Persona Studies 2018, vol. 4, no. 2  

 

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EDITORIAL: DESIGN PERSONAS – NEW 

WAYS, NEW CONTEXTS 
 

LENE NIE LSE N 

 

Design personas have, since their origins in the late 1990s, been recognised as a design tool to 

foster ideation and empathy with different user groups. The method originates from software 

development and has since its instigation become a widespread method adopted in many design 

disciplines and processes, such as innovation and ideation of IT products, User Experience 

design, agile systems developing, communication, and marketing (Nielsen 2012; Pruitt & Grudin 

2003). To get product design closer to the everyday lives of the users, design personas are a 

means to capture the everyday experiences and needs of users and customers. Focusing on the 

user or customer in the design process is in opposition to an artistic understanding of the 

designer as someone who, by experimentation with materials and form, gets inspiration to 

create unique products. 

To develop personas that aid in design decision-making is not a trivial task, yet despite 

this there are few resources on persona generation (see Cooper et.al. 2007; Mulder & Yaar 

2006; Nielsen 2014; Pruitt & Adlin 2006 as key texts in the field). All these books include 

thoughts on data gathering, data analysis, persona descriptions and implementation, but there 

is no common definition of what a persona is, except that it is a description of a fictitious user.  

The scientific foundation upon which the method was built is in its essence qualitative, 

and has a holistic perspective on humans as being specific and dependent on the context in 

which they participate. The qualitative core has changed over the years: with the access to big 

data, experiments to use quantitative data as foundation for persona descriptions are 

developing as can be seen in the article ‘Are Personas Done? Evaluating the Usefulness of 

Personas in the Age of Online Analytics’ (Salminen et al, this issue).  

As noted above, the common understanding of the persona method is that a design 

persona is a description of a fictitious person (Pruitt & Adlin 2006; Cooper 1999) based on data. 

The main way to represent a persona is as textual description of a fictional user, and this textual 

description is accompanied by a photograph depicting the persona.  The relationship between 

data and fiction is contested in writing on the method, and varies from a one to one relation, 

where every part of the description relates to data (Pruitt & Adlin 2006), to the use of certain 

fictitious elements to promote empathy (Cooper et al. 2007; Nielsen 2012) to the use of pure 

fiction with no relation to data (Blythe and Wright 2006). 

The perceived benefits of the design method are that personas help product designers to 

remember that they differ from the end-users and that personas enable designers to envision 

end user's needs and wants, which increases a design focus on users. Furthermore, the persona 

descriptions provide direct design influence and lead to better design decisions and definition of 

the product’s feature set. Finally, the method is perceived as an effective communication tool 

(Cooper 1999; Cooper, et.al. 2007; Grudin & Pruitt 2002; Long 2009; Ma & LeRouge 2007; 

Miaskiewicz & Kozar 2011; Pruitt & Adlin 2006).  

The method has been criticised for empiricism, especially the relationship between data 

and fiction (Chapman & Milham 2006; Chapman et al. 2008). In line with this, more specific 



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criticisms include the method being too founded on qualitative data and therefore ‘unscientific’; 

it is difficult to implement; it does not describe actual people as it only portrays characteristics; 

and finally, it prevents designers from meeting actual users (Bak 2008). Moreover, the unsolved 

question about how many users one persona can represent is perceived as problematic 

(Chapman 2006).  

Since their introduction, design personas have developed from being a method for IT 

systems development to being applied in many other contexts, including development of 

products, marketing, communication strategy, and service design (Nielsen 2012). The persona 

method has also developed into many forms from ad hoc personas built more or less on 

assumptions (Norman 2004) to fully fleshed out, empirically researched personas.  

The three papers presented in this themed section of this issue of Persona Studies 

represent novel areas of application, novel ways of getting data to overcome the critique of 

personas as can be seen in the papers, and introduce a novel theoretical approach towards data 

gathering and representation to a design persona context.  

The article ‘Getting under the(ir) skin: Applying personas and scenarios with body-

environment research for improved understanding of users’ perspective in architectural design’ 

(Tvedebrink & Jelić) discusses the introduction of design personas to architectural students. 

Traditionally, architects have been more occupied with the scale and proportions of man as 

guidance for design, and understand the human subject as a mind-body dichotomy. The authors 

argue for a need to develop a more research-informed user perspective. This can be done by 

teaching students a ‘design empathic’ understanding and how to get an immersion in user 

perspectives through the use of personas.  A way to create change is to introduce personas in 

the teaching of students of architecture, thus transforming the mindsets of architects to be.  

As the persona method spreads to new areas it is worth considering if we shall use 

traditional research methods. The article ‘Creating Personas for Political and Social 

Consciousness in HCI Design’ (Wilson et al.) discusses whether we should apply a 

phenomenographic approach to data gathering and analysis when the context of design is 

software for areas associated with social and political goals, such as political aspirations, social 

values, and the will or capacity of the different personas to take action. It also challenges the 

traditional purpose of personas of bringing a product to market, and the focus on needs and 

goals adapted from Human Computer Interaction. 

The final paper in this issue, ‘Are Personas Done? Evaluating the Usefulness of Personas 

in the Age of Online Analytics’ (Salminen et al.), examines whether online analytical data are 

useful for persona generation. The use of online analytics benefits from powerful computational 

techniques and novel data sources. Thus, the authors develop a method to overcome the long 

development time of personas. The authors take a point of departure in the criticisms 

mentioned above that personas are not thoroughly grounded in data analysis, and engage with 

arguments for and against the use of personas using real-time online analytics data about 

customers.  

CONTRIBUTIONS 

Together, the contribution of the three papers lies within the domains of application, data 

gathering, and persona description. These three important areas encompass persona generation 

and utility. The novelty in domain is covered by the first two papers ‘Getting under the(ir) skin: 

Applying personas and scenarios with body-environment research for improved understanding 

of users’ and ‘Creating Personas for Political and Social Consciousness in HCI design’. In the first 



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contribution the novelty lies in the domain it describes—using personas as a vehicle for 

architects to understand the people occupying buildings, but also in the transformation of 

people versus buildings in architecture as such—from the standardised conceptions of the 

human body to enabling an understanding of the relationship between people, atmosphere, and 

emotions. Addressing political and social goals is an area we have not encountered before with 

persona research, thus the paper ‘Creating Personas for Political and Social Consciousness in 

HCI design’ moves the method into new territories. 

The contribution on data gathering found in the article ‘Are Personas Done? Evaluating 

the Usefulness of Personas in the Age of Online Analytics’, and lies in the presentation of critical 

arguments against personas in the context of online analytics, while tying these developments 

to existing persona criticism. Moreover, the authors introduce the importance of conceptually 

differentiating between traditional and digital data-driven personas as they each have their area 

of usefulness: individual data is optimal for automated decision making, whereas aggregated 

data such as personas are best for decisions at the strategic level. 

Finally, the analysis of users’ beliefs and values, found in ‘Creating Personas for Political 

and Social Consciousness in HCI design’, moves the persona descriptions away from a focus on 

consumer needs and problems, and ties this to the necessary avoidance of stereotyping. The 

focus on variations and commonalities moves beyond typical impact of local cultural contexts, 

and instead shows differences across and within local contexts. 

WORKS CITED 

Bak, J., Nguyen, K., Rissgaard, P., & Stage, J. 2008, 'Obstacles to usability evaluation in practice: a 
survey of software development organizations', Proceedings of the 5th Nordic conference 
on Human-computer interaction: building bridges, pp. 23-32, doi: 
10.1145/1463160.1463164. 

Blythe, M. A., & Wright, P. C. 2006, 'Pastiche scenarios: Fiction as a resource for user centred 
design', Interacting with Computers, vol. 18, no. 5, pp. 1139–1164. 

Chapman, C. N., Love, E., Milham, R. P., ElRif, P., & Alford, J. L. 2008, 'Quantitative evaluation of 

personas as information'. The Human Factors and Ergonomics Society Annual Meeting, 
New York., vol. 52, https://doi.org/10.1177/154193120805201602.  

Chapman, C.N., & Milham, R. 2006, 'The personas' new clothes: Methodological and practical 

arguments against a popular method', Proceedings of the Human Factors and Ergonomics 
Society Annual Meeting, vol. 50, no. 5, pp. 634–636 
https://doi.org/10.1177/154193120605000503. 

Cooper, A., Reimann, R. & Cronin, D. 2007, About Face 3.0: The essentials of interaction design. 
Wiley Publishing, Indianapolis. 

Cooper, A. 1999, The inmates are running the asylum: Why high-tech products drive us crazy and 
how to restore the sanity. Sams Publishers, United States of America. 

Grudin, J., & Pruitt, J. 2002, 'Personas, Participatory Design and Product Development: An 
Infrastructure for Engagement', Proceedings of PDC 2002, pp. 144-161.  

Long, F. 2009, 'Real or Imaginary - The effect of using personas in product design'. Irish 
Ergonomics Review, Proceedings of the IES Conference 2009, Dublin. 

Ma, J. & LeRouge, C. 2007, 'Introducing User Profiles and Personas into Information Systems 
Development', AMCIS 2007 Proceedings, retrieved 1 November 2018, from 
https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1747&context=amcis2007 

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Miaskiewicza, T.,& Kozarb, K. A. 2011, 'Personas and User-centered Design: How Can Personas 

Benefit Product Design Processes?', Design Studies, vol. 32, no.  5, pp. 417–430. 

Mulder, S., & Yaar, Z. 2006, The user is always right: A practical guide to creating and using 
personas for the web, New Riders Press, Berkeley. 

Nielsen, L. & Hansen, K. S. 2014, 'Personas is applicable: a study on the use of personas in 
Denmark', Proceedings of CHI'14, pp. 1665-1674, doi: 10.1145/2556288.2557080. 

Nielsen, L. 2012, Personas - User Focused Design. Ebook, Springer. 

Norman, D. 2004, ‘Ad-hoc personas and Empathetic Focus’ Jnd.org, retrieved 27 October 
2018, https://www.jnd.org/dn.mss/adhoc_personas_em.html. 

Pruitt, J.,  & Adlin, T. 2006, The persona lifecycle: Keeping people in mind throughout product 
design. Morgan Kaufman, San Francisco, CA.  

Pruitt, J., & Grudin, J. 2003, ‘Personas: Practice and Theory’, Proceedings of the 2003 conference 
on Designing for user experiences DUX 2003, pp. 313–334, doi: 10.1145/997078.997089.  

 

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