1,505 research outputs found

    How to Create Personas : Three Persona Creation Methodologies with Implications for Practical Employment

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    Background: Personas are a technique for enhanced understanding of users and customers to improve the user-centered design of systems and products. Their creation can be categorized using three persona creation methodologies: Qualitative, Quantitative, and Mixed Methods. Despite the apparent differences in these methodologies, no previous review has systemically compared and contrasted the strengths and weaknesses of each of these methodologies for persona development. Method: This manuscript maps and navigates persona literature to identify the benefits and challenges of these three persona creation methodologies. Furthermore, the strategies and opportunities of the different methodologies are presented. Results: The results summarize the strengths and weaknesses of each of the three principal persona creation methodologies and offer suggestions of the benefits of their employment. Conclusion: In conclusion, we offer insights into the construction and usage of personas for practitioners and researchers, and we propose a framework to determine which persona creation methodology is most suitable for a given context.© 2022 by the Association for Information Systems. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and full citation on the first page. Copyright for components of this work owned by others than the Association for Information Systems must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists requires prior specific permission and/or fee. Request permission to publish from: AIS Administrative Office, P.O. Box 2712 Atlanta, GA, 30301-2712 Attn: Reprints, or via email from [email protected]=vertaisarvioitu|en=peerReviewed

    How to Create Personas: Three Persona Creation Methodologies with Implications for Practical Employment

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    Background: Personas are a technique for enhanced understanding of users and customers to improve the user-centered design of systems and products. Their creation can be categorized using three persona creation methodologies: Qualitative, Quantitative, and Mixed Methods. Despite the apparent differences in these methodologies, no previous review has systemically compared and contrasted the strengths and weaknesses of each of these methodologies for persona development. Method: This manuscript maps and navigates persona literature to identify the benefits and challenges of these three persona creation methodologies. Furthermore, the strategies and opportunities of the different methodologies are presented. Results: The results summarize the strengths and weaknesses of each of the three principal persona creation methodologies and offer suggestions of the benefits of their employment. Conclusion: In conclusion, we offer insights into the construction and usage of personas for practitioners and researchers, and we propose a framework to determine which persona creation methodology is most suitable for a given context. Keywords: Algorithmically-Generated Personas, Persona Analytics, Persona Science

    The Floating Head of Feminism: The Domesticated Domain and Erasure of the Female (No)body in Contemporary Television and Cinema

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    The Floating Head of Feminism is a project that seeks to examine the concept of the abject as that which disobeys borders and blurs boundaries and to subsequently look at this conception through female-coded artificial intelligence. The AI abject is the part of the self that is cast off or removed so that one can claim an identity, which the abject, in turn, threatens. I discuss the importance of the female-coded AI’s digital embodiment in virtual spaces, and this idea is expanded on through an examination of the science-fiction film genre. This thesis serves to reveal the relationship of resistance between AIs and their male owners or inventors by examining contemporary cultural artifacts of the past two decades: Smart House, Pixel Perfect, and Her, ultimately exposing in these films that the construction of female-coded AI exists as a result of the male’s desire for dominance. By being excluded from the benefits of the symbolic realm, the AIs do not remain the passive bodies their owners and inventors desire them to be. Instead, they begin to represent qualities that their male humans solely want to recognize as part of their human selves. Through this examination, I determine that these qualities exist as traits that align with that which society deems conventionally masculine, such as taking on the role of the sole provider of familial burdens, suppressing the will of others in the name of self-interest, and meeting situations with hostility and defiance. The transgression of boundaries proves that it is woman, herself, and the female body that is abjected in these films and who always returns. Female-coded AIs pose an ideological threat to the men within their patriarchal film space and denote horror to their humanity, serving as the floating, feminine death of able-bodied masculinity

    Spartan Daily, November 28, 1990

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    Volume 95, Issue 59https://scholarworks.sjsu.edu/spartandaily/8058/thumbnail.jp

    Information Design for Personas in Four Professional Domains of User Experience Design, Healthcare, Market Research, and Social Media Strategy

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    Practitioners in user-centric industries have increasingly recognized the applicability of personas. However, the methods used to create personas in different domains remain inconsistent and unsystematic. We analyzed 51 studies focused on designing personas for professional purposes and found the practice most prevalent in the user experience design, healthcare, market research, and social media strategy domains. Within these domains, user experience design personas are characterized by their focus on user activity goals, health personas on medical patients’ physical symptoms, market research personas on customers’ lifestyles, and social media strategy personas on interactions within and between online communities. We identify and compare the elements in the personas. Based on these, we provide guidelines for professionals interested in developing personas for understanding barriers to positive user experience, recruiting users, and building online communities, including how to represent persona details related to lifestyle and health, contexts of product usage, and scaling of online data

    Strengths and Weaknesses of Persona Creation Methods:Guidelines and Opportunities for Digital Innovations

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    Persona is a technique for enhancing user understanding and improving the user-centered design of digital products. Persona creation has traditionally been divided into Qualitative, Quantitative, and Mixed Methods approaches. However, no literature systematically contrasts the strengths and weaknesses of these approaches. We review the literature to map the strengths and weaknesses of these approaches and evaluate the potential of personas for the domain of digital innovation. We provide insights for better creation and use of personas by both researchers and practitioners, especially those that are new to personas, deploying personas in a new domain, or familiar with only one of the persona creation approaches

    Mimicking human player strategies in fighting games using game artificial intelligence techniques

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    Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter. In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy

    On perspectives and ergodics: video games as literature

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    Video games are currently stigmatized in general culture as a lesser form of entertainment, and much of the current scholarly debate on them is unable to identify those games that also function as works of literature and to perform appropriate critical analysis. This thesis aims to rectify the above through two separate engagements. The first engagement demonstrates that the current scholarly debate over avatars can be redirected into a more productive debate on perspectives: the way in which a player is situated within a game and how this alters how the game story is told. The second engagement is with Espen Aarseth’s concept of ergodic literature, and thus demonstrate how this unique property of video games allows for the traversal of a video game’s narrative. These two issues when considered together provide a method for determining whether a video game is attempting to also be literature
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