Definitions, Types, Goals , Applications, Creation, Success and Failure of Personas in Product Design

Creating personas has become a standard practice within many human-centered design disciplines according to the Interaction Design Foundation. Persona is basically a tool to personify research findings and certain trends in target customers for a better understanding of product stakeholders.

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Interaction Design Foundation considers the purpose of UX design to provide users of a product with relevant and meaningful experiences. When the product is physical, say designing a headset, it is mostly Human Factors or Ergonomics field that focuses on the user experience and when it is not physical like the software or mobile/web application, it is mostly where the term UX design is used. …

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It is a little over 8 years since the time that Oculus started as a startup to focus on producing affordable VR headsets with an acceptable field of view and affordable price as its advantages over existing devices. Many companies and startups started investing in creating content for this platform among which the game industry is the lead at investing in hardware and software and after that come other segments whose market size combined is less than the gaming industry (For more information you can look at two reports by grand view research on VR Market and VR Gaming Market)…

This project is a short sprint on data analysis with stock market datasets to see how we can make better decisions on investment portfolio without getting too deep in the fundamental understanding of interconnections between companies. You can download this project or read it on my Github in a more extensive style:

Modern Portfolio Theory (MPT) stresses that investors should look for a consistently uncorrelated pool of assets to limit risk. In practical terms, that virtually guarantees a diversified portfolio. Correlation coefficient is a central component of Modern Portfolio Theory (MPT).

Correlation statistics can be used in finance and…

Three types of VR experiences and what UX designers can do for each

Creating engaging content for Virtual Reality requires various skills including User Experience design. Weak user experience is one of the key barriers to the mass adoption of VR applications. User experience for wearables in general, and for VR headsets in particular, is a two-fold concept. One side is physical comfort (ergonomics) while using the headset, its controllers, and other utilities. The other side concerns the soft aspects of digital experiences like app architecture and design. In this article, I refer to VR UX design with regard to the soft side of the experience. Here I will give you an overview…

If you want to start your journey in designing for VR experiences, you would probably start by some questions in mind and look for the results in a Google search and maybe expect to find out what is the current status of the industry and where you can start from quickly. It is not that easy though! Finding the answer to the question of “where should I start from?” seems to be the first key barrier in authoring VR/AR applications. You would find some Youtube videos, blog posts, Forums, Scientific papers, and other relevant websites to find out where is…

The square divided. The top is black bg with the text “Light” in white, the bottom is white bg with the text “Dark” in black
The square divided. The top is black bg with the text “Light” in white, the bottom is white bg with the text “Dark” in black

I have been working on designing a UI for an app that has individuals over the age of 60 as its main audience. At some point, I found my design more appealing in dark mode. As a UX designer, I know that my opinions and preferences don’t matter and I have to see what the real user prefers. However, because of the pandemic restrictions, I was unable to do one-on-one user research to find out what the users prefer.

“in success you usually learn very little but in failure you learn a lot” Lino Guzzella

My wall of Mistakes

Why I write this post?

This is my story of constructive failure!

Let’s start from the end. These are the key takeaways of my story:

  • Start the competition even if you’re not fully prepared
  • Ask others for honest feedback (and many will not respond)
  • Rejections make you more powerful if you look in the right way
  • Every mistake is a gem, build a wall of mistakes
  • Self-doubt is great if you doubt at your skills not at your capabilities

Here is my story:

  1. Let’s set the stage

Nine months ago, I moved to…

Hesam Andalib

User Experience Designer

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