Persona tips for dummies


It is time to write in more details about persona’s creation, as I promised in one of my previous articles. I collected all the tips we developed while working with persona. This step is often skipped, but without it we can’t find out our target user needs, as we actually don’t know who are our users. Persona provide us a great testing filter for all our ideas and features. They guide us to make certain decisions, even we are just the development team and product owner is far-far away over the ocean. We used persona in the development teams not to forget about our users and always validated any action with “Would John like this?”. On the initial stages of the project personas are the powerful tool to map your ideas on the real people’s needs.

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Anatomy of fun

“Fun is all about our brains feeling good”

Raph Koster, The theory of fun for game design

We all talk a lot about fun at work, fun in life and different activities. But what it is? Identifying it and understanding it will help a lot for those managers, who want not to vanish fun in the working process.

I want to start with a bit of designers have spent much time on creating their theories of fun. Let’s look at several of them:

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