![]() She echoes the type of person we at Justinmind are setting out to help with our prototyping tool. She’s young, single, full of energy and wishes to take charge and grow the UX team in her company, possibly looking to become a manager at some point. If they are inconsistent, they will feel more like a lie and you’re hence more likely to end up with an inconsistent product.Īt a glance, and from the colorful persona picture, we can already see that this user is a young innovator who is looking to place more of an emphasis on UX in an attempt to reform old UI design practices at her corporation. ![]() If your user persona is consistent, they will seem much more real and be more memorable. Everything from the bio, goals, frustrations and even the influences section reflects this quote. The entire persona can be summed up with the quote in the top right-hand corner: “I want to help my team deliver great user experiences”. Note that this user persona has a crucial element throughout and that is consistency. ![]() Even your MVP should be tailored to the right user personas. Sticking to this rule will not just save you time and money, but also ensure your product is a hit with your users. The time to use this user persona is during the design stage, not in the development stage. Therefore, the time to create a user persona is before the design begins, not after. You don’t want to lose these users by trying to cater to the masses because it’s precisely these users that will generate the most revenue for your product. The worst part is that they might even be your ideal users. User onboarding must be quick, otherwise you risk losing them. You then realize that the time to do the survey was before the design even started. For the user, it means the added interaction cost of actually filling in the survey and answering the questions, instead of getting straight into what they downloaded the app for: recipes! No matter how much time passes - whether it be in-game or in real life - I will always be grateful for another opportunity to hear Yusuke talk about art, or watch Makoto smash into a shadow with a motorbike, or listen to Ryuji exclaim “For real?” to something that is either painstakingly obvious or absolutely demanding of a far more serious response.The survey feature might seem like a great idea at the start, but think about how much more time you would need to design an app that caters to all users, along with the extra time spent in development. I can't count the amount of times this game made me smile, or laugh, or shout so loud at 4am that I got in trouble for waking somebody up. That thought leads me to what I think is the most honest one-liner I can come up with after spending dozens of hours with Strikers: if this game has proved anything to me, it’s that I will always be happy to spend more time with the Phantom Thieves. I think, right now, that message is immeasurably important, and hits harder than a bullet formed from the Seven Deadly Sins. If Persona 5 was about forming bonds with new people and recruiting them for a common cause, Persona 5 Strikers is about taking the Phantom Thieves and proving that the friendship they share is lasting, that it can and will endure any hardship.
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