Participatory design of persona artefacts for user eXperience in non-WEIRD cultures

Daniel G. Cabrero
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引用次数: 21

Abstract

Persona is elicited through qualitative, quantitative or both methods combined. Yet, for it to be validated data must come from research on end-users. Literature reveals projects combining persona and participatory design (PD) tend to be long-lasting, large-scale, western, resourceful ventures, with personas being generated from extensive qualitative user-data and empirical research. This project investigates how the method is taken on, interpreted, constructed and communicated by end-users within PD in non-WEIRD (Westernised, Educated, Industrialised, Rich, Developed) cultures. Literature pinpoints a misuse of persona by design stakeholders across cultures due to either a lack of grounded data; interpretivism vs. user-data in decision-making, or to organisational decisions and power dimensions within the PD process. Besides, most projects involve end-users in the research phase, yet not in creating and grounding of personas - which often come built from somewhere else. This project thus sets to provide empirical research on how end-users in non-WEIRD settings elicit and build personas within PD to convey their technological requirements, expectations and aspirations towards a satisfactory User Experience (UX).
非怪异文化中用户体验的角色工件的参与式设计
人物角色是通过定性、定量或两种方法结合得出的。然而,要验证它,数据必须来自对最终用户的研究。文献显示,结合人物角色和参与式设计(PD)的项目往往是长期的、大规模的、西方的、资源丰富的冒险,人物角色是从广泛的定性用户数据和实证研究中产生的。该项目调查了PD在非weird(西方化、受过教育、工业化、富裕、发达)文化中的最终用户如何采用、解释、构建和交流该方法。文献指出,由于缺乏基础数据,不同文化的设计利益相关者会误用角色;解释主义与决策中的用户数据,或组织决策和PD过程中的权力维度。此外,大多数项目在研究阶段涉及最终用户,而不是在角色的创建和基础中——这些角色通常来自其他地方。因此,该项目将提供实证研究,研究非怪异环境下的最终用户如何在PD中引出和构建角色,以传达他们的技术需求、期望和对满意用户体验(UX)的渴望。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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