Persona (user-centered Design)
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Persona (user-centered Design)
A persona, (also user persona, customer persona, buyer persona) in user-centered design and marketing is a fictional character created to represent a user type that might use a site, brand, or product in a similar way. Marketers may use personas together with market segmentation, where the qualitative personas are constructed to be representative of specific segments. The term persona is used widely in online and technology applications as well as in advertising, where other terms such as ''pen portraits'' may also be used. Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may be used as a tool during the user-centered design process for designing software. They are also considered a part of interaction design (IxD), having been used in industrial design and more recently for onlin ...
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User-centered Design
User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers ...
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Criticism
Criticism is the construction of a judgement about the negative qualities of someone or something. Criticism can range from impromptu comments to a written detailed response. , ''"the act of giving your opinion or judgment about the good or bad qualities of something or someone or the act of saying that something or someone is bad'' Criticism falls into several overlapping types including "theoretical, practical, impressionistic, affective, prescriptive, or descriptive". , ''"The reasoned discussion of literary works, an activity which may include some or all of the following procedures, in varying proportions: the defence of literature against moralists and censors, classification of a work according to its genre, interpretation of its meaning, analysis of its structure and style, judgement of its worth by comparison with other works, estimation of its likely effect on readers, and the establishment of general principles by which literary works can be evaluated and understood."'' ...
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User Profile
A user profile is a collection of settings and information associated with a user. It contains critical information that is used to identify an individual, such as their name, age, portrait photograph and individual characteristics such as knowledge or expertise. User profiles are most commonly present on social media websites such as Facebook, Instagram, and LinkedIn; and serve as voluntary digital identity of an individual, highlighting their key features and traits. In personal computing and operating systems, user profiles serve to categorise files, settings, and documents by individual user environments, known as ‘accounts’, allowing the operating system to be more friendly and catered to the user. Physical user profiles serve as identity documents such as passports, driving licenses and legal documents that are used to identify an individual under the legal system. A user profile can also be considered as the computer representation of a user model. A user model i ...
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Use Case
In software and systems engineering, the phrase use case is a polyseme with two senses: # A usage scenario for a piece of software; often used in the plural to suggest situations where a piece of software may be useful. # A potential scenario in which a system receives an external request (such as user input) and responds to it. This article discusses the latter sense. A ''use case'' is a list of actions or event steps typically defining the interactions between a role (known in the Unified Modeling Language (UML) as an ''actor'') and a system to achieve a goal. The actor can be a human or another external system. In systems engineering, use cases are used at a higher level than within software engineering, often representing missions or stakeholder goals. The detailed requirements may then be captured in the Systems Modeling Language (SysML) or as contractual statements. History In 1987, Ivar Jacobson presented the first article on use cases at the OOPSLA'87 conference. ...
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Scenario (computing)
In computing, a scenario (, ; loaned (), ) is a narrative of foreseeable interactions of user roles (known in the Unified Modeling Language as 'actors') and the technical system, which usually includes computer hardware and software. A scenario has a goal, which is usually functional. A scenario describes one way that a system is used, or is envisaged to be used, in the context of an activity in a defined time-frame. The time-frame for a scenario could be (for example) a single transaction; a business operation; a day or other period; or the whole operational life of a system. Similarly the scope of a scenario could be (for example) a single system or a piece of equipment; an equipped team or a department; or an entire organization. Scenarios are frequently used as part of the system development process. They are typically produced by usability or marketing specialists, often working in concert with end users and developers. Scenarios are written in plain language, with min ...
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Personal Identity
Personal identity is the unique numerical identity of a person over time. Discussions regarding personal identity typically aim to determine the necessary and sufficient conditions under which a person at one time and a person at another time can be said to be the person, persisting through time. In philosophy, the problem of personal identity is concerned with how one is able to identify a single person over a time interval, dealing with such questions as, "What makes it true that a person at one time is the same thing as a person at another time?" or "What kinds of things are we persons?" In contemporary metaphysics, the matter of personal identity is referred to as the '' diachronic problem'' of personal identity. The ''synchronic problem'' concerns the question of what features and traits characterize a person at a given time. Analytic philosophy and continental philosophy both inquire about the nature of identity. Continental philosophy deals with conceptually maintainin ...
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Personal Data
Personal data, also known as personal information or personally identifiable information (PII), is any information related to an identifiable person. The abbreviation PII is widely accepted in the United States, but the phrase it abbreviates has four common variants based on ''personal'' or ''personally'', and ''identifiable'' or ''identifying''. Not all are equivalent, and for legal purposes the effective definitions vary depending on the jurisdiction and the purposes for which the term is being used. Under European and other data protection regimes, which centre primarily on the General Data Protection Regulation (GDPR), the term "personal data" is significantly broader, and determines the scope of the regulatory regime. National Institute of Standards and Technology Special Publication 800-122 defines personally identifiable information as "any information about an individual maintained by an agency, including (1) any information that can be used to distinguish or trace an i ...
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Personalization
Personalization (broadly known as customization) consists of tailoring a service or a product to accommodate specific individuals, sometimes tied to groups or segments of individuals. A wide variety of organizations use personalization to improve customer satisfaction, digital sales conversion, marketing results, branding, and improved website metrics as well as for advertising. Personalization is a key element in social media and recommender systems. Personalization is affecting every sector of society -- work, leisure, and citizenship. History of Personalization The idea of personalization is rooted in ancient rhetoric as part of the practice of an agent or communicator being responsive to the needs of the audience. When industrialization led to the rise of mass communication, the practice of message personalization diminished for a time. But the significant increase in the number of mass media outlets that use advertising as a primary revenue stream, and as they sought to at ...
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Digital Identity
A digital identity is information used by computer systems to represent an external agent – a person, organization, application, or device. Digital identities allow access to services provided with computers to be automated and make it possible for computers to mediate relationships. The use of digital identities is so widespread that many discussions refer to the ''entire'' collection of information generated by a person's online activity as a "digital identity". This includes usernames, passwords, search history, birthdate, social security number, and purchase history, especially where that information is publicly available and not anonymized and so can be used by others to discover that person's civil identity. In this broader sense, a digital identity is a facet of a person's social identity and is also referred to as ''online identity''. An individual's digital identity is often linked to their civil or national identity and many countries have instituted national d ...
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Dave And Sue
BBC Local Radio (also referred to as Local BBC Radio) is the BBC's local and regional radio division for England and the Channel Islands, consisting of forty stations. History The popularity of pirate radio was to challenge a change within the at the time very "stiff" and blinkered management at the BBC. The most prominent concession by the BBC was the creation of BBC Radio 1, to satisfy the ever-demanding new youth culture with their thirst for new, popular music. The other, however, was the fact that these pirate radio stations were, in some cases, local. As a result, BBC Local Radio began as an experiment. Initially, stations had to be co-funded by the BBC and local authorities, which only some Labour-controlled areas proved willing to do. Radio Leicester was the first to launch on 8 November 1967, followed by Leeds, Stoke, Durham, Sheffield, Merseyside, Brighton, and Nottingham. By the early 1970s, the local authority funding requirement was dropped, and stations spr ...
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Non-negative Matrix Factorization
Non-negative matrix factorization (NMF or NNMF), also non-negative matrix approximation is a group of algorithms in multivariate analysis and linear algebra where a matrix is factorized into (usually) two matrices and , with the property that all three matrices have no negative elements. This non-negativity makes the resulting matrices easier to inspect. Also, in applications such as processing of audio spectrograms or muscular activity, non-negativity is inherent to the data being considered. Since the problem is not exactly solvable in general, it is commonly approximated numerically. NMF finds applications in such fields as astronomy, computer vision, document clustering, missing data imputation, chemometrics, audio signal processing, recommender systems, and bioinformatics. History In chemometrics non-negative matrix factorization has a long history under the name "self modeling curve resolution". In this framework the vectors in the right matrix are continuous cur ...
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Latent Semantic Analysis
Latent semantic analysis (LSA) is a technique in natural language processing, in particular distributional semantics, of analyzing relationships between a set of documents and the terms they contain by producing a set of concepts related to the documents and terms. LSA assumes that words that are close in meaning will occur in similar pieces of text (the distributional hypothesis). A matrix containing word counts per document (rows represent unique words and columns represent each document) is constructed from a large piece of text and a mathematical technique called singular value decomposition (SVD) is used to reduce the number of rows while preserving the similarity structure among columns. Documents are then compared by cosine similarity between any two columns. Values close to 1 represent very similar documents while values close to 0 represent very dissimilar documents. An information retrieval technique using latent semantic structure was patented in 1988US Patent 4,83 ...
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