Posts Tagged ‘persona’

Experience Maps

Wednesday, February 24th, 2010


An interesting depiction of user experience has surfaced the other week over at the nForm blog in the form of an experience map. Gene and his team has come up with a way to represent gaming related experiences of three distinct gamers. In a way then this is a merger between a persona and a time based representation. The other interesting thing about this is the visualization and separation of at least three types of experiences: ongoing, exploratory and influenced. Each type of experience has been shown in a standardized and specific way. Furthermore, the diagram also captures and represents a variety of channels which the personas are utilizing at a given point in time. Overall, it’s always interesting to see when designers attempt to convey such comprehensive and unified high level deliverables.

Credits: Gene Smith of nForm

Agile People

Monday, April 6th, 2009


Personas inside of wireframes? Sherrod began combining little people figures with actual interface representations. It’s interesting to see these miniature persona like icons along with their basic user stories or simplified needs trying to provide an additional layer of information about the context of use. The icons also come available as a downloadable PSD file and contain a number of unique roles.

Credits: Sherrod Faulks

Personal Card Set

Wednesday, March 25th, 2009


The people over at TU Delft, have come up with a persona deliverable which makes use of white space and invites interpretation in order to involve the team in the findings more closely. This is an example of participatory communication where designers begin to own the data through active co-creation as opposed to just passive reading. Similarly Johnny Holland recently wrote about personas being more about the process which immerses designers in the findings, than just being about the outcome.

Froukje in Sharing User Experiences in the Product Innovation Process writes:

Each card is laminated and the set comes in a box together with a set of non-permanent markers and a sponge. The cards invite designers to interactively structure and analyse them: they can create overview, re-arrange, select and compare the cards. The design of the cards invites designers to add their interpretations and react on the leads suggested by the researcher. Each card has plenty of white space for annotations of ideas/insights/conclusions, which can be made with the non-permanent markers, and can be wiped off with the sponge. This way, designers are stimulated to become active partners in the communication.

Credits: Froukje Sleeswijk Visser