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* Personas make designs measurable. We can test, if a design is actually suitable for a Persona, much like with a real person. | * Personas make designs measurable. We can test, if a design is actually suitable for a Persona, much like with a real person. | ||
And because: ''More recent empirical research conducted by Long (2009)[10] produced objective evidence to support the key claims made by Cooper, Pruitt et al. for using personas. In a controlled experiment, a group of students were asked to solve a design brief; some used personas while the control group did not. The findings showed that students using personas produced designs with better usability attributes than the students that did not use personas - thereby answering one of Chapman and Milham’s key concerns. The study also suggests that using personas can improve communication between design teams and facilitate more constructive and user-focused design discussion.'' see [http://en.wikipedia.org/wiki/Persona_%28marketing%29#Criticism wikipedia] | |||
==Goals== | |||
We have to consider 3 types of goals | |||
'''Experience goals''': How people want to feel when they use SUMO. (feel in control, enjoy using it) | |||
'''End goals''': These are people's motivation to use SUMO. SUMO can be the tool to reach those goals. (fix a problem, find out how to twek a behaviour) | |||
Life goals: what people want to achieve in life beyond SUMO. (be respected by peers) | |||
All people have their own 3 sets of goals, the personas should make them explicit, so we can turn SUMO into a tool to achive those goals. | |||
==Personas== | |||
Firefox Users | Firefox Users | ||
*William: beginner / English | *William: beginner / English |