170 likes | 188 Views
Lalique Gumbs-Prince. Personas Versus Participatory Design In Software Development. Advisor: Dr. John Bowles. University of South Carolina Summer Research Program. National Science Foundation Grant 0353627. Objective.
E N D
Lalique Gumbs-Prince Personas Versus Participatory Design In Software Development Advisor: Dr. John Bowles University of South Carolina Summer Research Program 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