Online Volunteering and Charitable Fundraising: User Persona Development Ben Adamson University of Minnesota
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Online Volunteering and Charitable Fundraising: User Persona Development Ben Adamson University of Minnesota
Adamson 2 ! Paul J. Nini (2006), said it best when he asserted that by focusing “on our own interests and agenda, we run the risk of excluding or alienating those for whom the communications we develop are intended” (p. 128). As a result, designers stand a small chance at producing successful work when they fail to consider the needs and wants of their intended audience. For this reason, I set out to gather a variety of input when designing my master’s thesis project, in order to inform the development of an effective solution that resonates with its users. By uncovering key patterns and themes, a set of persona documents were drafted as a means of incorporating ongoing user input into the design process. The following text describes the data and rationale behind each of the documents produced. ! Personas are fictionalized characters or user profiles that exemplify the target audience of a design solution. According to Ireland (2003), “they are typically visual and textual descriptions, but ideally, they are the results of studying real people” (p. 28). Although they should be viewed as a frame of reference as opposed to strict criteria for evaluating and influencing product features or design directions, the ultimate goal of personas, “is to identify specific user goals and needs so that they can be aligned with business needs and technical goals to create an agreed upon, prioritized list of features and functions” (Purpura, 2003, p. 76). Personas often possess distinct demographics and personality traits that are not universally shared; however, they should ultimately reflect the fundamental needs and common goals of the group they were designed to represent.
Adamson 3 ! In order to reflect the diverse the needs of Bettter’s primary user groups, three personas were created: “Sandra Park” (figure 1), who exemplifies potential volunteers for the service; “Robert Sullivan,” (figure 2) who reflects the needs of potential donors; and “Doria Mateo,” (figure 3) who exhibits some the unique requirements of users representing nonprofits or charities. Taken as a whole, these characters possess the range of contrasting viewpoints that should be considered when evaluating Bettter priorities and design decisions. Through word of mouth and a number of social networks, I began the persona development process by administering an online survey to a total of 61 participants. A variety of questions regarding respondents’ current volunteering and donating behaviors were posed. These ranged from multiple-choice self reports on how often one volunteered and how often one donated (figures 4 and 5), to open-ended brainstorms soliciting the ideal conditions or features that may lead to an increase in such behaviors (beyond simply having more free time or disposable income) (figure 6). In addition, participants were asked to identify any online volunteering or fundraising tools they had used in the past, which informed the services examined in my comparative analysis. ! The results of the survey were not meant to convey statistical significance or any sort of generalizability. Instead, since I was only concerned with the patterns or themes that would emerge from the breadth of responses, a convenience sample with minimal
Adamson 4 regard to participants’ background and demographics was employed. That being said, of the 61 individuals surveyed, roughly half (35) were female and half (26) were male, more than half (34) reported earning less than $50,000 a year, and the majority (51) were ages 18 to 34. Collectively, these metrics were found to adequately reflect the opinions of Bettter’s intended donors and volunteers. ! Although participants were not asked to report their occupation, it was assumed (based on these metrics and the means of acquiring the sample) that respondents would not accurately reflect the opinions of users from charities or nonprofits. As a result, general themes and broad needs were considered while the results of the comparative analysis were used to inform the persona for those users. In addition, since those users stand the most to gain from the project (nonprofits would likely get involved in the service if it meant additional revenue for their organization at little to no expense), collecting data that focused more specifically on volunteers and donors was deemed an appropriate compromise. ! The results of the survey proved to be very insightful when creating and defining an informed set of personas. Themes emerged around the need for camaraderie (or the ability to volunteer with a group of friends), and concerns associated with travel and time constraints. These notions directly influenced “Sandra Park’s” persona (figure 1) by incorporating statements depicting her preference for volunteering as “a social event,” while being motivated by opportunities on campus, “without having to travel.”
Adamson 5 In addition, patterns regarding a general lack of awareness for the nonprofits operating in one’s community led to “Robert Sullivan’s” (figure 2) motivations to learn more about the “local organizations pursuing the causes” he cares about, while hoping to feel like his donations are “making a difference” in his community. “Doria Mateo’s” persona (figure 3), included broader goals, such as the ability to advance her organization’s cause and spread her mission on the service without “constant attention.” These aligned with themes surrounding nonprofit awareness, the alignment of personal and organizational values, as well as flexibility, transparency, and ease of use. ! “Audience-oriented design requires the designer to establish an empathy with one’s audience, to “buy into” their frame of reference” (McCoy, 2006, p. 205). By surveying a multitude of users and examining their views toward volunteering and donating, I have worked to minimize the chance of alienating Bettter’s audience—those that will ultimately determine the service’s utility and success. By arming myself with multiple frames of reference, through the formulation of three personas that reflect the diverse needs of my target audiences, I now possess a variety of lenses with which to analyze and prioritize the features and functions that that make their way into my finished project. With “Sandra Park,” “Robert Sullivan,” and “Doria Mateo” by my side, I stand a much better chance of connecting and engaging with all of Better’s patrons, not just those that are like me.
Adamson 7 Figure 2. Donor persona: “Robert Sullivan”
Adamson 8 Figure 3. Nonprofit persona: “Doria Mateo”
Adamson 9 Figures 4 and 5. Survey results: “How often do you volunteer / donate...”
Adamson 10 Figure 6. Survey results: “What might increase...”
Adamson 11 References Ireland, C. (2003). Qualitative Methods: From Boring to Brilliant. In B. Laurel (Eds.), Design Research: Methods and Perspectives (23-29). Cambridge, MA: The MIT Press. Johnson, B. M. (2003). The Paradox of Design Research: The Role of Informance. In B. Laurel (Eds.), Design Research: Methods and Perspectives (39-40). Cambridge, MA: The MIT Press. McCoy, K. (2006). Graphic Design in a Multicultural World. In A. Bennett (Eds.), Design Studies: Theory and Research in Graphic Design (200-205). New York: Princeton Architectural Press. Nini, P. J. (2006). Sharpening One’s Axe: Making a Case for a Comprehensive Approach to Research in the Graphic Design Process. In A. Bennett (Eds.), Design Studies: Theory and Research in Graphic Design (117-129). New York: Princeton Architectural Press.
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