E-Book, Englisch, 744 Seiten
Pruitt / Adlin The Persona Lifecycle
1. Auflage 2010
ISBN: 978-0-08-045573-0
Verlag: Elsevier Science & Techn.
Format: EPUB
Kopierschutz: 6 - ePub Watermark
Keeping People in Mind Throughout Product Design
E-Book, Englisch, 744 Seiten
ISBN: 978-0-08-045573-0
Verlag: Elsevier Science & Techn.
Format: EPUB
Kopierschutz: 6 - ePub Watermark
The Persona Lifecycle is a field guide exclusively focused on interaction design's most popular new technique. The Persona Lifecycle addresses the 'how' of creating effective personas and using those personas to design products that people love. It doesn't just describe the value of personas; it offers detailed techniques and tools related to planning, creating, communicating, and using personas to create great product designs. Moreover, it provides rich examples, samples, and illustrations to imitate and model. Perhaps most importantly, it positions personas not as a panacea, but as a method used to complement other user-centered design (UCD) techniques including scenario-based design, cognitive walkthroughs and user testing. The authors developed the Persona Lifecycle model to communicate the value and practical application of personas to product design and development professionals. This book explores the complete lifecycle of personas, to guide the designer at each stage of product development. It includes a running case study with rich examples and samples that demonstrate how personas can be used in building a product end-to-end. It also presents recommended best practices in techniques, tools, and innovative methods and contains hundreds of relevant stories, commentary, opinions, and case studies from user experience professionals across a variety of domains and industries. This book will be a valuable resource for UCD professionals, including usability practitioners, interaction designers, technical writers, and program managers; programmers/developers who act as the interaction designers for software; and those professionals who work with developers and designers.Features
* Presentation and discussion of the complete lifecycle of personas, to guide the designer at each stage of product development.
* A running case study with rich examples and samples that demonstrate how personas can be used in building a product end-to-end.
* Recommended best practices in techniques, tools, and innovative methods.
* Hundreds of relevant stories, commentary, opinions, and case studies from user experience professionals across a variety of domains and industries.
John Pruitt is a User Research Manager for the Tablet and Mobile PC Division at Microsoft Corporation. Since joining Microsoft in 1998, he has conducted user research for a number of products including Windows 98SE, Windows 2000 Professional, Windows XP, and MSN Explorer, versions 6, 7 & 8. Prior to Microsoft, he was an invited researcher in the Human Information Processing Division of the Advanced Telecommunications Research Laboratory, in Kyoto, Japan, and also worked as a civilian scientist doing simulation and training research for the U.S. Navy. John holds a Ph.D. in experimental psychology from the University of South Florida and has published articles and chapters on usability methods, skill training, naturalistic decision-making, speech perception and second-language learning. He has been creating and using personas for more than five years, continually developing a more rigorous approach to the method and mentoring numerous product teams at Microsoft and companies worldwide in adopting the technique. John has led workshops and spoken widely on the topic at both academic and industry events.
Autoren/Hrsg.
Weitere Infos & Material
1;Front cover;1
2;ENTHUSIASTIC ENDORSEMENTS FROM BOTH FOUNDERS OF THE NIELSEN NORMAN GROUP!;2
3;THE MORGAN KAUFMANN SERIES IN INTERACTIVE TECHNOLOGIES;3
4;Title page;6
5;Copyright;7
6;front matter;8
7;DEDICATION;8
8;CONTENTS;10
9;ACKNOWLEDGMENTS;12
10;FOREWORD;16
11;body;20
12;1 THE NEXT FRONTIER FOR USER-CENTERED DESIGN;20
12.1;YOU ARE ALREADY A PROFESSIONAL IMAGINER;21
12.2;THIS BOOK IS ABOUT BUILDING PRODUCTS FOR PEOPLE;22
12.3;WHY DO WE NEED PERSONAS?;22
12.4;PERSONAS HELP MAKE USER-CENTERED DESIGN POSSIBLE;28
12.5;USER REPRESENTATIONS ARE NOT NEW AND WE CAN LEARN A LOT FROM THE PAST;38
12.6;THE NEXT FRONTIER FOR PERSONAS;53
12.7;SOUNDS GREAT! LET'S USE PERSONAS! ...IT'S EASIER SAID THAN DONE;54
12.8;THIS BOOK IS DESIGNED TO FILL IN THE GAPS;59
12.9;SUMMARY;62
13;2 OVERVIEW OF THE PERSONA LIFECYCLE;64
13.1;THE PHASES OF THE PERSONA LIFECYCLE;64
13.2;THE PERSONA LIFECYCLE IS DESIGNED TO ENHANCE, NOT REPLACE,YOUR EXISTING PROCESSES;69
13.3;PUTTING IT ALL TOGETHER:THE PERSONA LIFECYCLE IN ACTION;74
13.4;SUMMARY;81
14;3 PERSONA FAMILY PLANNING;84
14.1;SETTING THE SCENE: WHAT’S GOING ON IN YOUR ORGANIZATION NOW IF YOU’RE NOT USING PERSONAS?;84
14.2;WHAT IS FAMILY PLANNING FOR PERSONAS?;86
14.3;BUILDING A CORE TEAM;88
14.4;RESEARCHING YOUR OWN ORGANIZATION (ORGANIZATIONAL INTROSPECTION);101
14.5;CREATE AN ACTION PLAN ;116
14.6;DECIDE WHEN AND HOW TO INVOLVE CONSULTANTS ;134
14.7;IDENTIFY DATA SOURCES AND COLLECT DATA;137
14.8;PLAN AND EXECUTE YOUR OWN Y USER RESEARCH;147
14.9;CONDUCT FIELD STUDIES TO GATHER QUALITATIVE DATA;148
14.10;COLLECT DATA THROUGH SECONDARY SOURCES;165
14.11;TRACK AND MANAGE DATA SOURCES AS YOU COLLECT THEM;174
14.12;SUMMARY;177
15;4 PERSONA CONCEPTION AND GESTATION;180
15.1;SETTING THE SCENE: WHAT’S GOING ON IN YOUR ORGANIZATION NOW?;180
15.2;WHAT IS CONCEPTION AND GESTATION FOR PERSONAS?;181
15.3;PERSONA CONCEPTION: STEPS 1, 2, AND 3;193
15.4;PERSONA GESTATION:STEPS 4, 5, AND 6;228
15.5;HOW TO KNOW YOU ARE READY FOR BIRTH AND MATURATION;287
15.6;SUMMARY;287
16;5 PERSONA BIRTH AND MATURATION;290
16.1;SETTING THE SCENE—WHAT’S GOING ON IN YOUR ORGANIZATION NOW? ;290
16.2;WHAT IS BIRTH AND MATURATION FOR PERSONAS?;292
16.3;STEP 1: PREPARE FOR BIRTH AND BEYOND;293
16.4;STEP 2: BIRTH ;306
16.5;STEP 3: MATURATION;321
16.6;PERSONA ARTIFACTS (THE WHAT AND HOW OF COMMUNICATING YOUR PERSONAS) ;326
16.7;IF YOU ARE A CONSULTANT;358
16.8;SUMMARY;359
17;6 PERSONA ADULTHOOD;362
17.1;SETTING THE SCENE—WHAT’S GOING ON IN YOUR ORGANIZATION NOW?;362
17.2;WHAT IS ADULTHOOD FOR PERSONAS?;364
17.3;PLAN, DESIGN, EVALUATE, RELEASE: HOW TO USE PERSONAS DURING THE STAGES OF PRODUCT DEVELOPMENT;369
17.4;STAGE 1: USE PERSONAS TO PLAN YOUR PRODUCT;373
17.5;STAGE 2: USE PERSONAS TO EXPLORE DESIGN SOLUTIONS;396
17.6;STAGE 3: USE PERSONAS TO EVALUATE YOUR SOLUTIONS;415
17.7;STAGE 4: USE PERSONAS TO SUPPORT THE RELEASE OF YOUR PRODUCT;431
17.8;TRANSITIONING INTO LIFETIME ACHIEVEMENT, REUSE, AND RETIREMENT;446
17.9;SUMMARY;447
18;7 PERSONA LIFETIME ACHIEVEMENT, REUSE, AND RETIREMENT;450
18.1;SETTING THE SCENE: WHAT’S GOING ON IN YOUR ORGANIZATION NOW?;450
18.2;WHAT IS LIFETIME ACHIEVEMENT, REUSE, AND RETIREMENT FOR PERSONAS? ;451
18.3;LIFETIME ACHIEVEMENT: MEASURE THE RETURN ON INVESTMENT (ROI) OF YOUR PERSONA EFFORT;452
18.4;REUSE AND RETIREMENT: DECIDE HOW TO MANAGE THE TRANSITION TO THE NEXT PROJECT ;502
18.5;SUMMARY;513
19;8 USERS, ROLES, AND PERSONAS;516
19.1;ROLES AND PERSONAS;521
19.2;MODELING USERS WITH ROLES;525
19.3;MODELING USER TASKS;528
19.4;FROM ABSTRACT TASKS TO CONCRETE INTERFACES;530
19.5;BOTH/AND MODELING;532
19.6;IN PRACTICE;533
19.7;PERSONAS OR NOT;536
20;9 STORYTELLING AND NARRATIVE;538
20.1;PERSONAS WORK BECAUSE THEY TELL STORIES;538
20.2;WE ARE WIRED FOR STORYTELLING;539
20.3;SHARED STORIES CREATE CULTURE;540
20.4;STORIES ARE NOT JUST FOR BEDTIME;541
20.5;THE WELL-CRAFTED STORY;547
20.6;STORIES WORK WHEN PEOPLE BELIEVE IN THEM;550
20.7;PUTTING STORIES TO WORK;553
20.8;STORIES AND SCENARIOS;553
20.9;CRAFTING A STORY;560
20.10;SUMMARY;571
21;10 REALITY AND DESIGN MAPS;574
21.1;MAPS COMPLEMENT THE CREATION AND USE OF PERSONAS;574
21.2;WHAT EXACTLY ARE MAPS?;575
21.3;THE REALITY MAPPING PROCESS;583
21.4;WHAT ARE DESIGN MAPS?;605
21.5;THE DESIGN MAPPING PROCESS;608
21.6;SUMMARY ;618
22;11 MARKETING VERSUS DESIGN PERSONAS;620
22.1;PERSONAS ALWAYS HAVE ONE FOOT IN THE WORLD OF MARKETING ;621
22.2;A PLACE FOR PERSONAS IN TODAY’S MARKETING REVOLUTION;625
22.3;BUILDING PERSONAS SPECIFICALLY FOR MARKETING PURPOSES;633
22.4;FLEXING YOUR DESIGN PERSONAS’ MUSCLES FOR MARKETING PURPOSES ;640
22.5;BUILDING YOUR BRAND WITH HELP FROM PERSONAS;646
22.6;SUMMARY;658
23;12 WHY PERSONAS WORK: THE PSYCHOLOGICAL EVIDENCE;660
23.1;INTRODUCTION;660
23.2;UNDERSTANDING OTHER MINDS: WHERE DID THIS CAPACITY COME FROM? ;662
23.3;CONSCIOUS MODELS AND UNCONSCIOUS MODELS: WHY DOES IT MATTER?;663
23.4;STUDIES OF ARTICULATED CONSCIOUS MODELS;664
23.5;STUDIES OF UNCONSCIOUS MODELS;665
23.6;PSYCHOLOGICAL EVIDENCE FROM WRITING;672
23.7;PSYCHOLOGICAL EVIDENCE FROM ACTING;674
23.8;SUMMARY: PSYCHOLOGICAL ACCURACY AND FICTIONAL PREPARATION ;676
23.9;PSYCHOLOGICAL ASSESSMENTS OF OTHER DESIGN METHODS;676
23.10;FROM ENGAGEMENT TO CARING;679
23.11;SUMMARY;679
24;Appendix A G4K ORGANIZATIONAL ARCHETYPE AND SAMPLE PERSONA;682
24.1;ORGANIZATIONAL ARCHETYPE: GIGANTIC FOR KIDS (G4K), INCORPORATED ;682
24.2;AN EXAMPLE PERSONA,TANNER THOMPSON, THE TENACIOUS TINKERER;686
24.3;RESEARCH REFERENCES;696
25;Appendix B EXAMPLE PERSONAS FROM REAL PROJECTS;699
25.1;QUARRY INTEGRATED COMMUNICATIONS & REALSUITE INCORPORATED;699
25.2;MENTOR GRAPHICS;703
25.3;ZYLOM MEDIA GROUP;705
26;Appendix C SAMPLE IMAGE RELEASE FORM;708
27;REFERENCES;710
27.1;ADDITIONAL RESOURCES;722
28;ABOUT THE AUTHORS;740
29;ABOUT THE ILLUSTRATOR;741
30;Indices;724
30.1;CONTRIBUTOR INDEX;724
30.2;SUBJECT INDEX;726