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What is Persona

Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care
A persona , adopting the definition by ( Blomkvist, 2002 ), is a model of a user that focuses on the individual’s goals when using an artefact. The model has a specific purpose as a tool for software and product design. It is an archetypical representation of real or potential users, not a description of a real, single user or an average user. The persona represents patterns of users’ behaviour, goals and motives, compiled in a fictional description of a single individual. It also contains made-up personal details, in order to make the persona more “tangible and alive” for the development team. The idea of personas originated from Alan Cooper, an interaction designer and consultant (see Cooper, 1999 ).
Published in Chapter:
New Telerehabilitation Services for the Elderly
António Teixeira (University of Aveiro, Portugal), Carlos Pereira (University of Aveiro, Portugal), Miguel Oliveira e Silva (University of Aveiro, Portugal), Joaquim Alvarelhão (University of Aveiro, Portugal), Anabela G. Silva (University of Aveiro, Portugal), Margarida Cerqueira (University of Aveiro, Portugal), Ana Isabel Martins (University of Aveiro, Portugal), Osvaldo Pacheco (University of Aveiro, Portugal), Nuno Almeida (University of Aveiro, Portugal), Catarina Oliveira (University of Aveiro, Portugal), Rui Costa (GOVCOPP, University of Aveiro, Portugal), António Neves (University of Aveiro, Portugal), Alexandra Queirós (University of Aveiro, Portugal), and Nelson Rocha (University of Aveiro, Portugal)
DOI: 10.4018/978-1-4666-3990-4.ch006
Abstract
The world’s population is getting older with the percentage of people over 60 increasing more rapidly than any other age group. Telerehabilitation may help minimise the pressure this puts on the traditional healthcare system, but recent studies showed ease of use, usability, and accessibility as unsolved problems, especially for older people who may have little experience or confidence in using technology. Current migration towards multimodal interaction has benefits for seniors, allowing hearing and vision problems to be addressed by exploring redundancy and complementarity of modalities. This chapter presents and contextualizes work in progress in a new telerehabilitation service targeting the combined needs of the elderly to have professionally monitored exercises without leaving their homes with their need regarding interaction, directly related to age-related effects on, for example, vision, hearing, and cognitive capabilities. After a brief general overview of the service, additional information on its two supporting applications are presented, including information on user interfaces. First results from a preliminary evaluation are also included.
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New Telerehabilitation Services for the Elderly
A persona, adopting the definition by (Blomkvist, 2002), is a model of a user that focuses on the individual’s goals when using an artefact. The model has a specific purpose as a tool for software and product design. It is an archetypical representation of real or potential users, not a description of a real, single user or an average user. The persona represents patterns of users’ behaviour, goals and motives, compiled in a fictional description of a single individual. It also contains made-up personal details, in order to make the persona more “tangible and alive” for the development team. The idea of personas originated from Alan Cooper, an interaction designer and consultant (see Cooper, 1999).
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Corporeal Architecture: A Methodology to Teach Interior Design and Architecture With a Focus on Embodiment
Concept from psychology that refers to the set of characteristics that an individual displays as her/his personality traits on a regular basis. The persona in this context also refers to a public or social self.
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Fostering Collaborative Open Simulation for Next-Gen Enterprise Learning Ecosystems
An individual’s image or personality that makes up a social façade that someone projects to others.
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Designing Virtual Agents for Simulation-Based Learning in Virtual Reality
The personification of the virtual agent, or the design of the agent’s appearance and physical behaviors that are indicative of the simulated character or role profile.
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Orientation, Functions, Navigation, and Experiences: User Interface Designs and Wireframes
A fictional representation of a person who stands in for a slice of a user population (created in order to better understand user needs and to improve user experience designs), a model of a user (from user modeling).
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Digital Transformation in the Feed Industry Business: The Development of the GMP+ International Academy for Knowledge Exchange on Feed Safety
Is a constructed representation of an individual member of your target groups. Physiographic: the landscape characteristics: geomorphology, climate, soil, water situation.
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What Do Business Schools Expect From Aspirants During Recruitment?
A set of someone’s personality attributes/characteristics that are presented to or perceived by others.
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Rehabilitating Hegemonic Masculinity With the Bodies of Aging Action Heroes
In Jungian theory, it refers to the mask or appearance one presents to the wider world.
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Transformative Power of Smart Technologies Enabled by Advances in AI: Changing Landscape for Digital Marketing
A persona is a set of characteristics or profiling of target segment of customers, which include various aspect of customer's characteristics, needs, motivations and environment etc and those characteristics are perceived, identified, presented and targeted by an organisation for effective marketing.
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Advancing Personal Learning and Transdisciplinarity for Developing Identity and Community
An individual’s image or personality that makes up a social façade that someone projects to others.
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