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People research for

experience design
Generating great stories – new product development
Preface
This paper is based on Philips Design’s ‘Research through Design’ program, intended to develop
business options with high potential value and in a timely manner. The paper outlines an approach
to assessing and evaluating innovative experience solutions – presented as tangible experience
demonstrators – that are being developed to have people create their own relevant and meaningful
experiences.

This approach to Experience Assessment builds – in five steps – on the fundamentals of people’s
experiences. Such experiences are both dynamic (evolving over time); personal (an integral part
of each individual’s experience); and memorable (memory forms a frame of reference for new
experiences as well as a long term ‘data-source’ of past experiences).

As an example of how this approach can be applied, we present one of our recently conducted
research projects, intended to help with the development of new innovative solutions for home
entertainment. We show how the approach supports both the design of personalized and
meaningful solutions for people, yet remains quick and cost-efficient.

Slava Kozlov, Lucile Rameckers, Paul Schots

People research for experience design 


Human experiences:

new challenges for business and design


In their seminal book,The Experience Economy, In order to achieve this involvement of the end 2005).That said, they must have a reasonably
Pine and Gilmore (1999) argued that people will user, we developed different research methods ‘finalized’ execution, and as such are particularly
increasingly value personalized and memorable and tools during the earlier stages of the design suited to involving the end-user in exploring
experiences that deliver meaningful solutions to process to generate insights into people.These both the medium-term and distant possibilities.
their rational needs, yet which are also rich both methods and approaches are described in ‘People In short, they help people to envisage and
emotionally and sensorially. Indeed today, many insights at the ‘fuzzy front’ of innovation: How to experience, in as tangible a manner as possible,
signals show that our societies have been moving achieve human-centered innovation?’ and potential future solutions that are in many other
from a ‘product and service economy’ towards an ‘The seven steps of innovation,’ aspects no more than vague descriptions
‘economy of human experiences’ (Thakara, 2005). (Rameckers and Un, 2005). (Gardien, 2006). (See figure 1)
Figure 1
In response to these profound changes, business Interacting with people in iterative loops, we Examples of
must also move from developing and manu­ translate and develop these insights through the experience
facturing products – with a focus on new features following three (successive) phases. prototypes
and functionalities – to designing complete I. Qualities of experiences – the key concepts
solutions that facilitate the creation of rich and that capture essential aspects of the feelings
meaningful experiences for individuals. and emotions that an experiential solution
should evoke
To support this process of ‘experience design’, 2. Design implications – the features, functions,
it is essential to understand people’s behavior relevant messages, associative triggers, and This paper will focus on involving end users in
in the contexts of their own lives and to involve look and feel of a solution. the third stage of the design process, that is, the
them in co-designing for the experience 3. Design concepts – draft ideas and sketches actual creation of experience demonstrators. In
(Prahalad and Ramaswamy 2004).The that eventually evolve into a set of ‘experience this phase, the team needs specific tools and
Participatory Design approach also calls for the demonstrators’. methods that actively involve people to explore,
active involvement of the end users in the design refine, and validate developed experience
process (Participatory Design,Wikipedia).We The primal goal of an experience demonstrator solutions vis-à-vis previously defined experience
believe that the same principles of active user is to enable experience formation, rather than qualities; they need this to make sure that they
involvement should be applied to research phases the presentation of specific product features and are on the right track in their design.The
as well. Such a new, deeper level of understanding the technology behind it.Therefore, they are not fundamentals of a person’s experience (section 2)
of both people and new design practices necessarily fully workable prototypes, as the formed the basis for setting up this Experience
increases the chance of developing desirable – technology behind the demonstrator is often still Assessment approach (section 3) and is
and viable – business solutions. in development (Andrews, Geurts, and Kyffin, illustrated with a case example in section 4.

People research for experience design 


Designing for experiences:

from discoveries to memories


We have been guided in our research activities and interpret perceptions. Our memory is also • Impression. The very first feelings and ideas
by the fundamentals of a person’s experience affected and developed through our experiences, people have at the beginning of an experience.
formulated in Cass and Gridley (2004), and the which makes every experience a personal This first evaluation determines the subsequent
experience design principles that resulted from endeavor. course of action.
this formulation. • Discovery. The discovery of an experience at
A third principle of experience design is that the beginning of the interaction.
One of the key fundamentals of ‘experiences’ is people are bound in their lives to the notion • Use/do. The active interaction with the
that they cannot be ‘provided’ or ‘delivered’ to of time: they perceive things and events in solution.
people. People create personal experiences using terms of time and, with every action leading to • Memory. The end of the formation of an
multiple available enablers and environments another, sequences of events flow together into experience, which also affects the beginning of
that obtain meaning within a certain social, an overall experience. When people describe a new experience
cultural, and historical context (Cass and Gridley, their experiences, they recall them as stories, as
2004, page 5). Therefore, the first principle successions of contexts, interactions and events Memory affects all three other phases of
of experience design is that it has to enable, that flow together in a meaningful way. experience formation: people form expectations
support, and facilitate people in creating their based on previous experiences, and the memory
own experiences, rather than delivering ‘ready- These dynamics of an experience as it evolves of the experience affects future experiences.
made’ experiences, for it is only experiences in over time can be represented as four separate (See figure 2.)
which people play an active role themselves that phases through which people travel (Cass and
provide personal meaning. Gridley, 2004, page 6).

A second principle builds upon the historical


context in which experiences are shaped: every
person builds their own, personal memory of
the experiences they encounter. A memory Experience in time
contains previous personal experiences as affected expectation
well as the interpretation of it from a shared Individual memory
cultural reference (Cass and Gridley, 2004, page impression discovery use/do and cultural reference
7). A memory, therefore, creates a frame of Figure 2
reference for interpreting experiences: using our The flow of experiences over time
memory, we continuously create expectations

People research for experience design 


Assessing experiences:

the five-step approach


As product and concept testing is designed We therefore developed an assessment site that 2. Investigating expectations and
to explore concrete features, functionalities, allows for customization and personalization by impressions, and interacting with the
and propositions, we felt that we needed to participants. Instead of testing the demonstrators experience demonstrator
make use of an approach that also captures the in an artificial environment such as a research As it is so important that an experience builds
dynamic, personal and memorable aspects that lab, we created a space in which people can over time, we need to account for the whole
are so typical of an experience. This led us to imitate their own home environment. We expect trajectory of experiences as people move
develop a rapid yet very productive method to that this not only makes participants feel at from initial expectation to memory formation.
assess experience solutions and provides the ease but also helps them translate their test Therefore, the second stage is to explore
required feedback loops to the designers. experiences to their own contexts of use. the first three parts in this trajectory (that is,
impression, discovery, and use/do).
Following the principles of experience design, we The participants then shape and create their
developed an Experience Assessment approach own personal test spaces, using a selection of We ask people to describe their initial
that consists of five major stages familiar and preferred triggers (objects and expectations after a brief explanation of the
posters), as shown in figure 3. experience demonstrator but before they see
1. Creating a personalized space.
2. Investigating expectations and impressions, and
interacting with the experience demonstrator.
3. Putting the solution into a broader context.
4. Exploring the meaning of the solution.
5. Triggering and eliciting memory aspects.

1. Creating a personalized space


Building the context of personal meaning into
our experience-assessment site is a serious
challenge. Ideally we place the demonstrators
in actual homes, but they are often not robust
enough to be placed in such ‘real life’ situations
and they also required regular back-stage
support and technical maintenance. Figure 3
Poster (left) and home objects (right) used
to personalize the test environment

People research for experience design 


any part of it. Subsequently, upon arrival at the place their experience with the demonstrator Schwartz, Kirson, and O’Connor, 2001).
test location, people are asked to describe their in the context of their own personal history of
first impressions. interaction with products and patterns of use. To On a rational level, we focus on the experienced
cover this aspect of alternative solutions, people usefulness of the different applications within a
Similarly, we continue by exploring the different have to indicate the ‘likeability’, and ‘newness’, solution. This is to see whether people’s insights
applications of the demonstrator, constantly of a wide range of products. The experience were properly translated into design qualities.
focusing on the users’ first impressions during demonstrator was one of these products. It also provides an opportunity to validate the
their first interactions with it. In so doing, we importance of the people insights identified.
witness how initial first impressions evolve, 4. Exploring the meaning of the solution For example, is the experienced benefit of an
or sometimes change into different overall An experience is personal; people participate application the fact that it helped the user ‘to
evaluations and memories of the experience in creating their own experiences through share with friends’ or ‘to be on top of things’?
demonstrators, information that is crucially an interplay between context, behavior, and
important to defining the exact qualities of an memory (references and expectations). This On an interaction level, we focus on how
experience demonstrator. interplay ‘manifests itself to the individual’ the applications fit to the behavior of people:
through what they perceive and how they behavior with regards to the direct interaction
3. Putting the solution into a broader interact with enablers and environment of the with the demonstrator. This means that
context experience. interaction with the demonstrator should always
The third stage relates to people’s experiences remain in line with how people are used to
with alternative products and solutions. This To get a better understanding of the personal interacting with products.
also influences and shapes their memory and meaning of an experience, the team wanted
expectations and, as such, serves multiple goals. to capture – by using both observation and Accounting for these distinct levels helps us to
dialogue–istinct levels of the perception of, and understand whether it is:
Firstly, it broadens people’s minds, enabling interaction with, the experience demonstrator. • The experience itself that is (not) desired;
them to put things into perspective rather than • The intended experience that has (not) been
tempting them to offer the unrealistic – and On an emotional level, we focus on the feelings properly ‘provided’;
unquestioning – amount of attention they and reactions to a solution, from the beginning • The combination of interactions, perceptions,
might give a finished product during a standard right through to the end of experience and events that has influenced the flow of the
‘market survey’ test. Forcing people to think formation; that is, understanding whether feelings experience.
about alternative solutions may make them are positive or negative, and – on a deeper level
more critical towards the proposed experience – identifying precisely the emotions experienced:
demonstrator. In addition, it enables people to surprise, anger, sadness, fear, love, and joy (Shaver,

People research for experience design 


5.Triggering and eliciting memory aspects technological innovation. It is, therefore, also
Finally, the last phase addresses – in two ways important to capture what people retain in their
– the important role of memory as part of an long-term memory after a test, when they have
experience. ‘cooled down’. So, to allow them time to ‘take’
the experience home and let it ‘sink in’ in their
Firstly, people’s short-term memory of own context of use, we give them a token with
their interaction and experience with the pictures of the demonstrator they have just
demonstrator contains an implicit evaluation encountered.
of it. Using a carefully structured interview, we
explored this short-term memory to identify We ask people to put this token in their homes,
the design implications of the demonstrator in the spot where they would normally have
that do, and do not, contribute to the overall placed the ‘real’ demonstrator. Two weeks later,
experiences. The information gathered helps we evaluate how the experience has sunk into
the design team to fine-tune the experience their long-term memory. We also ask them
demonstrator. to tell us how they would have used certain
applications of the demonstrator in their own
Secondly, one of the dangers of proposing homes, and how it would have fit in with the
experience demonstrators to people is that products they already had.
they may form very positive reactions to it
based on nothing more than its newness and

People research for experience design 


Experience exploration in action:

a case study
We developed our Experience Assessment The experience demonstrators developed by it includes ‘OpenFrames’.The functionality of Figure 5
approach within the framework of AMEC,1) and the design team provide solutions for in-home an ‘OpenFrame’ is open to whatever the user Experience prototype
designed it for the development of new digital entertainment.They combine external TV desires so that it can, for example, become for alejandra (left) and
systems and solutions that can help people to content with local/self-created digital content a photo viewer, radio, or recipe book. Each ‘openframe’ (right)
transform their home environment and enable (such as home movies or downloaded films, functionality can be downloaded and organized
new activities, either by supporting existing pictures and music, etc.), with access to Internet in the HomeMenu. (See figure 5.)
lifestyles, or adopting new ones. services.The entire setting is based around the
television in the home. (See figure 4.) 2. Sietske’s demonstrator was designed to enable
This project was informed by extensive in- the physical flexibility of digital content. In
depth research into people’s everyday lives, The experience demonstrator was based on addition to a TV and E-hub, it includes the
their behaviors, needs and wants. Based on one technological platform consistent across the ‘LifeBook’, a personal and flexible tablet
this research, we compiled three distinctive three target groups. It consisted of: onto which you can load multiple content.
Personas2) (called Alejandra, Sietske, and Jeroen) • A ‘set-top box’ containing all the appropriate This makes it become whatever you want,
Figure 4
to represent target groups and help designers technology whenever you want: a photo album, a
The setting of the experience
translate their abstract people insights into • ‘personalizable’ home menu displayed on a TV collection of news and business services, a
demonstrator
tangible solutions. • Various objects to make the content mobile. storybook, scrapbook, a communication tool
and so on. (See figure 6.)
It is important to note that the experience
demonstrators were based on one technological
platform.This was to show that the same
technology can be worked out in different
applications evoking distinctively personalized
experiences for various target groups and
enabled us to construct three experience
demonstrators, each targeted at one of our
personas.

1. Alejandra’s demonstrator was designed


to create easy access to digital content
to enhance a balanced, personal home Figure 6
environment. In addition to a TV and E-hub, Experience prototype for sietske (left) and ‘lifebook’ (right)

People research for experience design 


3. Jeroen’s demonstrator was designed to Step 2: Exploring the demonstrators value in the subtleties of experiencing the
enhance the way he experienced his hobbies Participants were first given a short verbal personalized and natural interaction with the
(such as music) in his home environment. In introduction to the experience demonstrator demonstrator: “I think you now will access your
addition to a TV and E-hub, it includes the and asked for their expectations before entering photos quicker and more often because you
‘Pure Music Browser’ – an application on the the test site.They then started interacting with don’t have to sit behind your pc or get out the
HomeMenu which can be used to browse the demonstrator. A researcher continuously photo albums anymore”.
and play music collections – and a ‘Touchpad observed and elicited people’s impressions of the • Initial expectations were often that the TV
remote’ controller for browsing the Pure demonstrators, on each level of understanding, screen was similar to a regular TV screen.
Music Browser using natural gestures. and the way they explored various applications. However, as they discovered that they could
(See figure 7.) It was essential to not focus only on task analysis, display a picture on the entire screen, they
Figure 7
but rather on feelings, emotions, and reactions to grew more enthusiastic and understood the
Experience prototype for jeroen
The research was conducted at Philips Design the ‘look and feel’. opportunity for transforming the TV into a
(left) and ‘touchpad remote’ (right)
in Eindhoven in the Netherlands over a period large painting.
of two weeks, with 18 participants (six for every It proved to be important that the way we
persona). In line with our approach, we created presented the demonstrators was well-staged:
three different test sites, or ‘islands’ (as shown in that is, participants discovered certain features,
Figure 8
the picture below) for each persona. were then asked by us for their reaction, then
Example of a personalized test island
(See figure 8.) discovered new facets while we observed their
reaction, and then were asked for their reaction
Step 1: Personalizing the test islands again, etc. By such a staging of the experience,
At the start of the experience assessment, we were able to discover a range of reactions to
participants were allowed to personalize the an entire experience, rather than just the overall
test site with a personal object brought from impressions of the demonstrator, as is shown by
their homes, together with lifestyle posters and the following examples:
other items provided by the researchers.The • Overall impressions were often positive, while
participants very much appreciated the whole first impressions were sometimes indifferent
process of personalizing the test island: it gave or even negative: “All these things you just
them a sense of more intimacy and a feeling of explained can already be done with a regular
being genuinely involved. laptop”. However, as the entire flow of the
experience unfolded, this persons’ view turned
into a positive, pleasant perception, recognizing

People research for experience design 


Step 3: Creating a product chart only be available digitally: “I miss the feeling of some of the participants a sense of pride, as
After in-depth exploration of the demonstrators, holding a CD”. they were now able to do something that they’d
we asked people to place them – on charts – considered too difficult in the past: “It is really
within the broader context of the more familiar Step 4: Understanding the experiences good that someone who cannot do anything,
solutions they may already have experienced The participants’ feedback was carefully can do this”.
today.This also produced a ‘cooling down’ effect structured around the three levels of • On the rational level, because most of the
after the test. (See figure 9.) understanding of the experiences. For the participants were now able to deal with
middle-aged Alejandra Persona, for example, technological applications they’ve never used
current technology is complex, difficult, and before, it opened up a new world for them and
confusing.Therefore we defined as a target added value to their lives: “That I can actually
for this demonstrator the need to experience do it, you have more at your fingertips now!”.
technology in a humanized way – as if there was • On the interaction level, the main goal of the
no technology at all – in a manner congruent drag and drop quality was to make technology
with existing behavior. less complex, difficult, and confusing.This
experience was clearly attained: “I have
To realize this, the team developed a ‘drag & mastered this much quicker than I thought was
drop’ interface that allowed Alejandra to interact possible for a product such as this” Figure 10
Figure 9
The construction of these product charts with content in a more natural and intuitive way: ‘Dragging & dropping’
Product graph (left)
triggered discussions on the role of technology pictures, movies, and music could be moved from The design team did, however, receive some content from tv to
to trigger discussion (right)
and products in people’s lives “I am from another one device to another simply by pointing to the less positive feedback on the experience openframe
on alternative solutions
era: pen, paper,TV,” and “I am not that interested content with a remote control, ‘capturing’ it, and demonstrators as well. In case of Jeroen’s
in new technologies”.This helped us to interpret ‘dragging’ it to another device. (See figure 10.) demonstrator, the touch pad was felt to be tiring
people’s experiences with the demonstrators to use because it was too sensitive. Fortunately,
because it told us something about their level The feedback on the drag & drop solution was this problem could be easily overcome. Most
of openness to innovations.The exercise very reassuring to the team. of the criticism, in fact, was directed at the level
also provided a frame of reference for the • On the emotional level, people like Alejandra of interaction, demonstrating the importance
participants. Using the chart, people were better indicated that they found the application very of assessing whether it is the experience itself
able to compare the demonstrator with existing desirable and said that they were surprised that that is not desired, or whether the intended
products or solutions. One of the participants of technology could work in such a simple way: experience has not been properly ‘provided’.
the Jeroen Persona didn’t like that music would “Wow, it is like a magic wand!”. It even gave

People research for experience design 


Step 5:Triggering and eliciting memory and what, therefore, should be added to the
Two weeks after the assessments, we probed the demonstrators.The additions proposed were
memories participants had built. Overall, people mainly related to managing the household and
remembered very well the different applications maintaining, or changing to, a more (healthy)
and solutions of the experience demonstrators. lifestyle (for example, health services, banking
services and reminders).
However, contradicting what we had expected
– that they would have ‘cooled down’ by then As the design team of the AMEC project
and be less enthusiastic – the memory of the consisted of multiple stakeholders – ranging
experience had become even more positive. from designers to engineers, people researchers,
Not only had the new and exciting technical and project managers – the test site created
innovations contributed to this feeling, but also a unique platform for rapid yet efficient
the imagined usefulness of the demonstrator had discussion and development of the solutions. It
increased over time. was extremely well suited to helping the more
• “… over the past two weeks, I thought about technically oriented engineers in translating their
it often and I think it is a good and useful developments and applications to solutions that
product. It saves space, it looks beautiful, and it would make sense in people’s everyday lives.
is extraordinary functional and divers“. (See figure 12.)
• “The positive feeling I initially had is still there.
It may have even strengthened. I still think it is The improved experience demonstrators have
a beautiful and useful device.The tablet is still since been demonstrated at an internal exhibition
very useful, though it is a bit lumpish, big”. aimed at bringing technology developments
(See figure 11.) closer to the business and have been received
very well. Initial communication has even been
Figure 11
Allowing the experiences to ‘settle’ and then started with business representatives to discuss
Token to trigger and elicit people’s
memory
reflecting on them in their homes – as opposed the potential commercialization of some of the
to the test area – also helped participants demonstrators’ specific solutions. Moreover,
to recommend additional applications and the design team has been invited to exhibit
improvements to the demonstrators. It helped their results at the IFA 2006 (Internationale
them determine the activities and routines that Funkausstellung) in Berlin, the world’s largest Figure 12
are important to them in their everyday lives consumer electronics trade fair. Amec team during and after the experience assessment

People research for experience design 10


Summary and discussion
The current experience economy has led to the For this reason, the approach enabled an commercialization of potentially innovative
development of complete solutions that facilitate understanding of the dynamic, personal, and solutions built on the true understanding,
the creation of rich and meaningful experiences memorable aspects that are so typical to an involvement and evaluation of ‘everyday’ people.
for individuals. experience. It enabled us to witness the flow of
the actual experience – from first impression, We intend to use and build further upon this
To support this process of ‘experience design’ discovery and use, to the memory of it - thereby Experience Assessment approach in areas
and to develop both desirable – and viable discovering a range of reactions to an entire beyond the context of digital experiences within
– business solutions, we need a deep level of experience: the emotional and the rational, as the home environment: in particular, solutions
understanding people within the context of their well as the interaction facets. for healthcare and communication.
lives and we need to actively involve people in
both design and research activities. The approach also provided an understanding
of the experience in a broader context: that of
At Philips Design, we create ‘experience the everyday life environment of the individuals,
demonstrators’ to help people envisage and as well as the internal reference frames that
experience potential future solutions that are, influence their openness to innovations. Such
in many other aspects, no more than vague understanding could prevent an innovation
descriptions. They help people shape their being forced in a specific – and inappropriate
own personal experiences when triggered and – direction, thus ensuring that its potential value
enabled by multiple technological and interaction would not be lost (Gardien, 2006).
enablers.
As a result, we developed a rapid yet very
Therefore, we developed an approach for productive method for assessing experience
the assessment of experiences. The approach solutions. It provided the required feedback
consists of five steps – based on the theoretical loops for, and iterative discussions to, designers
fundamentals of people’s experiences and engineers – who took actively part – in the
– and, as such, goes far beyond product and early phases of the innovation process.
concept testing that is designed solely to
explore concrete features, functionalities, and For business, we feel that such an approach
propositions. can offer investment opportunities for the

People research for experience design 11


Acknowledgements References
The authors want to thank all people involved in the AMEC project. Aarts, E. and Marzano, S., (2003) The New Everyday, Views on Shaver, P., Schwartz, J., Kirson, D., and O’Connor, C. (2001).
Specifically we want to thank Anton Andrews, Angus Dick, Luc Ambient Intelligence, 010 Publishers. Emotion Knowledge: Further Exploration of a Prototype
Geurts, Robert Kortenoeven, Judith Peeten, Daniel Pezzutti, Stuart Approach. In Emotions in Social Psychology, Ed. By Parrott W.G.,
Pill, Henk van de Weij, Pascal de Man for their technical, creative, Aarts, E., Collier, R., van Loenen, E., de Ruyter, B. (Eds.) (2003). Psychology Press: Philadelphia.
as well as intellectual support. We also want to thank Marlies Ambient Intelligence, Springer.
Bielderman and Juliana Kelly for their support in observing and Participatory design, article from Wikipedia
interviewing the participants, and Anja Janssen for her facilitation Andrews, A. (2003). Putting the customer first: Creating “Experience (http://en.wikipedia.org/wiki/Participatory_design)
support. Thanks to Gavin Proctor, Steven Kyffin, Paul Gardien, Targets” to mange digital experiences, White Paper of Philips Design.
Josephine Green and Geke Deetman for making this project Thackara, J. (2005). In the Bubble: Designing in a Complex
possible. Finally, special thanks go to Mili Docampo-Rama, Geke Andrews, A., Geurts, L. and Kyffin, S. (2005). TO:DO – Collaborative World. The MIT Press.
Ludde (TU Delft, The Netherlands), Lesh Parameshwaran, Karen experience innovation, White Paper of Philips Design.

The authors
Reddering, Liesbeth Scholten, Bruce Thomas, and Stefanie Un for
their valuable input. Rameckers, L. and Bueno, M. (2003). Research for Innovation:
Fitting the design process at Philips Design, presented at ESOMAR

Footnotes
Qualitative conference 2003 Slava Kozlov is Senior Consultant, Philips Design, Netherlands.

Cass, J. and Gridely, N. (2004). Experience Design. A positioning Lucile Rameckers is Senior Consultant, Philips Design,
1. AMEC: AMbient ECologies is subsidized by ITEA (Information paper for Philips Design, Royal Philips Electronics. Netherlands.
Technology for European Advancement). It is a collaborative project
between several European partners to stimulate and encourage Grudin, J., and Pruitt, J. (2002). Personas, Participatory Design Paul Schots is Researcher, Philips Design, Netherlands.
European industry to take a leading role in digital technology and Product Development: An Infrastructure for Engagement.
systems. (Aarts and Marzano, 2003; Aarts et al, 2003). More detailed Proceedings of Participatory Design Conference.
information about the project can be found at the project web-site:
http://www.amecproject.com/ Pine, B, and Gilmore, J. (1999), Experience Economy: Work is
Theatre and Every Business a Stage, Harvard Business School Press.
2. Personas are fictional people with ‘real’ life stories, goals and tasks
(Grudin and Pruitt, 2002). The Personas developed for this project Prahalad, C.K. and Ramaswamy,V. (2004). The Future of
are fictional yet realistic, meaning that they do not exist in real life, Competition: Co-creating Unique Values with Customers, Harvard
but are based on extensive research into ‘real’ people. The method Business Scholl Press.
used to develop research-based Personas is described in Research
for Innovation: Fitting the design process at Philips Design, Lucile Rameckers, L. and Un, S. (2005). “People insights at the ‘fuzzy
Rameckers and Monica Bueno, presented at ESOMAR’s Qualitative front’ of innovation”: How to achieve human-centered innovation?
Conference 2003 Proceedings of ESOMAR Qualitative Conference, 2005.

People research for experience design 12


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