Personas Versus Participatory Design In Software Development

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Presentation transcript:

Personas Versus Participatory Design In Software Development University of South Carolina Summer Research Program Lalique Gumbs-Prince Advisor: Dr. John Bowles National Science Foundation Grant 0353627

Objective To explore and compare the benefits and flaws of the Participatory Design and Personas techniques. Report the experience with personas in a collaborative setting. [Lady Buggin Design Team]

Introduction Developing new software applications and products for consumers can be challenging for software development teams The creation and use of personas, is a fairly new interaction design technique, is become increasingly popular among software development teams

The Concept and Characteristics of Personas Personas are fictional archetypes of users created by designers and engineers Characteristics of personas include Names and ages Likes, hobbies, and pet peeves Ethnicity Families and socioeconomic status Goals and educational achievement

Uses of Personas Enhancing reality Building scenarios and data collection Guiding decisions with Product features Visual design Navigation and interaction

The Participatory Design Approach in Software Development Involves qualified users throughout the design process Hypothesizes that good ideas come from the bottom up as well as from the top down Involves prototyping and low fidelity mock ups

Uses of the Participatory Design Approach Giving workers better tools Helping qualified users to determine how to improve their skills or work life Addressing information technology within the context of the workplace

L.B.D.T Experience with Personas Developing a mobile application using J2ME Creating three personas : 2 females and l male 2 secondary personas 1 primary persona Choosing the correct primary persona Once primary persona is pleased with the product, all potential users should be satisfied

Primary Persona: Eve 19 year-old Female from Austin, Texas English Major Reading, hanging with boyfriend, involved in campus clubs and activities. Very punctual, outgoing, social, impatient, and motivated Computer literacy and proficiency: Medium Research, typing papers, news, and music for her IPOD Cell phone use: High Plays games for relaxation and calendar

Secondary Persona: Bill 48 year-old male from New York Construction worker Recovering alcoholic 2 kids from previous marriage and now remarried Fishing, camping, bowling, watches TV (Sports and Westerns) Computer literacy and proficiency: Low Does not own a computer Cell phone use: Medium For emergencies, to call his wife, business use, and takeout food

Secondary Persona: Carey 12 year-old from Beverly Hills, California Favorite Subject: Art Private School Student in the 6th grade Shops with her mother, plays tennis, does paintings and draws Father: Movie Producer Mother: Clothing Designer Computer literacy and proficiency: High Research, Designing (Art Related), Shopping, Chatting. Cell phone use: High Has the latest technology with phone Games, organizer, and talking to her friends and family

Benefits of Creating Personas in the Software Development Process Focuses on a specific target audience Creates a strong focus on users and work contexts through the fictional setting Enhances memory, attention, and organization of detailed user data through the power of narrative

Potential Flaws of Creating and Using Personas Reuse Inaccuracy Creating the wrong persona Sets the development process back

Benefits of the Participatory Design Approach Benefits for the designers Users more likely to accept the system Designers know the needs of the user firsthand Benefits for the participants (users) Improves working skill Influence changes technology Both have a shared knowledge and understanding of this process

Potential Flaws of the Participatory Design Approach Confidentiality User limitations Time

Conclusion As research shows, the participatory design seems to lengthen the process of software development As stated by Cooper, the personas technique “may take time to master", but are quick to develop. Disagreements over design decisions can be sorted out by referring back to the agreed-upon personas

Acknowledgements Cooper, Alan. (1999). The inmates are running the asylum. Macmillan Calabria, Tina. (2004). The introduction to personas and how to create them. Ehn, P. (1993). Scandinavian design: On participation and skill. Erlbaum Team members include Rob Jansen LaShea Johnson Carlos Rivera