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Here, the illustration person called Femi is a persona used online. A persona (also user persona, user personality, customer persona, buyer persona) in user-centered design and marketing is a personalized fictional character created to represent a potential end user. [1] Personas represent the similarities of consumer groups or segments.
A persona (plural personae or personas) is a strategic mask of identity in public, [1] the public image of one's personality, the social role that one adopts, or simply a fictional character. [2] It is also considered "an intermediary between the individual and the institution."
To map a customer journey is important to consider the company's customers (buyer persona), the customer journey's time frame, channels (telephone, email, in-app messages, social media, forums, recommendations), first actions (problem acknowledgment), and last actions (recommendations or subscription renewal). Customer Journey Maps are good ...
User-centered design (UCD) or user-driven development (UDD) is a framework of processes in which usability goals, user characteristics, environment, tasks and workflow of a product, service or brand are given extensive attention at each stage of the design process.
User experience design (UX design, UXD, UED, or XD), upon which is the centralized requirements for "User Experience Design Research" (also known as UX Design Research), defines the experience a user would go through when interacting with a company, its services, and its products. [1]
One practice of user advocacy asks designers to define their users collectively, as one person or a persona, and attach common attributes and characteristics of their typical users, taking into consideration many types of use case scenarios users typically encounter to aid with anticipating the needs and expectations of a user. From this ...
Customer support is a range of consumer services to assist customers in making cost-effective and correct use of a product. [9] It includes assistance in planning, installation, training, troubleshooting, maintenance, upgrading, and disposal of a product. [9]
The first academic recognition of extreme users can be seen within Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions. [5] [1] Through its citing of specific studies in the use-cases of personas, it brings to fruition how many studies had been citing the use of extreme characters within their product design without realising its academic potential.