Personas are representations of archetypal users aimed at guiding developers during the designing process. Because users—especially children— cannot be easily accessed, Personas have the potential to gather information regarding characteristics of a wide variety of people. Knowing user’s abilities and needs is very important for making decisions about the fun conceptual system and the concepts that players should learn. This study presents the steps in the creation of Child Personas (CP) that will be used for designing a political educational game for Brazilian students. The data collection technique used was a questionnaire applied to 674 students aged 9–15 living in different regions in Brazil. To analyze the data collected by survey we ran the Two Step Cluster Analysis that has automatically determined three different clusters. Based on it we have created three child-personas by giving them, name, age, grade, family configuration, school, hobbies, activities, and a narrative to contextualize their lives.
CITATION STYLE
da Costa, A. C., Rebelo, F., & Teles, J. (2016). Child-persona: What i think to what they are. In Advances in Intelligent Systems and Computing (Vol. 485, pp. 43–51). Springer Verlag. https://doi.org/10.1007/978-3-319-41983-1_5
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