PersonasOnto ontology incorporates concepts and properties used to model personas.
The PersonasOnto is depicts the personas domain along with relating concept and properties. A persona is regarded as a user archetype which can be used to "help guide decisions about product features, navigation, interactions, and even visual design" (Goodwin, 2005). This ontology wants to address some of the issues regarding this methodology like how personas are reconciled with other information and who is responsible for interpreting and validating them.
This ontology is distributed under Attribution-ShareAlike 3.0 Unported - http://creativecommons.org/licenses/by-sa/3.0/
PersonasOnto
The affective state of a person at a certain moment and in a certain Context.
Business goals represent the goals of the organization the persons works for.
The Context in which a scenario takes place.
Are not the end user but the customer of the product, but might be the person making, buying decisions.
Any disability that related to growth and development problems.
A person’s disabilities mental and/or physical.
A paper or digital document (web-page, text document etc.).
Emotion encompasses physiological, affective, behavioral, andcognitive components.
End goals represent the user’s motivation for performing the tasks associated with using a specific product.
Experience goals are simple, universal, and personal.
Feelings relate more to a property associated to and object or being, than to a person’s state of mind.
The goals of a Persona. The goals are divided accordingly, depending on each persona type.
Any kind of (small or large) group a person might be part of (book club).
Impairment of the sense of smell and taste.
Conditions in which persons are fully or partially unable to detect or perceive at least some frequencies of sound.
An image, which might be used to describe a product or person.
A context might be described by an Intangible enviroment (Operating System, Application etc. -- virtual world).
This type of impairment ranges from mental retardation to cognitive deficits too mild or too specific.
InteractiveTask could be certain action performed by a person (not too often by a machine).
Life goals represent personal aspirations of the user that typically go beyond the context of the product being designed.
A particular medium sized business or branch of an organization. ( restaurant, medical practice etc.)
Any mental disorder/illness described as a psychological or behavioral pattern associated with distress or disability that occurs in an person.
Are not directed at any object in particular and are experienced as more diffuse, global, and general state.
Are used to remind and communicate, who is NOT the target of the design.
NonInteractiveTask could be a machine response to that action.
The type of Organization a Person belongs to.
A person that participates in the usability test. Usualy a participant has a diresct correspondent to a Persona type.
A person represents an individual, most likely a human.
As a subclass of Person, the Persona class could be regarded of being a separate identity of a person, although it has the same usage.
Each Persona is classified by a PersonaType and a Person might fit into several PersonaTypes.
The MyersBriggs personality of a person.
The appropriate Place which describes the Context.
A Context might only be described by a certain Place.
"The goal is to find a single persona from the set whose needs and goals can be completely and happily satisfied by a single interface without disenfranchising any of the other personas", About Face 2.0, Cooper, pg. 71. This is the Primary Persona Type
A physical product or a digital product (Software Application).
Type of resources available, physical or digital.
A series of tasks the user performs in a certain context.
The secondary persona's goals and needs can mostly be met by focusing on the primary persona. Still, there are a few goals specific to them that are not a priority for the primary persona.
Do not directly use the product you are designing but they are somehow affected by the system.
A particular small business like a local shop or market (usually under 5 employees).
Insensitivity to stimuli such as touch, heat, cold, and pain.
A sports team (football, basketball, bowling etc.).
Needs are completely satisfied by one of the primary interfaces yet they are part of the set or personas to ensure comprehensive representation.
A context might be described by an Tangible enviroment - real world.
Tasks performed by a Person in a Scenario.
Technical goals reflect technical aspects regarding an application/product for example: run in a variety of browser, data privacy etc.
The appropriate Time which describes the Context.
A Context might only be described at a certain Time.
A usability test evaluates the usability of a certain Product in a Scenario.
Visual impairment refers to vision loss to such a degree as a person needs an additional support to get through its surroundings.
The completion of a Task might depend on another Task, as several Tasks are part of a Scenario.
A certain resource might depict a/any thing.
Reflects the experience level of a persona with the application or product; proposed levels: Beginner, Intermediate, Advanced.
It is different from technical level, because a person might be experienced in some product or application but does not have technical skills.
Elements of a UI/UX or certain characteristics that frustrate the user or (s)he sees as pain points.
A person might have a certain affective state on a given moment or in a given context.
A person might have a certain type of affiliation to an organization and might not be member of it.
A person might have been awarded with some sort of distinction (depicted usually by a trophy or document).
A scenario is characterized by a certain context.
A person might have one or more (short/long term) goals depending on the context.
The disability of a person migh have an effect on the affective state or personality on the person.
A person might be interested in a certain resource (product, application, document).
The type of Persona: Primary, Secondary, Negative, Supplemental, Served or Customer.
A person has a certain personality corresponding to Myers Briggs personality classification.
A person (of academic, journalistic profession) has published several documents.
A resource, scenario or usability test is described, reviewed via a document.
A scenario has a set of tasks (or just one). (inverseproperty isTaskfor)
A person might have a certain topic of interest which is correspondent to a cetain resource.
In order to describe context we consider the medium of interaction Tangible or Intangible which is included in a Place and/or Time.
The affective state of a person is influenced by the personality of that person. (inverse property influences)
The personality influences the affective state o a person.
A count of specific user actions (comments, facebook likes, tweets, etc.).
A participant (a certain user or observer) is involvedIn a scenario or Usability Test.
Inverse property of hasContext, isContextof represents the context belonging to a scenario.
Inverse property of hasGoal, isGoalof represents the goal belonging to a person.
A person might be memeber of an organization.
Usability tests have participants (observers and users), tasks and a scenario.
A certain task (or a series of tasks) is (are) part of a scenario.
A person knows another person (similar to FOAF ontology).
Main points are specific elements to each persona category.
Inspired by FOAF Myers Briggs personality classification which includes 16 4-letter textual codes.
A person performs a task in the usability test or when using a product/application.
Data recieved from a sensor (could be a number, temperature, etc.).
Reflects the technical level of a person.
If a person has technical or programming skills it's relevant.
Academic, professional or military prefix/suffix for a person.
The role of the user in the application/product.
A person makes use of a resource (document, image, product).