Personas

A persona is a fictional but realistic person, built from research, who represents a group of users and guides design decisions.

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Reviewed by Ravi SuranaUpdated

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A persona is a fictional but realistic person who represents one group of a product's users. It gathers the goals, habits and circumstances found in research on real people into a single character. Teams use personas to decide who they are designing for and to judge each idea from that person's side instead of their own.

011 min

The problem Personas solve

A planning meeting for a subscription app that books fitness classes shows the problem. The product manager says the user wants a fast checkout. The designer says the user wants to browse many classes. The engineer says the user wants fewer notifications. Each of them describes a different person, and each is certain they know what "the user" wants.

Alan Cooper, the software designer who developed personas, called this the elastic user: a user whose description changes to suit whoever is speaking. A second, related risk exists. People who build products often design for someone like themselves without noticing. This is called self-referential design, and it produces a product that fits the team better than its customers.

A persona addresses both problems. It writes down one specific person, and the team agrees to design for that person. Later sections return to the same meeting to show what changes.

022 min

Where Personas came from

The first persona was a private habit before it was a method. This began in the early 1980s. Alan Cooper, a software designer, interviewed several people from the audience of a program he was building and then pretended to be them while he tested ideas. He then spoke as one of those users and judged each idea the way that user would.

Cooper later moved from writing software to advising clients, and he needed a way to show them what his interviews had taught him. He turned the habit into a written description of a typical user. His 1999 book, The Inmates Are Running the Asylum, brought the technique to a wide audience of software teams.

From design inspiration to a claim about real people

Cooper meant personas to inspire design. The method has since changed. Chapman and four colleagues made this point in 2008. Personas were first a tool for inspiring designers, but today they are more often treated as information about real groups of users. Two Microsoft researchers, John Pruitt and Jonathan Grudin, helped bring about that change. In 2003 they described three years of using personas on Microsoft products and said they had extended Cooper's technique with ongoing research and usability testing. They argued that personas help most when they add to other methods and do not replace them.

The shift matters because the two ideas need different proof. A tool for inspiration succeeds when it helps a team think. A claim about real people can be checked against data, and a later section shows what that check found.

an ideathe user's viewdesignerimagined user
Look at the second figure: it exists only in the designer's head, yet it answers back. That exchange is what a written persona later recorded for the whole team.

032 min

What a persona contains and why it works

Today a persona is written as one person, and each part of the description has a job. It usually has a name, a photograph, a short biography, goals, habits and the setting in which the person uses the product. The persona is not the same as the one-page document that shows it. The persona is the understanding drawn from research, and the document is one way to share that understanding.

The name and photograph exist so the team remembers the persona. Every other detail has to be useful for design. A favorite sport tells a payroll team nothing, but the person's routine on payday tells it a lot. The test is simple: if a detail would not change a design decision, remove it.

Age, job title and income are not the most useful parts of a persona. NN/g argues that a persona should hold behaviors, attitudes and goals, not only age and job. The details that guide design are goals, habits, attitudes and the problems the person meets. A persona with only demographic details is a marketing segment with a name added.

Personas work because people reason about specific people more easily than about averages. A team can ask what a named person would do next and use what it already knows about how people behave. Writers on the method point to several human abilities behind this: telling and hearing stories, predicting another person's thoughts, and taking on a fictional character's feelings. A persona also gives the team a shared vocabulary. Instead of each member holding a different idea of the user, everyone points to the same name.

Why a persona works better over months

Pruitt and Grudin noted that a film can use a stereotyped hero or villain because the audience meets that character for only two hours. A television series cannot, because viewers follow its characters for years and a stereotype would become boring. A product team works with its personas for months, so a persona can carry more nuance than a one-time scenario can. A team that uses a persona that long will also notice any gaps in it.

042 min

How a Persona is built

A persona is only as good as the research behind it. A team observes and interviews people from the group it cares about, using field studies, user interviews or surveys. It looks for patterns in what those people say and do and groups similar people together. Each group becomes a description of one person who represents it. NN/g adds that building personas as a team makes the team more likely to believe in them and use them.

Some teams cannot do research first. A proto-persona, also called a provisional or assumptive persona, is written from what colleagues who know the customers already believe. Charles Kreitzberg, a usability consultant, built these from conversations with sales and support staff and treated them as drafts to correct with interviews later. The risk is that a proto-persona repeats the team's own beliefs. Label it as an assumption and replace it when real data arrives.

A product also needs a limit on how many personas it has. Kreitzberg suggests three or four for most projects and advises a team to stop and reconsider if it reaches five or six. One persona is usually the primary persona. The team decides for that person first and then tests the decision against the others.

Choosing which segments become personas

Microsoft's teams began from large market segmentation studies. Microsoft's teams fleshed out only their highest-priority segments into personas, using field studies, focus groups, interviews and more market research. They chose segments by market size, past revenue and strategic position, and they kept the set to between three and six personas for a product. A persona therefore usually stands for a segment that matters to the business, and not simply for an interesting person.

052 min

Personas at Microsoft: two efforts

The clearest published record of building personas in a large company comes from Microsoft. Pruitt and Grudin described two efforts. A two-person team wrote all four personas for the MSN Explorer web browser, while a team of 22 people wrote six for Windows. The browser effort started in January 2000, and writing the personas took about two months. The Windows effort started around March 2001, and creating and checking its personas took about three months. The browser team relied only on existing research, so its personas had far less detail.

Several partner teams at Microsoft also wrote anti-personas. An anti-persona describes a person the team is deliberately not designing for, which stops the team from trying to serve everyone.

The first effort finished too late

The browser team began with no budget and two people who had other work. It started when the product vision and early planning were nearly complete, and the personas took much longer than expected. The MSN Explorer personas were finished only after the team had completed its basic design and specification work. Most of the team had also never used fictional characters in design, so the authors spent time answering resistance. By the Windows effort, executives and team leaders were asking for personas, and the team had a budget for posters and events. The lesson is about timing: a persona that arrives after the decisions are made can only describe them.

Checking personas against real visits

For Windows, the team also ran what it called sanity checks. It visited real users who matched a persona on broad traits and looked at whether they matched on detailed traits too. The check was needed because each persona combined data from several studies that could not be compared directly.

062 min

How teams use Personas to decide

Back in the planning meeting, the team now has three personas: a part-time fitness instructor, a student who attends twice a week, and a studio manager. The product manager no longer says what the user wants. They ask what each persona would do on the checkout screen, and the argument becomes a question the team can discuss with evidence.

Teams usually pair each persona with a scenario. A scenario is a short story of one persona pursuing a goal in a real setting, such as the instructor booking a room between classes. It shows where the product helps and where it gets in the way, without fixing what the screen looks like. Ambrose Little describes the story as the reason behind the person's goal and the scenarios as the steps that follow from it.

Scoring features against personas

Pruitt and Grudin describe a matrix that scores each feature against each persona. Pruitt and Grudin weighted each persona's score for a feature by the share of the market that persona represents. A persona gives a feature -1 if it confuses or harms them, 0 if they do not care, +1 if it has some value and +2 if they love it. The table is their own abstract example.

FeaturePersona 1 (weight 50)Persona 2 (weight 35)Persona 3 (weight 15)Weighted sum
Feature 101265
Feature 2211150
Feature 3-110-15
Feature 4111100

Features 2 and 4 become high priorities. Feature 3 has a negative sum because the largest persona is harmed by it, so the team should probably drop it. The scores come from the team's judgment, so the matrix organizes an argument and does not settle it.

Personas keep their use after design starts. NN/g lists three: guiding expert reviews, choosing whom to recruit for usability studies, and sorting analytics data by user group. Teams keep personas in view with posters and handouts, and Microsoft sent a weekly "persona fact" email from a real address for each persona. Personas are also revised as research and the market change.

071 min

Persona spectrums

Personas can also be built to show how one need appears in different circumstances. Microsoft's Inclusive Design toolkit does this. A product built for someone with one arm can also work for someone with an injured wrist or a parent carrying a baby, and the toolkit calls this range the Persona Spectrum. The same need appears as a permanent limit, a temporary one and a situational one. A team that solves it for the permanent case often helps the other two. This turns a persona into a way to look for shared needs, and it reminds a team that an accessibility need can affect many more people than a single label suggests.

081 min

Personas vs. nearby concepts

Several related concepts are mistaken for personas or used in their place.

ConceptWhat it describesHow it differs from a persona
MarketingSegmentationA segment is a count of people defined by data. A persona is one character that shows what the segment wants and does.What it describes: A group of customers that share measurable traits
Not in the library yetJobs to be doneA job describes the need and leaves out the person. NN/g finds the two compatible: a persona can carry the jobs and add attitudes and context.What it describes: The outcome a person is trying to reach
DesignEmpathy mapsAn empathy map covers one situation. A persona covers the person across situations.What it describes: What a user says, thinks, does and feels in one situation
DesignJourney mappingA journey map follows a persona through a process. The persona says who is making the journey.What it describes: The steps a person goes through over time to reach a goal

Marketing and design use the same word for different things. NN/g warns that many so-called personas are marketing segments that stop at demographic details. A design persona is built to show how someone uses a product.

092 min

What the evidence shows for Personas

Whether personas improve a design is a separate question from whether they are popular. Frank Long of the UX consultancy Frontend wrote in 2009 that very little research had measured their benefit, and he ran a study to add some. The students came from the National College of Art and Design in Dublin. Nine student teams worked for five weeks on the same product brief. Three teams received only the brief and image boards. Three also received a persona with a photograph and written scenarios. Three received an illustrated persona with storyboard scenarios. Long then scored each finished design against Nielsen's usability heuristics.

The three teams with only the brief averaged 2.67, the three with a photograph persona averaged 5.67, and the three with an illustrated persona averaged 10.33. Long concluded that the persona teams understood user needs better.

The advantage faded by the end of the project

The gap in grades between the persona teams and the control teams was largest during research and concept work, and shrank before the project finished. Long read this to mean that the control teams found many of the same problems, only later. The persona teams found them sooner. Three limits apply. The students were handed a ready-made persona, so the study does not test how to build one. The designs were checked against a list of heuristics and not tested with users. And the sample was nine teams in one class.

brief only2.67photo persona5.67illustrated persona10.33
The three bars share one scale, so the longer the bar, the higher the usability score. Compare the team with only the brief to the two teams that also had a persona.

102 min

When Personas fail

The same research that supports personas also shows where they fail.

Why a detailed persona can describe nobody

Chapman and four colleagues tested what happens when a persona gains detail. A persona is a list of facts joined by "and": an age range, a region, a job, a device and so on. Each added fact removes everyone who does not match it. The team generated 10,000 random persona-like descriptions from each of six real market-research surveys, which had between 268 and 10,307 respondents, and counted how many respondents matched each description. Even the near-best random descriptions matched nobody once nine or more attributes were combined, in five of the six surveys. As a simple illustration, if each detail fits one person in five and the details are independent, ten details fit about one person in 9.8 million. The authors concluded that personas should be checked against data before anyone assumes they describe real groups.

Do photos cause stereotyping?

A persona shows a face, and some practitioners worry that the face invites readers to fill in stereotypes about the person's group. Charles Hill and colleagues tested this in 2017 with Abby, a persona built to show problem-solving styles that affect women more often. In a lab study with 86 participants in Germany and the United States, some read about Abby with one portrait and others with several portraits of different people. In every condition and in both countries, participants saw the gendered persona Abby as neither a feminine nor a masculine stereotype. Participants also looked at the portrait for less than 2 percent of the time they spent on the description. One test of one persona does not prove photos are harmless, but it shows the worry can be tested and not only assumed.

Limits that remain

A persona cannot answer a question that needs counts. Ambrose Little, writing in MSDN Magazine, advised against using a persona to decide which operating systems a product should support. Customer data answers that question, and a persona is a design aid derived from data and not data itself. A persona produced from a typed prompt by a marketing tool has the same limit. It is only as good as the description, so it is a proto-persona and needs the same later check against real people.

The practical rule follows from all of this. Keep the details that change a decision, label what is assumed, check the persona against real people, and use it to organize discussion and not to replace research.

?4 questions

Questions people ask

How many interviews does a persona need?

No fixed number holds for every project. Guides range from a handful of interviews per group to about a dozen. Keep interviewing until new interviews stop changing the patterns, and write down how many you did.

Is a persona the same as a user story?

No. A persona describes who the user is. A user story is one short sentence about something that person wants to do. Teams often write stories for a persona's goals, but each serves a different purpose.

Can a persona replace talking to users?

No. A persona summarizes research already done, so it cannot answer a new question. Use it between rounds of research to guide discussion, and test important decisions with real people.

What is the difference between a persona and a user role?

A role names a function, such as administrator or buyer. A persona describes one person in that kind of role, with goals, habits and a setting, so the team can predict what they would do.

§10 sources

Sources

  1. Shlomo Goltz, "A Closer Look At Personas: What They Are and How They Work (Part 1)", Smashing Magazine, 2014. smashingmagazine.com

  2. Christopher N. Chapman, Edwin Love, Russell P. Milham, Paul ElRif and James L. Alford, "Quantitative Evaluation of Personas as Information", Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting, 2008 (author reprint). quantuxbook.com

  3. John Pruitt and Jonathan Grudin, "Personas: Practice and Theory", DUX 2003 (a copy of the paper). groups.cs.umass.edu

  4. Frank Long, "Real or Imaginary: The Effectiveness of Using Personas in Product Design", Irish Ergonomics Review, 2009 (the author's page at his employer). frontend.com

Show all 10 sources
  1. Charles Hill, Maren Haag, Alannah Oleson, Chris Mendez, Nicola Marsden, Anita Sarma and Margaret Burnett, "Gender-Inclusiveness Personas vs. Stereotyping: Can We Have It Both Ways?", CHI 2017 (author-hosted PDF). web.engr.oregonstate.edu

  2. Microsoft Design, Inclusive Design toolkit manual, which defines the Persona Spectrum. download.microsoft.com

  3. Nielsen Norman Group, "Personas Make Users Memorable", 2025. nngroup.com

  4. Nielsen Norman Group, "Personas vs. Jobs-to-Be-Done". nngroup.com

  5. Charles B. Kreitzberg and Ambrose Little, "The Power of Personas", MSDN Magazine, April 2009. learn.microsoft.com

  6. HubSpot, "Make My Persona", a free tool that generates a marketing persona from a typed description. hubspot.com

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