Site MapUser Experience for a Better World | Do Personas Always Have to be ‘Good’? | |||||||
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Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions, DIS 2000, J.P. Djajadiningrat, Delft University of Technology, ID-StudioLab: W.W. Gaver Royal College of Art, Computer Related Design, London: J.W. Frens c/o Delft University of Technology ID-StudioLab |
If you have been in the field of User Experience Design, then it is very likely you are familiar with the use of personas in the design process. Introduced by Alan Cooper in 1998, the use of personas has proven to be immensely popular with professionals who follow a User Centered Design approach. What you may not be so familiar with is the parallel that Alan Cooper drew with theater when describing the use of the persona technique. Our scenario process has been described as very like method acting, in which the actor must inhabit the character, knowing what he knows and feeling his feelings. This idea of looking at the art of performance for techniques that can make user experience more engaging has been an interesting area and deserves a newsletter just on that topic. Who can forget Brenda Laurel’s pioneering book Computers as Theater, where she seeks inspiration from Aristotle’s Poetics? However, the specific question of making personas more engaging and ‘rounded’ has also been a topic of research and has yielded some interesting concepts. |
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Are all personas created equal? |
There is no doubt that the use of personas in the user centered design process, created from user research and marketing data and then used as a representation of the user, greatly helps guide designers in communicating to all stakeholders. However, are all personas created equal? The answer is a resounding NO. What then makes some personas more real and engaging and hence more useful for the next step in the design process? Consider this from the script of Thelma and Louise (as it appears in Lene Nielsen’s paper, From user to character – an investigation into user-descriptions in scenarios): INT. RESTAURANT – MORNING (PRESENT DAY) INT. THELMA’S KITCHEN – MORNING |
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The Rounded User |
As Lene Nielsen points out, When I first read the script of Thelma and Louise I was drawn into the story. I immediately imagined the characters as real persons and I was so interested in what happened to them that I continued reading until the end. As I read, I tried to figure out in my imagination why Thelma and Louise acted as they did and what did motivate them, a long time before the script gave me any clues. This script is what, in movie terms, is called a good read. When I later came to work with and study scenarios, I was surprised to find that the scenarios never presented the users as vivid characters. At best they were stereotypes and made me laugh, at worst they only existed as a name. It raised some questions from both a writer’s and a reader’s point of view:
And she goes on to advise that the personas should not be the flat characters that they often seem to be but should be more well-rounded, just as in theater and films. Looking for the rounded character will involve looking for:
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Design for Extreme Characters |
Taking this need to create personas that represent real people, with all their quirks and eccentricities and also their varied professions, to an extreme, is the technique of Design for Extreme Characters. Djajadiningrat, Gaver and Frens, in their paper Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interaction present the case of creating a persona and resulting scenarios when designing a PDA. The scenario may be very detailed in terms of lifestyle. Jack likes wearing Hugo Boss suits and driving his BMW. However, from an emotional point of view Jack seems shallow and completely out of touch with the real world — apart from work, Jack is always keen to go to his next appointment, he is never tired, never bored. He does not seem to have any bad character traits either; he is nice and serious. This is reflected in the roles the product supports. The appearance of and the interaction with the resulting PDA tells the story of Jack and his relationship with the product. While the user does not know about the scenario, he is still confronted with Jack’s values, since the product’s role supports Jack. Designing for prototypical characters such as Jack ignores the full spectrum of human emotions; it only addresses those recognized as socially or culturally desirable. And so they move away from 'nice and normal Jack' and instead create characters that have unusual occupations and also unusual emotional attitudes. Hence they are able to include negative or undesirable character traits that would normally not be included in a persona description. The three extreme characters that they describe are: a Drug Dealer, the Pope, and a Polyandrous Twenty-Year Old. The Drug Dealer The Pope They then present the unique attitude each of these characters has towards appointments which then drives the concepts. In this case, the concepts (for PDAs) were the Drug Dealer’s rings, the Pope’s stubborn pen, and the Twenty-Year-Old’s appointment fan!
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Sometimes Bad is Good! |
The revelation and inclusion of ‘extreme’ traits, emotions, and resulting requirements that are not normally part of a persona description made it possible for the designers to think of concepts that would not have surfaced had they used ‘normal’ and ‘safe’ personas. This ability to enable the UX designer to transcend one’s comfort zone in terms of who and what one is familiar with is a major benefit of using extreme characters in the design process. The result is a broadening of the ideation landscape and the emergence of a richer set of solutions that take into account the complexity and contradictory nature of human emotions.
As the authors put it, “The technique reminds us that in order to design humane products, these ‘undesirable’ emotions and character traits cannot be disregarded as they are, after all, what makes u shuman.” As a parting thought, I can’t help but wonder what would happen to extreme characters in a cross-cultural situation? |
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References |
Cooper, Alan. The Inmates are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity. SAMS, Indianapolis. (1999) Djajadiningrat J.P., Gaver W.W.,FrensJ.W., Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions, (DIS 2000) Khouri, C. Thelma & Louise, (1990) Laurel, Brenda. Computers as theater. Reading, MA: Addison- Wesley. (1991) Nielsen Lene, From user to character – an investigation into user-descriptions inscenarios, Department of Informatics, Copenhagen Business School, (DIS2002) |
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Comments (3)
Reader comments on this and other articles.
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![]() Message from the CEO, Dr. Eric Schaffer
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I've never been a fan of persona based design. I think personas are simplifications of a rich set of user profile data. We have made them so that we can give amateurs something simple to think about. And, most certainly, the personas I have seen have been pretty simple ("Jane is 35, feels awkward around technology, and has a cat"). But perhaps we have an angle where a persona can be more. Where a persona can have some juice. And perhaps those personas can help us in more serious design challenges, such as strategy and innovation. Perhaps personas will now be interesting and therefore worthwhile. |
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