept the persona.
Sources: Alan Cooper, The
Inmates Are Running the Asylum: Why High-Tech
Products Drive Us Crazy and How to Restore
the Sanity, Indianapolis: Sams, 1999,
Chapter Nine, and Kim Goodwin, "Perfecting
Your Personas," Cooper Interaction Design
Newsletter, July/August 2001, http://www.cooper.com/newsletters/ 2001_07/perfecting_your_personas.htm.
(Wording
condensed and modified.) |
PERSONA LOGIC
With his best-selling book, The Inmates Are Running
the Asylum, Alan Cooper has kindled a strong
interest in personas among designers, programmers,
and project managers alike [1].
The author's leading interaction design firm has
often used personas for developing consumer hardware
and software products, but personas can be applied
to information-intensive Web design projects, too.
The gist of Cooper's argument is fairly straightforward:
There will be far greater success designing an interface
that meets the goals of one specific person, instead
of trying to design for the various needs of many.
At first blush, though, it may seem downright counterintuitive
to design for just one person, whether hypothetical
or not. How can designing for a single soul possibly
ensure an interface that supports the needs of many
users? But as an interface becomes more layered and
complex and tries to serve an ever-widening audience
base, Cooper's argument holds true.
As long as personas are developed with diligence,
the planning and development tool has three key benefits
for interface design projects of all kinds. First,
personas introduce teams to hypothetical users who
have names, personal traits, and habits that in a relatively
short time become believable constructs for honing
design specifications. Second, personas are stand-ins
with archetypal characteristics that represent a much
larger group of users. Third, personas give design
teams a strong sense of what users' goals are and what
an interface needs to fulfill them.
MICROSOFT'S WOES
One of the best arguments for using personas comes
from some misguided design efforts at Microsoft. When
the software giant geared up to redesign its well-known
Microsoft Office Suite for a 1997 release, the research
team soon discovered that many of the features users
wanted already existed. In fact, four out of five of
the features users requested for Office 97 came with
Office 95. The outcome of Microsoft's design approach
is just what Cooper warns against. In trying to support
the diverse tasks of many conceivably different software
users, Microsoft cobbled together a product that was
bloated with capabilities and ended up satisfying few
users.
BBC'S GAINS
As information-intensive Web sites become larger
and more complex, defining personas at the planning
stage has definite advantages. The British Broadcasting
Company (BBC) used a cast of personas with success
late last year as part of their methodology when they
tackled the redesign of their expansive site, BBCi [2].
The Web team developed a set of seven representative
personas, each of whom had goals the designers planned
to meet through their redesign.
"Mandy Daniels" was the primary persona, or the main
focus of the design. A 36-year-old harried single mother
from Northampton with an America Online (AOL) account,
the Web did not wow Mandy. She occasionally turned
to sites in search of information about parenting,
educational issues, entertainment, holiday planning,
and consumer issues, when she found time apart from
her hectic schedule. This, of course, was only if her
boyfriend wasn't using her computer.
Boiled down to a one-page narrative about Mandy's
life, the thumbnail sketch was crucial in the Web team's
decision-making process about the redesign. Notably,
translating Mandy's qualitative life goals into design
goals led to a new home page design with an intuitive
grid layout. Thegrid quickly oriented Web neophytes
on the runlike Mandyto the site's content.
At the same time, the layout could also easily satisfy
the project's secondary, less needful, and more Web-proficient
personas: a retired volunteer worker; a technical services
company owner; a self-employed electrician; and three
students, ranging in age from elementary school to
college. Drawing from all of the personas' needs and
goals, the site's home page delivered "clickless access" to
what users cared most about, especially children, education,
recipes and food, entertainment, sports, and consumer
news. With the grid, the site also became more easily
updated and maintained by BBCi staff.
Essential
Details for Defining Personas
A
name (a real name like Greg or Madeline, etc.)
Age
A
photo
Personal
information, including family and home life
Work
environment (the tools used and the conditions
worked under, rather than a job description)
Computer
proficiency and comfort level with using the
Web
Pet
peeves and technical frustrations
Attitudes
Motivation
or "trigger" for using a high-tech product
(not just tasks, but end results)
Information-seeking
habits and favorite resources
Personal
and professional goals
Candid
quotes
Source: Alan Cooper, The
Inmates Are Running the Asylum: Why High-Tech
Products Drive Us Crazy and How to Restore
the Sanity, Indianapolis: Sams, 1999,
Chapter Nine. (Wording condensed and modified.) |
DEVELOPING PERSONAS FOR INFORMATION SITES
Through a series of ethnographic interviews with
real and potential users, personas take on flesh and
bones. Developing personas usually starts with collecting
some demographic data, such as age, education, and
job title. But the goal is to collect qualitativenot
quantitativeinformation. Interviewers need to
gather stories, quotes, and anecdotes from interview
subjects that pertain to their environment and behaviors
and reveal their attitudes, Web usage habits, and goals. (See
the "Essential Details for Defining Personas" sidebar)
Despite the apparent simplicity, the persona interview
needs to be rigorous. Interviewers need to ensure that
useful details are collected for informing decisions
about the design. To get at this data, interviewers
have to listen closely to subjects and also be discriminating
about the details they select to use in pulling together
their final personas. Undoubtedly, more information
from interviews will be collected than can be used. (See
the "Pointers for Developing Useful Personas" sidebar)
A good place to start an interview for an information
site is with an open-ended question, such as, "Tell
me about the first 2 hours of your day on an average
weekday." Next, follow-up questions should be asked
to gather specific details. So, for example, if a subject
says she reads a newspaper, the interviewer might follow
up by asking which publication, which sections of the
paper, and whether the version is online or print.
Likewise, if a subject says she checks her e-mail at
work, the interviewer should ask how often she does
this during the day, what e-mail utility is used and
why, whether e-mail is checked without interruptions
or with constant distractions, whether any sites are
accessed during the same sessions and, if so, which
ones, and so on.
Mastering persona interviews requires unearthing
subjects' unstated goals, not just eliciting a recitation
of their daily tasks. It is crucial to identify users'
narrow goals about using the Web, as well as broader
ones about life, since these goals drive design decisions.
Encouraging subjects to candidly and personally talk
about their lives takes time. It is not unusual for
some interviews, depending on what kind of interface
is being designed, to last a few hours at least. A
field visit, if possible, where behavior can be directly
observed, can reap useful findings for developing personas,
too.
BREATHING LIFE INTO PERSONAS
When a persona is given a name, a photo, and one
or two personal details, then the hypothetical constructs
easily spring to life. With Greg, the persona for the
newspaper's project, we included a tidbit about Greg's
interest in fresh organic broccoli and an upcoming
ox roast. It was this smattering of fictional details
that didn't blur Greg's narrative description but helped
make him "real."
In no time at all, the Web team began to refer to
Greg by name, as if they actually knew him. A poster
with a photo of Greg, including his brief narrative
description, was soon propped up on the edge of the
Web team's meeting table. During the time it took to
create the site, the team checked back in with Greg,
using him as a design benchmark. Would this content
meet Greg's overall needs? Would Greg be able to find
what he needed in the time he was willing to spend
on the site? Would Greg have any interest in using
a mapping feature like the one we were considering
licensing?
NO PRESCRIBED FORMULA
Since using the persona technique for Web development
projects is a relatively new investigative technique,
there are few hard and fast rules. With each interview,
patterns will emerge about user types. Eventually,
separate user types can be grouped into one category,
based on similarities between subjects' goals, needs,
and behaviors. Likewise, there is no prescribed number
of persona types to develop. But as a rule of thumb,
the total number of personas should be kept relatively
limited in numberthree to seven personasso
that they are distinct and can be easily remembered
by project members.
Despite the individuality of each project's interviewing
process, there is a definite pecking order for personas.
One persona needs to become the primary persona, or
the primary focus of the design. The other key personas
are secondary personas, archetypes who are important
for the design but not as "high maintenance" as the
primary persona. On some projects, there may even be
a "negative persona." This anti-persona represents
a group of users the site is intended to never really
satisfy.
Regardless of how many different secondary personas
are identified for a project, it is the primary persona
who dictates key design decisions. The primary persona
is someone who requires a unique interface to be satisfied.
In other words, the primary persona's needs cannot
be met by an interface that may indeed satisfy a secondary
persona.
PUSHBACK AGAINST PERSONAS
Project stakeholders, or "higher-ups," may initially
greet the new idea of personas with some resistance.
Personas frequently fall under fire because they are
misconceived as being no different from traditional
market segmentation tools.
Although both planning tools can be effectively used
together with some positive results, market segmentation
and personas are quite different. Market segmentation
is a quantitative forecasting tool that provides a
breakdown of a consumer market and predicts someone's
willingness to buy. Market segmentation derives findings
from large samples with averaged data about demographics,
behaviors, and attitudes.
By comparison, personas are a qualitative decision-making
tool. A small set of one-on-one interviews serves as
descriptive fodder for determining a set of specific
characters that represent the same goals of many likely
users. Personas, in turn, enhance team decisions about
the site's design, especially what features need to
be included and how the site will be used.
A MUCH-NEEDED POWER TOOL
In the last few years, the return on investment of
Web design dollars has fallen under close scrutiny.
A recent report by an independent technology research
firm, Forrester Research, is a troubling harbinger
of project allocations and outcomes [3].
Forrester reports that many redesign efforts do little
with investment dollars for improving sites because
they do not systematically attack the problems that
most need fixing.
In their study of 20 site owners undergoing major
redesigns, Forrester found that redesign goals were
often soft and, in some cases, even unidentifiable.
Most site owners described design goals vaguely by
saying they were "updating their look and feel" or "making
the site simpler." Additionally, there were no measurable
goals for assessing the success of their sites' redesign
changes (a measurable goal would be an increase of
25 percent more leads to sales teams, for instance).
The Forrester report went on to make a strong case
for the more diligent tracking of redesign investments
and concluded that measurable user-experience goals
are critical to online success.
Personas are power tools that give a much-needed
focus to interface design projects. Not only can personas
hasten the development process by curtailing a team's "blue-skying" about
a site's look and feel, personas can also help define
measurable project goals in relation to users' goals,
improve Web team dynamics by grounding interface design
decisions, and focus a team's overall communication.
When personas are used in combination with other user-centered
methods, such as task analysis, card sorting, and usability
testing, there is a strong likelihood that a far more
usable design will be developed.
The
Cast for Northbay.com
Our persona investigation for the newspaper's
developing site, Northbay.com, began by sorting
through stacks of paper. We spent a month culling
through industry reports about online newspaper
usage and the paper's own research, measuring
online usage patterns for entertainment information.
The market data reaped some useful demographic
findings about our target user group and helped
define
the interview sample for persona building.
At last, we were good to goour market
research review was completed and our persona
interviews were lined up and scheduled. All
in all, the persona interviewing process took
about 3 weeks to complete. Interviews ran 1-2
hours each, and most were rich with details.
Based on the subject interviews' goals, we
created four personas for the project: Greg,
Robert, Sarah, and Annette.
THE PRIMARY PERSONA IS TOP DOG
The project's primary persona was Greg. His
goalsbeing a great father and interesting
datedrove the site's design. For someone
active like Greg, the site's design needed
to be accessible and quick to use. He isn't
willing to dig more than a link or two into
the site; either what he wants is on the first
load of the home page or he goes somewhere
else. Since he is a local guy, the site needed
a large stockpile of constantly changing, local
events information for both kids' activities
and adult splurges. Greg isn't just a weekend
tourist.
With the interface we designed for meeting
Greg's goals, we also satisfied the needs of
the secondary personas, Robert and Sarah. Robert
is a retired business executive, who had newly
arrived in the North Bay and lives in a home
he bought 3 years ago in a small subdivision
north of town. Like Greg, he is active and
adventuresome. He likes to hike and take long
drives on country roads with his wife to see
what new place he'll discover and what new
acquaintances he'll make. He often entertains
family and friends coming to the wine country
on weekends.
Unlike Greg, Robert has plenty of time on
his hands; his kids are grown. Robert is out
to make up for all of the leisure time he lost
when he worked 60-plus hours a week. As far
as Northbay.com's design was concerned, Robert
has the time, energy, and computer skills to "digitally
putter" and browse. As long as Northbay is
easy to use and current, Robert will be satisfied.
Sarah is another secondary persona we defined
for the project. A salesperson for Demptos
Glass Company, Inc., a wine bottle manufacturer
in Napa, Sarah rents a condo in Yountville.
She regularly travels the North Bay region, "wining
and dining" clients, as well as prospective
customers. She prides herself on being "in
the know"an insider in the wine country
scene, which includes her expansive knowledge
about wineries, the arts, restaurants, and
the wine industry.
In a nutshell, Sarah is a bon vivant who
sees herself as a trusted opinion leader within
her circle of friends. As long as detailed
and current restaurant and movie reviews are
posted on Northbay, then, sure enough, she
will find them. Northbay is just one of the
virtual stops she will make before logging
off and heading out in her BMW on weekly sales
rounds.
NEGATIVE PERSONAS DEFINE NON-USERS
Annette was the project's negative personasomeone
for whom we were not trying to design the site.
Annette is an office manager and a creature
of habit. Ensconced in her routine life in
her rental, she takes her three kids once a
week to the same Olive Garden restaurant off
Highway 101.
When all is said and done, Annette admits
she could be living anywhere "out here," she
really does not care to take advantage of the
North Bay region. She seeks stability and order
in her busy life as a single mother. Northbay,
a hands-on interactive entertainment guide,
is a site that Annette is not likely to use
with any frequency.
A DESIGN FOR PERSONAS
In order to meet the personas' collective
goals, the design of Northbay.com includes
an interactive calendar with a comprehensive
listing of upcoming events that are accessible
by clicking on a given date. An interior page
for each entry has a link for a map with driving
directions and a table with the event's sponsor,
cost, contact information, and originating
source. In order to make the site more of a
community resource, the feature also allows
users to submit events.
Another "persona-pleaser" is the "Search
n' Go" feature on the home page. The quick
search feature allows users to conduct a filtered,
targeted search by putting in a keyword and
then narrowing down a search with a click to
a radio button that specifies a movie, restaurant,
recreation, or classifieds search. The filtered
restaurant search is likely to satisfy Sarah,
who's a savvy user with narrow content needs.
But in order to satisfy Greg, too, we added
a detailed "kid-friendly" rating for each restaurant
listing in the database. That way, Greg could
quickly glance at page of listings and decide
whether the restaurant was a good place to
go with his kids or on a romantic date with
a girlfriend.
The "North Bay Top 10" on the home page is
added for users who like to browse instead
of target search. The feature was designed
to satisfy Robert, who is curious and open
to suggestion. But the list satisfies Sarah,
too, who needs to be knowledgeable about the
talk of the town. Finally, the Top 10 is likely
to keep Greg happy when he wants a one-stop
answer to his burning question, "What's
going on this weekend?"
The Persona Chart for
Greg
Age: 37
Occupation: Senior Loan Manager, Construction
and Mortgage Lending Group atExchange Bank
in SantaRosa.
Home life: Divorced,
single dad,
two children (Erin, 12, and Kyle, 8), joint custody ofkids.
Education: BS in Accounting
LIFESTYLE
Activities: Goes out to dinner once
a week with kids, three times a month for a
nice dinner and a bottle of wine with a girlfriend.
Fishes at local lakes, canoes, hikes, tries
to take his kids on a different outing each
weekend "to keep our time together special." Plans
to take kids to an ox roast in Sonoma this
weekend.
Ultimate goal: To discover new things
to do with his kids. To get his kids out andaway
from the TV.
To be a good, caring parent in an increasingly crazy andbusy world.
WEB USE AND INFORMATION
NEEDS
Web usage: Checks e-mail fivetimes
a day, laptop,
T1 line at work, plays fantasy sports on AOL account, reads restaurant
and wine reviews a couple times a month.
Web competency: Intermediate. Thinks
the Web is easy to use.
Frustrations with the Web: Spam and
lack of credibilityof information posted on
sites.
What kind of information is hard to find: Local
sports information, up-to-date information
about community events that are happening this
weekend, and nontourist practicalities, such
as whether broccoli isavailable at the farmer'smarket.
Frequent sources of information: Anything
that'shandy, including clipped ads from the
paper, magazine listings, local Websites, and
other listings of upcoming events.
Quote: "I'm an explorer. I'mthe kind
of guy who wants to know every road in the
county and where it might take me."
Talking with
Persona Maven Kim Goodwin
Q: You are a passionate advocate
for using personas. How did that come about?
How did you become a persona expert?
A: I guess you could say I became a persona
expert by developing the method for creating
personas and using them to solve design problems.
Alan Cooper [founder of the interaction design
firm bearing his name] originally came up with
the idea of using a fictitious user with a
set of goals to help guide and focus the design
of a product. Over the years, I and the other
designers at Cooper have turned that original
idea into a rigorous form of user model, based
on behavior patterns that emerge from ethnographic
research. A set of personas represents the
key behaviors, attitudes, skill levels, goals,
and workflows of real people we interview and
observe, which we then use along with scenarios
to guide the product's functionality and design.
The method has matured to the point that anyone
trained in it should be able to get the same
personas from the same data.
Q: I'm hoping you can give us a brief
example of how personas might actually work.
Let's say you're a corporate librarian, designing
a market research intranet to give fellow
workers access to industry analyst reports,
online commercial providers (like LexisNexis),
and valuable research Web sites. You decide
to use personas. Who should conduct the persona
interviews? Who should
be interviewed?
A: There are a lot of factors that go into
planning your interviews. Basically, though,
you'll want to interview types of people whose
needs you expect will be different. For example,
would you expect the needs of an individual
contributor to be different from those of a
manager? Will new employees' behavior differ
much from that of veteran employees, or will
employees in the marketing department differ
from employees in HR? In a sense, you're forming
a hypothesis about who your personas might
be. Ideally, interview a broad set of people,
because you might find differences you didn't
expect.
Ideally, the same people who will be doing
the designbecause they'll ask better
questionsconduct the interviews. They'll
need this kind of contextual information later
on. The interviewers should be people trained
in ethnographic techniques, who also don't
have a particular organizational or product
development agenda to push.
Q: What's your estimate of how long
it might take to do the interviews, compile
the findings, and develop the personas?
A: We find that for most simple consumer
products, that takes somewhere on the order
of 2 weeks, maybe a little more. For a complex
enterprise application with multiple interfaces,
it may be 4 or 5 weeks, or possibly a little
more. However, we don't actually start with
user interviews first. Before we talk to any
users, we speak with the business stakeholdersthe
people who are funding the initiative, or who
have to build, sell, or support the product.
It's important to understand the organizational
goals, so you can put the user goals in context.
If you can't accomplish organizational goals
like reducing training time and support costs,
increasing efficiency, and so on, you don't
have a
viable product.
Q: Does the primary persona usually
turn out to be the one that has the fewest
skills or is the lowest common denominator
in all of the people that are interviewed?
A: Not necessarily. That's fairly common
for the simplest consumer products, when you
want someone to be able to walk up and immediately
use the tool. With productivity tools, whether
they're for consumers or businesses, the primary
persona is more often what we call a "perpetual
intermediate," which means someone who has
a grasp on the critical tasks and domain knowledge
but is notand never will bean expert.
In some cases, the choice of primary persona
is not so much about skill level, but about
how representative that person's goals and
tasks are.
Q: You've used personas a lot in
your work at Cooper. Who is one of your favorite
personas that has been developed for a project,
and why?
A: My favorite persona ever was Gerta Weissman,
whom we developed for a long-term healthcare
management system that would simplify the management
of clinical and billing data. Gerta was what
we call a "served persona"someone who
will never sit down and use the product but
whose needs are critical in the product's design.
Gerta was an elderly woman with Alzheimer's
who lived in a long-term care facility. It
would have been really easy to put a barcode
bracelet on Gerta's wrist to simplify tracking
her prescriptions and treatments, but Gerta's
goals about being treated with dignity wouldn't
allow for that. Although we spent most of our
time with our clinical and business user personas,
Gerta kept the whole team focused on the people
we were ultimately serving.
Kim Goodwin is VP and general manager
at Cooper [www.cooper.com],
a leading interaction design consultancy.
Kim's design expertise and teaching skill
have made her popular as a speaker at conferences,
universities, and corporate events. At Cooper,
Kim ensures excellent delivery of Cooper's
design consulting and training services.
Kim has played a major role in developing
Cooper's Goal-Directed methods and has led
the effort to turn those methods into an
interaction design curriculum. Kim has led
a wide range of design projects, from e-commerce
applications to information appliances, IP
telephony systems, and healthcare applications. |
REFERENCES:
[1] Cooper, Alan. The
Inmates Are Running the Asylum: Why High-Tech
Products Drive Us Crazy and How to Restore
the Sanity. Indianapolis: Sams, 1999.
261 pp.
[2] For a complete account
of the BBCi redesign project, see "The Glass
Wall: The Homepage Redesign 2002" [www.blackbeltjones.com/theglasswall.pdf].
86 pp.
[3] Souza, Randy, "Get ROI
from Design." Forrester Research, Inc. (June
2001) [www.uk.cgey.com/services/crm/docs/roi__design.pdf].
21 pp. |
Alison J. Head, Ph.D. [alison@sonic.net] is
the author of two books about usability: Design Wise:
A Guide for Evaluating the Interface Design of Information
Resources (CyberAge Books, 1999) and On-the-Job
Research: How Usable Are Corporate Research Intranets? (Special
Libraries Association, 2002). Her firm provides usability
research and testing for Fortune 500 and other clients [www.ajhead.com].
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