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Design>Usability>User Centered Design>Personas

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1.
#26960

角色设计的方法

在我们着手开始内部网(译者注:本文中提到的内部网一词,指的是企事业单位中内部网中的在线应用,不是指硬件构架)或网站设计项目时,最重要的一点是了解用户需求。只有如此才有可能确定出产品功能和特色,最后保证项目的成功;也只有如此,才有可能保证设计出来的东西可以服务于不同级别和具有不同目标的用户。

Calabria, Tina. uiGarden (2005). (Chinese) Articles>Usability>User Centered Design>Personas

2.
#28431

About Personas and Scenarios

Personas are an extremely powerful design tool, which help you to visualise an end-product that you can be confident will suit your users' needs by helping them achieve their goals, and help you test your success.

Hunt, Ben. Web Design From Scratch (2005). Design>Usability>User Centered Design>Personas

3.
#23977

Getting from Research to Personas: Harnessing the Power of Data

The usefulness of personas in defining and designing interactive products has become more widely accepted in the last few years, but a lack of published information has, unfortunately, left room for a lot of misconceptions about how personas are created, and about what information actually comprises a persona. Although space does not permit a full treatment of persona creation in this article, I hope to highlight a few essential points.

Goodwin, Kim. Cooper Interaction Design (2002). Articles>Usability>User Centered Design>Personas

4.
#28533

IDEO's "Ten Faces"

Tom Kelly's latest book 'The 10 Faces of Innovation' internal personas are used to help illustrate traits critical in building an innovation culture.The Experience Archtect is included.

Armano, David. uiGarden (2007). Articles>Usability>User Centered Design>Personas

5.
#26244

An Introduction to Personas and How to Create Them

There are many ways to identify the needs of users, such as usability testing, interviewing users, discussions with business stakeholders, and conducting surveys. However one technique that has grown in popularity and acceptance is the use of personas: the development of archetypal users to direct the vision and design of a web solution.

Calabria, Tina. uiGarden (2005). Articles>Usability>User Centered Design>Personas

6.
#29998

New Technical Writer: Use the Persona to Create the Most Useful Section of Your User Document

A good User Document includes sections on how to set up, use, and care for the product. However, to create a great User Document, the technical writer should use the Persona, generated in the analysis of the User/Reader, to create the topics for the most useful section of the User Document. This article describes this procedure.

Millman, Barry. Article Alley (2007). Articles>Usability>User Centered Design>Personas

7.
#23965

The Origin of Personas

The Inmates Are Running the Asylum, published in 1998, introduced the use of personas as a practical interaction design tool. Based on the single-chapter discussion in that book, personas rapidly gained popularity in the software industry due to their unusual power and effectiveness. Had personas been developed in the laboratory, the full story of how they came to be would have been published long ago, but since their use developed over many years in both my practice as a software inventor and architectural consultant and the consulting work of Cooper designers, that is not the case. Since Inmates was published, many people have asked for the history of Cooper personas, and here it is.

Cooper, Alan. Cooper Interaction Design. Articles>Usability>User Centered Design>Personas

8.
#23996

Perfecting Your Personas

It's easy to assemble a set of user characteristics and call it a persona, but it's not so easy to create personas that are truly effective design and communication tools. If you have begun to create your own personas, here are some tips to help you perfect them.

Goodwin, Kim. Cooper Interaction Design (2001). Articles>Usability>User Centered Design>Personas

9.
#24672

Personas, Participatory Design and Product Development: An Infrastructure for Engagement   (Word)

The design of commercial products that are intended to serve millions of people has been a challenge for collaborative approaches. The creation and use of fictional users, concrete representations commonly referred to as 'personas', is a relatively new interaction design technique. It is not without problems and can be used inappropriately, but based on experience and analysis it has extraordinary potential. Not only can it be a powerful tool for true participation in design, it also forces designers to consider social and political aspects of design that otherwise often go unexamined.

Grudin, Jonathan and John Pruitt. Microsoft (2002). Articles>User Centered Design>Usability>Personas

10.
#29874

Practicing Persona Development: an In-House Case Study   (PDF)

As Technical Communicators, many of us were initiated into this industry with the oft-cited cliche, 'know thy audience.' But what does this really mean? To what extent must we 'know' our audience in order to deliver effective information products? The critical questions are, 'what tools and means can I use to sufficiently understand the needs of my audience? Rather than relying on the directives of Engineering and Marketing, how can I discover the true needs of my audience and develop a user-centered design? And how do I hone my skills at gathering and applying this crucial data?' One of the emerging trends in Technical Communications is to develop user 'personas' as a design tool. This paper presents 'real-world' advice and 'best practices' on using the persona methodology to design information products.

Leritz-Higgins, Sarah E. STC Proceedings (2004). Articles>Usability>User Centered Design>Personas

11.
#33582

Persona Non Grata

Everyone is mad for personas. They’ve permeated the highest and deepest levels of organizations, and have become a standard interaction design tool. Whole projects are now built around creating them, and there’s a feeling that once you get a half dozen or so, your design problems will be solved. Presumably, your personas solve them for you. The problem is, most teams build personas from the wrong kind of user information, or worse, base them on assumptions. It’s no surprise that a Web search for personas brings up an amazing variety of persona sets, and most of them are terrible.

Saffer, Dan. Adaptive Path (2005). Articles>Usability>User Centered Design>Personas

12.
#34121

What is an End-User Software Engineer?   (PDF)

To address the challenge of developing a shared understanding of the users that participate in each scenario we have developed a set of personas that describe the work styles, characteristics and motivations that are common to particular groups of people using our products. The personas help us communicate these characteristics by humanizing them, increasing the empathy that team members have for these fictional users.

Clarke, Steven. Microsoft (2008). Articles>Usability>User Centered Design>Personas

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