Module 3: Persona Development, Wireframing, and Focus Groups
(Using Research to Create Instructions and Other Materials)
Overview of Module 3/Week 3 of Class
Overview of Topics
For this Module (Module 3) we will examine tools and approaches for creating and assessing different kinds of informational and instructional products (e.g., instructions). Specifically, we will review personas and wireframing as related to understanding users and creating materials for them. Each of these topics is described in more detail below.
For this Module (Module 3) we will examine tools and approaches for creating and assessing different kinds of informational and instructional products (e.g., instructions). Specifically, we will review personas and wireframing as related to understanding users and creating materials for them. Each of these topics is described in more detail below.
Personas
When we create materials for a group (i.e., users), we often use a mental model to guide our actions. If we know
A persona is a model of who the typical member of a group might be, and these models can guide the development and design process. Personas are usually
As a common reference point, personas keep the members of a product development team focused on a central idea of who their audience is vs. form different opinions of that audience to guide design. This approach allows members of a team to maintain a consistent focus when creating materials for a particular audience.
When we create materials for a group (i.e., users), we often use a mental model to guide our actions. If we know
- Who our user is
- Where they will use something
- When the use materials
A persona is a model of who the typical member of a group might be, and these models can guide the development and design process. Personas are usually
- A short bio of who the average user is (i.e., background)
- What that average user does for a living (i.e., work-time routine)
- What that individual's lifestyle involves (i.e., daily routine)
As a common reference point, personas keep the members of a product development team focused on a central idea of who their audience is vs. form different opinions of that audience to guide design. This approach allows members of a team to maintain a consistent focus when creating materials for a particular audience.
Wireframing
To make sure developers are meeting audience expectations as they design a product, it is important to regularly stop and test a particular design with members of the intended audience. Wireframing is an approach used to quickly, easily, and effectively do such testing.
In wireframing, the designer/developer of a product creates an initial model (e.g., a sketch) of what the product might look like (e.g., a sketch of what the layout of a website might look like). That developer then gives that model to a group of users from the intended audience and asks them to perform a task using that sample design. For example, a designer might give individuals a wireframe of an iPhone screen and ask, "Try to check the current time using this example interface." The designer then observes how individuals use this sample interface to perform the assigned task (e.g., what icons do they tap on the wireframe of the iPhone interface to access a "time" or "clock" app).
During this testing process, the designer might ask audience members to explain what they are doing and why (e.g., "I'm tapping this icon to check the time because . . .") in order to determine how the sample design is affecting use. The designer might also ask for comments on how effective the design is or how it might be modified (e.g., "How might you revise the design of the interface/the app to more quickly and easily find the 'clock' app on the interface?"). The objective is to review and revise the design in order to develop a final product that best meets the needs of the intended audience.
To make sure developers are meeting audience expectations as they design a product, it is important to regularly stop and test a particular design with members of the intended audience. Wireframing is an approach used to quickly, easily, and effectively do such testing.
In wireframing, the designer/developer of a product creates an initial model (e.g., a sketch) of what the product might look like (e.g., a sketch of what the layout of a website might look like). That developer then gives that model to a group of users from the intended audience and asks them to perform a task using that sample design. For example, a designer might give individuals a wireframe of an iPhone screen and ask, "Try to check the current time using this example interface." The designer then observes how individuals use this sample interface to perform the assigned task (e.g., what icons do they tap on the wireframe of the iPhone interface to access a "time" or "clock" app).
During this testing process, the designer might ask audience members to explain what they are doing and why (e.g., "I'm tapping this icon to check the time because . . .") in order to determine how the sample design is affecting use. The designer might also ask for comments on how effective the design is or how it might be modified (e.g., "How might you revise the design of the interface/the app to more quickly and easily find the 'clock' app on the interface?"). The objective is to review and revise the design in order to develop a final product that best meets the needs of the intended audience.
Other Module 3/Week 3 Materials
To access other materials for Module 3/Week 3, click on the related link below