be fixed. In the future, the exercise selection will be
based on a real competence profile, while the visible
competence profile will be designed to be more
humane: it will not immediately penalize for one
mistake.
4 CONCLUSIONS
Personas are powerful design tools if they are used
correctly. They help designers, producers and
publishers to maintain focus on a learner's needs,
wants and requirements during the whole
development process. Furthermore, personas enable
the whole production team to achieve a shared
understanding of the requirements and the context
within the learning taking place. Production team
can make decisions based on user archetypes rather
than basing the decisions on their own intuition or
personal likes.
In this study personas were constructed in order
to ground publishing decisions of Mathematics
Navigator. Qualitative user feedback was analyzed
thematically at first. Secondly the users were bound
to a certain clusters according to the proximity of
their feedback. Finally strict clusters with
meaningful common nominators were named as
personas. Personas in this study are based on the
mathematical modelling of quantified user
experiences and therefore they are highly valid
archetypes of the tested population. If the archetypes
had been formed only according to thematically
analyzed feedback, the outcome of the study would
have been different.
Furthermore, several decisions about further
development have been made according to results of
this study: 1) The quality and quantity of feedback
from Mathematics Navigator to the learner will be
improved. Complete solutions to exercises will be
added. Also, tools for accessing completed exercises
and solutions will be designed. 2) General
instructions will be rewritten in accordance with the
feedback. However, this could have been done
without the personas -method, but the importance of
the task would have not been so clear to the
developers. 3) The competence profile that was
experienced as being too penalizing will be fixed.
Exercise selection will be based on a real
competence profile, while the visible competence
profile will be designed to be more humane: it will
not penalize immediately for one mistake.
During this study a new research challenge
emerged: Is it possible to construct artificial test
users according to personas? According to this idea
artificial users represent archetypes of human users
with a certain variance in behaviour. In other words,
the artificial users are computational representations
of personas: They will be constructed according to
the behaviour of real users in digital environments
by analyzing the behaviour as quantitative
phenomena and designing a representation of a
system, corresponding to the behaviour. Such a
system can be implemented as a software agent. As
a test person, a software agent can communicate
with the educational systems by e.g. Web Services
interfaces. An interesting question is related to the
behaviour of the artificial user: Is its general level
comparable to the behaviour of human users?
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