Tag Archives: personas

Using a Narrative Story in User Centered Design

Part of the process of creating an easy to use application is sharing vision in a Narrative Story. This entails creating user empathy and explains what issue or pain point is going to be addressed by the software feature. These stories should use the  information collected by the same Contextual Inquiry process performed at customer visits that is also used to build personas.

The persona should be the star of the Narrative Story, and should leverage persona details. The narrative story should be part fact, and part imagination. It should paint a picture around the value of the features that are required to create a most viable product. The narrative should cover an actual sequence of events. It should tell a story around the users pain and frustrations, and it should include day to day information. The story should flow in a narrative sequential way exploring a series of events. Then the narrative should tell how the product should resolve the issue or conflict that the persona experiences.

A Narrative Story can follow a Story Spine like the following format:

Persona name and role, responsibilities….

Primarily concerned with …

(Cadence).. and list of repetitive, tedious or time consuming tasks that produces contrast in the users life.

Painpoint/Frustration

Painpoint/Frustration

Painpoint/Frustration

Persona really wants to…

For (length of time) this has been Persona’s reality.

Until one day, the persona was introduced to/found/adopted, etc…

Which allowed the persona to…(high level summary)

Ever since that day.. list improvements, delights.

Benefit

Benefit

Benefit

As a result Persona… conclude with how personas motivation/goal/pain point has been addressed. Include time/cost savings info (faster, more efficient, cheaper)…

What used to take (time/cost reduction or avoidance) now takes (shorter time/cost).

List how the persona feels now.. with the time/cost saved, the persona can….

Cooper’s Keynote Speech at Agile 2008

I just finished watching the presentation slides from Alan Coopers Keynote Speech at Agile 2008, and it reading it made me want to write another blog entry because he succinctly talks about several important UX concepts. The title of his Keynote speech is The Wisdom of Experience. In this presentation he says “the most important part of the software doesn’t exist.” He describes these parts as the “interstice between programs”, or interfaces. He describes the difference between Human facing interfaces and “Application Program Interfaces” or API’s.

I mention this because I think it’s relevant to the post that I made earlier today about how people do not understand the User Experience, and how it is not just a marketing buzzword. Perhaps people are puzzled by this subject because it is based on these non-tangible interstices between programs. It is up to the User Experience Evangelist to bring to light how important these interactions are to the applications in which they are contained.

Another responsibility of the UX professional is to decipher and distill useful answers from the cognitive distortions or raw data that people contribute in the user interview process. The following are examples he gives of reasoning illusions that distort peoples perceptions: Cognitive Friction, Memory Distortion, Hawthorne Effectve, Stockholm Syndrome, Diagnosis Bias, Reasoning Illusions, Loss Aversino, Value Attribution, Commitment bias, Pygmalion Effect, Tyranny of Small Decisions, Evolutionary Psychology, Management Fads, Abilene Syndrome. I’m not going to go into the specific details of each of these concepts, you can look them up on wikipedia. However, these are all things that can cloud the truth.

By using the Agile process, using iterations, and a multi-staged process the UX designer can greatly help the success of any development project. This process takes the guess-work out of the design by getting the users involved. The data collected by the users can be presented to development in a mental model, and in personas, and these items guide design-making decisions throughout the process. By using the Agile process, success is based more on the quality into the product, instead of being first to market. To quote Cooper “There is no large group of people out there waiting in a breathless delirium to purchase your lousy product sooner rather than later.” Developing software in iterations allows for quicker detection of errors.

When an interaction designer is brought in on a project, there is someone there to interface with the users and make sure that the application being developed stays focused on the product goal. This helps the programmers because they are then able to focus on technology. This relationship should manifest some very clear patterns, developers can start writing better applications that actually please the users, and experience more job satisfaction. Users have a good experience with the applications, and brand loyalty is built. Interaction designers take on interacting with users and management, so the programmers can do what they want to do, program.

It is very important that the Interaction Designer translates the needs of the user into something that development can understand. It is also important that designers understand the business rationale of the applications that are being built. The UX designer brings clarity to the projects goals, the users needs, and they bring sense to the business requirements definitions. They translate convoluted user input into clear user stories that can be used to develop applications.

For more information I recommend viewing the entire presentation from Cooper but for those people who dont’ have time to look at a 111 page slide presentation I hope this post provided some clarity on the importance of User Experience.

Writing Personas

Part of my responsibility as a Human Factors engineer is to write user personas. A personas is a fictitious character that embodies many of the characteristics of many users into one user. The persona is generated from customer data collected during interviews in the User-Centered Design process. A persona is only effective when it can be used to help solve design decisions when designing a product.

I was having a hard time writing personas because I had not generated any user interviews. However my coworker provided me the customer data I needed to get started. Having information to base the character off of made the persona creation much easier. It required quite a bit of creativity to be able to give details to the customer face, but once I got started, I enjoyed the process.

Today I sent out 4 personas to be critiqued by people who are in the same role as those I wrote about. Some of the elements that I used to give the personas their character was a handwritten quote at the top of the page written in the person’s own handwriting. I also included a photo, the character’s story or narrative some profile characteristics, and daily task lists. I am hoping that when I present the personas to the developers who will be using them, it will help give them insight to the needs of the people we are designing the software for.