Personas, Scenarios and Experience Maps Mattias Arvola @mattiasarvola Department of Computer and Information Science Hat tip to Bill Verplank! 1 2 Today • Personas • Think: Concept mapping Personas • Feel: Use Quality Analysis • Do: Task Analysis • Scenarios • Experience maps 3 4 Bao Li Yrke: Student Ålder: 24 ”Jag försöker läsa svenska själv, men det är svårt att hitta bra texter.” 6 Bao Li, går sista terminen på master-programmet i computer science och hoppas kunna doktorera i Sverige. Li är från Kina bor sedan ett par år i en korridor i Ryd i Linköping. Han är här som en så kallad freemover. Li pratar mycket bra engelska, och kan samtala på svenska så länge det inte går för fort eller dialekten är för svår. Han kan även läsa lättare texter på svenska, men eftersom han är duktig på engelska använder han ibland det när han söker information. Han har gått ett par kurser i svenska, och vill gärna lära sig mer, så när han har gott om tid söker han ibland information på svenska för att träna på läsningen. Då föredrar han tekniska texter eftersom många termer är samma på många olika språk. När han läste kurser i svenska tipsade läraren om att använda svt.se och sr.se för att lyssna till svenska och läsa kortare texter, vilket han tycker fungerar väldigt bra. Han lär sig även genom att se engelska TV-program och läsa den svenska textremsan. Om han har ont om tid låter han browsern översätta webbplatserna till engelska, men detta fungerar inte alltid, särskilt på bankrelaterade webbplatser. Då måste han ibland översätta ord för ord i Google translate eller slå upp i lexikon, och detta tar lång tid. Li är på universitet större delen av dagarna, och har då med sig sin egen laptop som han använder till det mesta. Undervisningen är på engelska, så den har han inga problem med, men han försöker använda svenska så mycket som möjligt i samtal med andra studenter. Då han lärt känna många utbytesstudenter under sin tid i Linköping använder han gärna Facebook och Skype för att hålla kontakten med dem, speciellt de som flyttat från Sverige. Li har mycket god datorvana och det finns egentligen ingenting som han inte skulle använda datorn till eller inte leta efter på internet. Mål Bli bättre på svenska språket Snabbt hitta den information han söker Klara sin utbildning och njuta av tiden i Sverige 5 6 Personas Shaped around goals • Precise descriptions of hypothetical individuals based on facts about potential users. • The goals of the primary persona • The goals of secondary personas • Portrayed like a real living person with a name and a face to increase empathy • Provides a shared understanding on whom to design for • A tool for communication in the team and with clients • What would Bob the bank clark do? 7 8 Foundation for personas Goals and driving forces Skills and knowledge Experiences Quote The Persona and Scenario Sheet Portrait A Support rather than a Template http://www.ida.liu.se/~matar/tools.en.shtml Family and contacts Likes Name: 9 10 Description: Likes An ordinary day for the persona An ordinary day starts with… Name: Description: Dislikes Age: Role: Habits Sex: Income: Hometown: Background Project: Date: Researcher: 11 Persona and scenario sheet. Mattias Arvola 2014. 12 OBSERVATIONS AND FACTS INTERPRETATIONS WHAT is done? Weaknesses to address WHY is it done? (participants' motivation and researchers' interpretation) Strengths to emphasize HOW is it done? Project: Date: Researcher: 13 Persona and scenario sheet. Mattias Arvola 2014. 14 HOW is it done? Method 1. Identify roles to create personas for Constraints to deal with WHO does it and who are involved? 2.Go through the data from users in the selected role 3. Identify variables on which the users differ and set up bipolar scales 4.Place the users on the scales WHEN and WHERE is it done? Project: Date: Researcher: Persona and scenario sheet. Mattias Arvola 2014. 15 16 5. Identify patterns by looking for users that go together on several variables. They will form personas 6.Define goals for the interviewed users whom were close to each other and put them down in the persona 7.Clarify distinctions between personas and add details 8.Repeat the procedure with the other personas if needed 9.Group and prioritise the personas Placing users on scales and finding patterns 10.Develop storytelling and other communication by giving the persona a face and name. Make it come alive. ANVÄNDER ENBART EGEN DATOR ANVÄNDER OFTA MASKINÖVERSÄTTNING LÄSER SNABBT 17 24 3 5 3 1 5 3 1 2 1 4 2 18 Triading: Identifying variables to use • Go trough data from three randomly selected users at the time • Fine one characteristic that sets one apart from the other two and write down as a bipolar scale Concept mapping • Take a new randomly selected triad and do the same • Go through ten triads • Discuss and come to consensus on which variables to include 19 20 5 ANVÄNDER ENBART OFFENTLIG DATOR 4 ANVÄNDER ALDRIG MASKINÖVERSÄTTNING LÄSER LÅNGSAMT OCH METODISKT http://www.dubberly.com/wp-content/uploads/2008/06/ddo_brand.pdf a model of brand Overview This diagram is a model of brand, a term often used in business, marketing, and design. The diagram defines brand by mapping related concepts and examples. Concept maps 1 More than a name or symbol Measuring brand People speaking informally about brand often use the term to mean the name or symbol of a company. While this shorthand is convenient, it misses an important truth. A brand is at least two things: a name and a perception of what the name means. An important aspect of managing a brand is measuring it. The diagram contains a section on measuring brands. People who understand brand development often disagree on how to describe and measure it, and experts often use different terms. I propose three terms: position, reach, and reputation. These three dimensions seem to cover the subject as simply as possible. Concept maps are webs of linked terms that help us visualize our mental models and clarify our thinking. In concept maps, verbs connect nouns to form propositions. Examples and details also accompany the terms. More important terms receive typographic emphasis; less important ones and examples are grayed back and pushed to the periphery. name Brands as signs brand perception Organization The diagram attempts to present a comprehensive model of brand. It is framed around four main ideas: 1) a brand is more than a name or symbol 2) creating a great customer experience is the essence of good branding 3) perceptions of a brand can be measured 4) brands are a form of sign sign signified representamen iconic products such as Apple iMac Volkswagen Beetle form of buildings form of vehicles symbols interpretant experience kinetic identity systems 3 with rules allowing variation MTV MIT Media Lab Boy Scout uniforms the Swiss Guards’ uniforms iconic buildings such as McDonald’s stores with golden arches Transamerica’s pyramid tower Cushman carts driven by meter maids the brown UPS trucks Bill Cosby for Jello Martha Stewart for herself Dave Thomas for Wendy’s Bill Gates for Microsoft invented characters human-like figures, which inhabit real or fantasy worlds based on the product – the M&Ms men animals – Morris The Cat people – Cap’n Crunch magical creatures – Keebler Elves mascots the GOP elephant abbreviations Coke for Coca-Cola GM for General Motors MSFT for Microsoft can be symbols do not represent brands directly; instead, symbols call to mind the name of a brand which in turn calls to mind an associated perception name once the government approves a trademark application, a trademark owner may prevent other people from using the trademark without permission perception most products or aspects of a product can also serve as signifiers of the brand perception sounds slogans FDR’s “Happy days are here again” jingles Wrigley’s “Double your pleasure; double your fun” tag lines Nike’s “Just do it” anthems The Star-Spangled Banner auditory icons Intel Inside TV ad signature AOL’s “You’ve got mail” Dolby THX’s “sonic boom” telephone dial tone theme music Henry Mancini’s Pink Panther theme things (or ideas) describing products analogies for products superlatives and qualities unrelated to the product Digital, Huggies, Newsweek Oracle, Pampers, Sprint All, Best, General, Paramount, Apple, Camel, Frog, Thrasher people (often founders) surnames first names groups Dell, Ford, McDonald’s Aldus, Ben & Jerry’s Quaker Oats, Roman Meal places (often of origin) specific spot city or town region country continent larger still Parliament, Wall Street Journal Calistoga, Corning Eastern, Great Plains British Airways North American Van Lines Global, World, Universal representamen signifier a brand name is a signifier; signifiers are those things we hear or see that bring to mind the signified words most brand names and symbols can be converted to property by applying to a government to establish trademark ownership; represent object static identity systems with fixed rules Target United Airlines celebrity endorsers perception brand product http://cmap.ihmc.us/publications/researchpapers/theorycmaps/theoryunderlyingconceptmaps.htm graphic devices may be deployed as founders / managers brand brand experience product form uniforms name product Coke’s hour-glass bottle L’eggs shell carton spokesmen perception To complete the framework of the model, the set of terms related to brand must be linked to the set of terms related to experience. Perception, common to both sets, is the link. Tiffany’s blue box Gateway’s spotted box package form name Peirce suggests a more complex model of signs. His model has three parts: object, representamen, and interpretant. The concept of brand as formed by the triad: product, name, and perception, parallels Peirce’s three-part model. experience typographic geometric representational package graphics 2 signifier product logos logotypes crests monograms flags trade dress The idea that a brand is both a name and a perception parallels Saussure’s model of a sign. Saussure describes signs as having two aspects: signifier and signified. A brand name is a signifier and the perception of what it means is the signified. Creating a great customer experience Of course, perception of a brand does not arise on its own. Rather, it grows out of experience with a product. Here, product is used in a broad sense incorporating the results of many activities commonly associated with marketing. Likewise, experience means here any point at which contact is made with a potential customer. In this model, a brand manager (or steward) is responsible for any item which comes into contact with customers. By controlling all the touch points, the manager tries to ensure that customers have a great experience. graphic devices name can be existing words represents through observation and analysis, user experiences can form the basis for improving products and may even shape the stewards’ goals and values coined words analogous arbitrary abbreviations contractions acronyms initials Ampex, Compaq, Navistar Formica, Kodak, Xerox, Unix Fiberglas, Intel, Mobil, Wal-Mart Alcoa, Nabisco, NYNEX, Texaco CBS, KFC, IBM Bell Atlantic, Union Pacific hybrids sign brand stewards hold the brand in trust, both for the financial owners and also for the emotional owners – those people who experience the brand brand stewards shape products by managing marketing and development which may include these steps: a brand steward is anyone associated with the development or sale of a product, including: perceive audience understand needs analyze options what’s delightful what’s viable what’s buildable choose direction define big idea or concept design prototype test iterate build release brand brand promise is the audience expectation of a brand that is desired by the brand’s stewards; signified can teach experience shapes shapes delivers the signified is co-created by both brand stewards who provide products (and messages about them) and individuals who experience the products brands can grow out of: products Coke, Frisbee services Amazon, Citigroup organizations GE, Harvard, Baptists celebrities real people Elizabeth Taylor fictional characters Mickey Mouse events Rose Bowl position 4 measures of a brand in relation to other brands creation of the product designing the product function and behavior skin and form interface documentation packaging manufacturing the product assembly process quality control providing customer service guarantees and return policies phone centers web sites goals for brands may be expressed in business plans estimating sales market share profitability return on investment positioning statements which describe product benefits unique selling propositions desired brand attributes desired brand personality price of the product setting the suggested retail price (SRP) creating volume discounts creating special offers placement of the product (controlling the distribution process) opening direct showrooms Sony Nike opening a web site opening a store-within-a-store Ralph Lauren placing signage setting up merchandising displays setting franchise standards training salespeople promotion of the product through public relations activities press releases analyst briefings launch events by creating and running paid advertising TV radio print outdoor online by developing word-of-mouth through other viral activities acknowledgements: partial list of sources: Ric Grefe, Director of the AIGA, suggested this project after discussions at the AIGA “Advance for Design” special interest group meeting in Santa Fe in the summer of 1999. 1 Joseph Novak and Bob Gowin Learning How to Learn, 1985 I distributed early versions at the Design Management Institute Branding Conference in the summer of 2000 and then distributed more finished versions at the summer 2000 Advance for Design meeting in Telluride. The AIGA published that version in its journal, Gain, in the fall of 2000. Many people have contributed to the ideas presented here. I am especially indebted to Gaynelle Grover Peter Russert John Cain Clement Mok David Brown Chris Pullman Judy Logan Lynn Carpenter Paul Pangaro Beverly Volz I hope that you find the model useful. I invite feedback. You can reach me via email at [email protected]. - Hugh Dubberly 21 2 Ferdinand de Saussure Course in General Linguistics, 1959 Charles Sanders Peirce Philosophical Writings of Peirce, 1986 Umberto Eco A Theory of Semiotics, 1979 3 Chuck Byrne “Kinetic Identity,” Print Magazine, May/June 1987 rental car companies Avis, Budget, Hertz, National, Thrifty, etc. relevance of the category whether it matters to me “do I need a car for a short time?” ranking within the category compared to other brands leading brand, competes on quality Hertz commodity brands, compete on cost Thrifty, Budget, etc. reach differentiation degree of similarity to other brands for example, Apple, Dell, and Gateway are computer brands; Apple is less like Dell; Dell is more like Gateway extent of recognition percent of people in a given geography unaided recognition “name the brands you associate with rental cars,” first and later mentions aided recognition “have you ever heard of Hertz?” brand building begins at any point of contact with a potential customer the experience people have with a product shapes their perception of a brand the experience may frustrate, satisfy, or delight brand perception is the audience expectation achieved by the brand’s stewards; frequency of exposure number of impressions per unit time leaving any contact to chance creates a risk of a poor experience direct experience considering a purchase visiting a point of sale purchasing a product setting up the product using the product maintaining the product displaying the product while experience shapes perception perception also shapes experience sometimes thought of as brand image frequency of use e.g., average visits per week a product may be related to more than one brand: under a homogeneous master brand employed where products change frequently and must work together IBM Microsoft Sony likewise an individual’s values, goals, needs, and expectations also shape perception of experience; for example, in a blind taste test Pepsi beat Coke in a labeled test Coke beat Pepsi develop purchase joining adoption audiences may be segmented based on: demographics psychographics technographics interests attitudes usage of a product category defines the set of competing brands major brands Avis, National perception as a co-brand simple co-brand American Airlines MasterCard an ingredient brand Intel Inside on a Compaq Computer a provenance brand Appellation Margaux Controlée Made in Japan an endorsement brand Underwriters Laboratories a compatibility brand MacOS market share percent of use within a category reputation emotional attributes affinity trust respect rational attributes value of product consistency of experience clarity of the brand’s purpose personality (tone or character) described along dimensions such as young vs mature feminine vs masculine small vs large quiet vs loud playful vs serious measures of a brand in terms of attributes that people assign to it individuals individuals compare their needs with their expectation of one or more brands in a category; in a mixed brand family which may indicate confusion about strategy for example, General Motors’ brand family Buick Chevrolet GM Truck Saturn in a heterogeneous brand system employed for commodities to increase shelf space and sales for example, Proctor & Gamble makes both Tide and Cheer but does not identify them as coming from P&G duration of use e.g., average length of visit indirect experience what friends say what experts say what competitors say what the stewards say e.g., ads, PR how others use the product e.g., buy, display, etc. how others react to display of the product they decide which brand most closely matches their needs; if there is a match, they may influence product is used here in a broad sense and incorporates the traditional four Ps of marketing: product, price, placement, and promotion perceptions of a brand can be measured and aggregated to give an overall view; perceptions can also be correlated to various audiences interpretant measures of a brand in terms of numbers of people affected brand stewards have goals for their brands often, an important goal is to influence perception of a brand in a way that induces by measured our perception of a brand –¬ the experiences and expectations we associate with it – are its signified object product builds sometimes thought of as brand identity guides senior management brand managers product managers marketing managers engineers designers factory workers salespeople customer support people sales partners promise can be in terms of stewards imagine brands are signs; signs are the combination of a signifier and a signified; one cannot be thought of without the other other brand measure taxonomies: (alternatives to position, reach, reputation) purchase join adopt use display if there’s not a match, they may look for new options or modify their expectations identify with prefer like / accept ignore reject at the highest level, affinity results in a passion brand or lifestyle brand where the brand becomes a means of self expression e.g., Nike or Catholicism Brand Attributes relevant appealing differentiated consistent quality good value Brand Asset Valuator strength relevance differentiation stature knowledge esteem - from G2, Gaynelle Grover - from Young & Rubicam external systems external systems play a role in shaping individual’s values goals needs expectations 5 (external systems also affect brand stewards) cultural systems such as language political systems economic structures available technologies 6 Maslow’s list of human needs Malinowski’s list of human needs and responses physiological safety and security belongingness and love esteem cognitive aesthetic self-actualization metabolism — commissariat reproduction — kinship bodily comforts — shelter safety — protection movement — activities growth — training health – hygiene the physical environment natural resources weather disasters 4 Jack Trout and Al Ries, Positioning: The Battle for Your Mind, 1993 5 Abraham Maslow Motivation and Personality, 1954 March 25, 2001 6 Bronislaw Malinowski A Scientific Theory of Culture and Other Essays, 1944 Copyright © Dubberly Design Office 2501 Harrison Street, #7 San Francisco, CA 94110 22 415 648 9799 Method 1. Focus question. How is thunder formed? 2. Identify the 15–25 most important concepts in the domain and place them in ”the parking lot” 3. Write them down on sticky notes and move them around to form a first map 4. Search for cross-links between concept in different parts of the map 5. Revise the map, make sure concept-link-concept create propositions 6. Work on the typography and the layout 23 Links can for example be • Cause and effect (leads to, produces) • Dependencies (requires, is often) • Classification (includes, is an example of) • Probabilities (is most likely, is seldom) • Nominal relations (is called) • Events (comes before) • Properties (can be, is defined by, consists of) • Frequency (is more common than) • Explanations (is a reason to) • Procedures (results in, is done by, is a way to) 24 How do users experience and feel about the situation? Build Quality Use Quality Analysis Functionality Communication Organization Impact Ethics 25 26 Impact form and material 1 norms How to use the prism character and innovation Ethics power experience of activity • To analyse what aspects that the design team has missed 0 habits symbolics • Change perspectives to se how design solutions propagate consequences Communicaton -1 constraints • Identify specific qualities of the situation of use: cooperation and coordination Build quality possibilities • Correctness usefullness business usability • Simplicity Functionality • Togetherness operations • Speed Organization Design proposal:__________________________________ IxDQI—Interaction Design Quality Indicator. Mattias Arvola. 2011-04-15 27 Reviewer:__________________________________ 28 1. Write down pre-conceived qualities and put them to the side 2.List every meaningful statement about how the situation is experienced a. How is the situation experienced? b.How is it experienced when it’s best and when it’s worst? 3. Group statments in categories and themes. 4.Describe how stakeholders experience the present situation, and specify which conditions or stages that are experiences in this way 5. Vary the aspects in the UQ Prism Task Analysis 6.Return to the pre-conceived notions and compare. Highlight what should be emphasized and what should be changed in the users’ experiences. 29 30 http://webstaff.itn.liu.se/~jonlu41/webdesign/ uppgiftsanalys.htm 31 http://webstaff.itn.liu.se/~jonlu41/webdesign/ uppgiftsanalys.htm 32 0 Hantera inkommande ansökan Lämna offert 1 2 Ändra kunddata 3 4 5 6 7 Skriv ut $ ' Skapa 0&'! Ange %&!" när (. ## Riskbedömning *'!/ ansökan !/)%% &!& .! )# Skriv in #, *#()!! kund Skaffa mer info Skaffa extern info Hitta förmed!& #(! riskbedömning &*(!! !$ ! !. & Fråga intern rådgivare .(!! ärende i arbets30 Skriv ut offert Beräkna premier Skapa %$!, Informera förmed!& Hantera ärende i arbets30 Hantera arkiv Ändra offert !!& ansökan Gemensam granskning http://webstaff.itn.liu.se/~jonlu41/webdesign/ uppgiftsanalys.htm Se kunddata 33 0 Hantera inkommande ansökan Lämna offert *'!)( sena ansöknin gar ((2! Sök offert/ ansökan 34 1 2 Ändra kunddata 3 4 Riskbedömning *'!/ ansökan !/)%% &!& .! )# Skriv in #, *#()!! kund Skaffa mer info Skaffa extern info #(! riskbedömning 6 7 A task analysis describes Skriv ut $ ' Skapa 0&'! Ange %&!" när (. ## Hitta förmed!& 5 • Who does what, when, where, how and why • How often? Fråga intern rådgivare &*(!! !$ ! !. & • How long? • How critical? .(!! ärende i arbets30 • What works well? • What doesn’t work well? Skriv ut offert Beräkna premier 35 Hantera sena överföringar 36 0 Hantera inkommande ansökan Method • List all tasks in an activity and order them based on their dependences • Task layer diagrams aren’t suitable for describing cycles • With or without users • Write the tasks down on sticky notes, but them up on a whiteboard and dra arrows between them Lämna offert • What comes first? 2 3 4 5 6 Ange %&!" när (. ## Riskbedömning *'!/ ansökan !/)%% &!& .! )# Skriv in #, *#()!! kund Skaffa mer info Skaffa extern info Hitta förmed!& #(! riskbedömning &*(!! !$ ! !. & Fråga intern rådgivare .(!! ärende i arbets30 Beräkna premier Skapa %$!, • Remove redundant arrows Informera förmed!& Hantera ärende i arbets30 • What task gives input to other tasks? Hantera arkiv Ändra offert !!& ansökan Gemensam granskning Se kunddata Hantera sena överföringar *'!)( sena ansöknin gar ((2! Sök offert/ ansökan 38 Persona: Joe is a 30 year old botanist that works at the Smithsonian Institution. He uses Microsoft Word in his daily work and a little bit of Excel, but isn't always comfortable using computers. He often carries a backpack and makes weekly trips to Plummers Island to collect and identify leaf samples. He wears glasses. Scenarios 39 7 Skriv ut $ ' Skapa 0&'! Skriv ut offert • Arrows back can be included if absolutely necessary 37 1 Ändra kunddata Use Scenario: Joe starts up LeafView and sees the browsing view, which enables him to look around at various plants. He knows he needs to start collecting today, so he closes the laptop and walks along the path looking for a specific plant. He sees what might be the right plant and cuts a leaf off the stalk, placing it on the gray background of the laptop. He snaps a picture and places the leaf in a sample bag. 40 When he opens the laptop, he sees the acquired leaf image and can decide to search based on the image, save the image, or cancel. He searches for the leaf and the top 15 images are returned. He wants to see a comparison, so he brings the comparison image alongside the results. He zooms in on the Catalpa bignonioides species, and decides that this is the correct selection, after reading the text and looking at the veins and edges. He presses the select button and LeafView shows the information that will be saved. He clicks the save button and continues working. http://graphics.cs.columbia.edu/courses/csw4170/ useScenariosAndPersonas.htm Storyboards 41 42 43 44 45 46 47 48 Experience Maps • Gain a deeper understanding of a stakeholder in certain context • Varying degrees of complexity and detail • Identify gaps in the understanding • Synthesize observations and draw out insights 49 50 PAIN 51 NEEDS 52 GAIN THINK SAY FEEL DO INSIGHTS Identify needs Identify insights • Needs are human emotional or physical necessities. Needs help define your design challenge. Remember: • Insights are a remarkable realizations that you could leverage to better respond to a design challenge. • Needs are verbs • Pay attention to contradictions between two user attributes. • activities and desires with which your user could use help • Ask yourself “Why?” when you notice strange behavior. • not nouns (solutions). • Identify out of the user traits, or from contradictions between two traits – such as a disconnect between what she says and what she does. 53 54 Identify Pains 55 Identify Gains • What does a bad day look like? • What does he or she want and aspire to? • What is he or she afraid of? • How does he or she measure success? • What keeps him or her awake at night? • What is he or she responsible for? • Given the subject at hand, how could he or she benefit? • What obstacles stand in his or her way? • What can we offer him or her? 56 www.liu.se 57
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