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Personas: practice and theory
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Source Designing For User Experiences archive
Proceedings of the 2003 conference on Designing for user experiences table of contents
San Francisco, California
SESSION: Informing DUX table of contents
Pages: 1 - 15  
Year of Publication: 2003
ISBN:1-58113-728-1
Authors
John Pruitt  Microsoft Corporation, Redmond, WA
Jonathan Grudin  Microsoft Research, Redmond, WA
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
: American Institute of Graphic Arts
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 141,   Downloads (12 Months): 757,   Citation Count: 23
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ABSTRACT

ì Personasî is an interaction design technique with considerable potential for software product development. In three years of use, our colleagues and we have extended Alan Cooperís technique to make Personas a powerful complement to other usability methods. After describing and illustrating our approach, we outline the psychological theory that explains why Personas are more engaging than design based primarily on scenarios. As Cooper and others have observed, Personas can engage team members very effectively. They also provide a conduit for conveying a broad range of qualitative and quantitative data, and focus attention on aspects of design and use that other methods do not.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
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2
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3
Beyer, H. & Holtzblatt, K. (1998). Contextual design. Morgan Kaufmann.
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Brechin, E. (2002). Reconciling market segments and Personas. http://www.cooper.com/newsletters/2002_02/reconcili ng_ market_seg ments_and_Personas.htm
 
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Bødker, S. (2000). Scenarios in user-centred design- Setting the stage for reflection and action. Interacting with computers, 13, 1, 61--75.
 
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Freydenson, E. (2002). Bringing your Personas to life in real life. http://boxesandarrows.com/archives/002343.php
 
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Goodwin, K. (2002). Goal-directed methods for great design. CHI 2002 tutorial. http://www.acm.org/sigchi/chi2002/tut-sun.html#9
 
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Grudin, J. & Pruitt, J. (2002). Personas, participatory design, and product development: An infrastructure for engagement. Proc. PDC 2002, 144--161.
 
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Holtzblatt, K. (2002). Personas and contextual design. http://www.incent.com/community/design_corner/02_0913.html
 
15
Hourihan, M. (2002). Taking the "you" out of user: My experience using Personas. Boxes and arrows. http://boxesandarrows.com/archives/002330.php
 
16
Interview with Kim Goodwin (2002). User Interface 7 East.
 
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Pruitt, J. S., Jamesen, H. & Adlin, T. (2001). Personas, user archetypes, and other user representations in software design. UPA 2001 workshop. http://www.upassoc.org/conf2001/reg/program/worksh ops/w2.html
 
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Pruitt, J. S., Jamesen, H. & Adlin, T. (2002). Creating and using personas: A practitioner's workshop. UPA 2002 workshop. http://www.usabilityprofessionals.org/conferences/200 2/program/workshops/wkshop_Personas.php
 
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CITED BY  23

Collaborative Colleagues:
John Pruitt: colleagues
Jonathan Grudin: colleagues