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Part IA Easter Term

Personas and Requirements Pitfalls

Personas

A persona is a fictional but realistic profile representing a class of users, built from user research data — not guesswork. A well-constructed persona typically includes:

  • A name and a representative photo or sketch.
  • Goals — what they are trying to achieve.
  • Frustrations — what currently gets in their way.
  • Technical proficiency and domain expertise.
  • A representative quote that captures their attitude.
  • Relevant demographic or contextual details (age, role, environment).

Why Personas Matter

  1. Focus: they keep the design team concentrated on real user needs rather than an imagined “average user” or — worse — the designer themselves as the implicit model.
  2. Conflict resolution: when the team disagrees about a design decision, the question becomes “would this persona actually do this?” rather than a battle of personal preferences.
  3. Communication: they convey user research findings concisely to stakeholders who were not present during the research.

Exam Trap: Generic Personas

“John, 25, likes technology” is not a persona — it is a demographic blob.

A good persona is specific to the app’s domain and includes a concrete pain point that the design addresses. For a career-guidance app, “Emma, 22, a final-year languages student who feels overwhelmed by the number of career options and does not know where to start — she wants structured, step-by-step guidance, not a search engine” is a useful persona. “Student, 22, wants a job” is not.

Three Common Pitfalls in Requirements Gathering

1. Users Cannot Always Articulate Their Own Needs

Especially for tacit, habitual, or automatic behaviour — a user may genuinely not know why they do something a certain way, because they have never thought about it consciously. Asking “what do you need?” is insufficient.

Solution: use observational methods (ethnography, contextual inquiry) rather than relying solely on self-report through interviews or questionnaires. Watch what users do, not just what they say.

2. Stated Preferences Diverge from Actual Behaviour

A classic pattern: someone claims in an interview that they never use a particular feature, but behavioural log data shows they use it daily. Or they claim to find a feature confusing but complete tasks using it efficiently and without error.

Solution: triangulate self-report with behavioural or log data. Never accept stated preference as the sole source of truth; corroborate it with observation or analytics.

3. Requirements Change Over the Project Lifecycle

As understanding deepens — particularly as prototypes are tested with real users — earlier requirements are found to be wrong, incomplete, or based on faulty assumptions. This is normal and expected; it is not a sign of failure.

Solution: adopt an iterative UCD process so requirements can be revisited at each cycle, rather than being frozen upfront (waterfall-style). The whole point of prototyping and evaluation is to discover that requirements need changing before those changes become expensive.

Weak Evidence Does Not Support Strong Claims

A recurring Tripos question type gives a small piece of evidence and a bold claim, and asks you to critique it. The standard checks:

CheckExample of a violation
Sample size”2 of 4 people preferred not to use ring-back” → claimed “half of users don’t use ring-back.” A sample of n=4n=4 is far too small to generalise to “users” as a population.
Self-report vs observation”Joan said she walked 10 minutes once to collect a printout” → claimed “significant time is wasted by designers generally.” A single anecdote about one person on one day cannot support a claim about a group.
Maths and source credibility”8 of 1000 logged hours were spent on helpfiles” → claimed ”< 1% of time.” Here 8/1000=0.8%8/1000 = 0.8\%, so the maths checks out and the data source is objective log data across a large sample — this one is well-supported.

When asked to critique evidence, explicitly check all three: sample size, whether behaviour was observed or self-reported, and whether the quantitative claim follows from the data.

Good Requirements Checklist

  • Testable: could you write a test that passes or fails based on this requirement?
  • Specific: does it name a concrete capability or constraint, not a vague adjective?
  • Grounded: is it tied to a user need or stakeholder analysis, not invented by the designer?
  • Prioritised: in a list of requirements, which are essential (Must have) and which are desirable (Should/Could have)?

Expected Learning

  • Describe what a persona is, what it contains, and how it is used in the design process.
  • Critique a given persona for being too generic or insufficiently domain-specific.
  • Name and explain the three common pitfalls in requirements gathering, with solutions for each.
  • Critique a given piece of evidence and claim using the three standard checks (sample size, self-report vs observation, quantitative accuracy).
  • Understand that requirements are iterative and provisional in UCD — they are refined through each cycle.

Past Paper Questions

Evidence-critique questions appear in: 2023 Q6 (mindfulness app — evaluating interview findings), 2020 Q5 (evaluating quantitative findings). Personas appear in 2024 Q5 (ChatGPT — suggested personas in a sketch). The “weak evidence → strong claim” trap is tested in the Supervision 1 material.