CRAFTER: A Persona Generation Tool for Requirements Engineering
Devi Karolita
1,2 a
, John Grundy
1 b
, Tanjila Kanij
1 c
, Humphrey Obie
1 d
and Jennifer McIntosh
3 e
1
Department of Software Systems and Cybersecurity, Faculty of Information Technology,
Monash University, Melbourne, Australia
2
Department Informatics Engineering, Faculty of Engineering, Palangka Raya University, Palangka Raya, Indonesia
3
Faculty of Medicine, Dentistry and Health Sciences, The University of Melbourne, Melbourne, Australia
Keywords:
Requirements Engineering, Persona, Large Language Model, Tool.
Abstract:
Personas, a user characterisation, have been widely used in requirements engineering (RE) to enhance the
understanding of end-users and their needs. However, the persona generation process is time-consuming and
demands familiarity with a user-centered approach. The central issue lies in existing tools for automatically
generating personas, which are restricted to generating persona templates and provide limited user control
to tailor personas according to their specific needs. This paper introduces CRAFTER, a persona generation
tool that uses Large Language Models (GPT-3.5 model). This tool not only automates persona creation but
also offers recommendations to users for generating personas tailored to their requirements. The study in-
volved an online questionnaire with 19 respondents who utilised the tool, providing feedback that indicated
the tool’s sufficiency for persona generation while identifying areas for improvement. Beyond its primary
function, CRAFTER stands out by providing guidance to requirements engineers throughout the persona cre-
ation process. The tool grants users the flexibility to customise personas based on their specific requirements,
acknowledging the crucial human subjectivity in persona development. Additionally, CRAFTER promotes
persona reusability, allowing users to save and reuse generated personas for future projects.
1 INTRODUCTION
Requirements engineering (RE) tasks involve discov-
ering, defining, and validating end-users’ require-
ments (Sommerville, 2016), emphasising consistent
human interaction to ensure software products meet
users’ needs. Personas, hypothetical archetypes and
descriptive models of real users, complement human
involvement in software engineering (SE) (Cooper,
1999) by representing targeted human beneficiaries
(Cooper et al., 2007; Kolski and Warin, 2018). Used
at every RE stage, personas aid requirements engi-
neers in requirements elicitation, identifying diverse
user perspectives (Schneidewind et al., 2012; Mayas
et al., 2016) and discovering new requirements (Ho
and Lin, 2019; Sim and Brouse, 2015; Cleland-Huang
et al., 2013). During requirements specification, per-
sonas assist in defining (Sim and Brouse, 2014) and
a
https://orcid.org/0000-0001-6908-9785
b
https://orcid.org/0000-0003-4928-7076
c
https://orcid.org/0000-0002-5293-1718
d
https://orcid.org/0000-0002-6322-2984
e
https://orcid.org/0000-0002-6655-0940
Emily is a high school student who comes from a middle-income family
and has two younger siblings. With a passion for art and music, Emily
spends her free time drawing and playing the guitar. She loves being
involved in her school performances.
On a daily basis, Emily relies on Google Maps to explore the city and find
cool art galleries, music stores, and places to hang out with friends.
However, slow loading times and occasional connectivity issues can be
frustrating, especially when she’s in a hurry to meet her friends at a
music event or art exhibition.
Emily, 15 years
Year 10 student
“My vibrant personality shines through my
artistic passion and love for connecting with
friends, making me joyful and creative soul
Figure 1: Example of a persona.
documenting proposed product requirements (Faily
and Iacob, 2017), while in requirements validation,
they help identify (Aoyama, 2005; Sim and Brouse,
2014) and refine relevant requirements (Araujo and
Aquino Junior, 2014). Figure 1 shows an example of
a persona used in RE-related tasks.
Personas can be automatically generated either us-
674
Karolita, D., Grundy, J., Kanij, T., Obie, H. and McIntosh, J.
CRAFTER: A Persona Generation Tool for Requirements Engineering.
DOI: 10.5220/0012718400003687
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Conference on Evaluation of Novel Approaches to Software Engineering (ENASE 2024), pages 674-683
ISBN: 978-989-758-696-5; ISSN: 2184-4895
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
ing semi-automatic approaches (Faily and Lyle, 2013;
Alvertis et al., 2016) or fully automated processes
(Jung et al., 2018; An et al., 2018; Kanij et al.,
2023). Large Language Models (LLMs) have also
been utilised in the manual (De Paoli, 2023; Cheng
et al., 2023) and automatic (Zhang et al., 2023) gen-
eration of personas. These approaches have some
shortcomings, such as restricting user choices regard-
ing human facets, providing static attributes, and re-
sulting in reduced user control over persona genera-
tion (Karolita. et al., 2023). We wanted to develop
a tool that employs LLMs to generate personas for
specific domains while granting users greater control.
Acknowledging the subjective nature of personas, our
tool seeks to find a middle ground between automa-
tion and human input, allowing users to customise
personas within predefined domains. This approach
streamlines the persona generation process and is par-
ticularly beneficial for junior requirements engineers
who are still familiarising themselves with the per-
sona concept.
The rest of this paper is organised as follows: in
Section 2 we provide the driving factors of our study
and in Section 3 we explain how we conducted the
study. Section 4 presents the feedback from user eval-
uation as well as presenting the areas for improve-
ment. Section 5 provides a summary of research pa-
pers that are related to our study. Finally, Section 6
concludes the paper.
2 MOTIVATION
Our previous investigation into personas in RE high-
lighted their significant role, particularly during the
requirements elicitation and analysis task (Karolita
et al., 2023). Personas proved effective in enhancing
understanding of the needs of software’s human bene-
ficiaries. Additionally, many studies underscored the
value of personas in revealing potential interactions
between end-users and the software. This aspect is
crucial for pinpointing and addressing possible chal-
lenges in user-software interactions. This insight into
personas’ utility in RE tasks underscores their impor-
tance in creating software that is closely aligned with
user needs and preferences.
The generation of personas, while beneficial,
presents several challenges. Obtaining representative
data or participants for the target population is often
difficult, posing a significant hurdle in creating ac-
curate personas (Lachner et al., 2015; Nielsen et al.,
2013; McIntosh et al., 2021). Furthermore, crafting
personas requires an in-depth understanding of a user-
centric approach in software development (Idoughi
et al., 2012), which can be quite time-consuming
(Acuna et al., 2012; Lopez-Lorca et al., 2014) and po-
tentially expensive to implement effectively (Cleland-
Huang et al., 2013). These challenges highlight the
need for efficient and cost-effective methods in per-
sona creation within the context of software develop-
ment.
Emerging persona generation tools aim to address
challenges in persona creation but come with their
own limitations. Kanij et al.s tool (Kanij et al., 2023)
focuses on age-specific personas like those for chil-
dren and older adults, yet it restricts users in inte-
grating diverse human aspects besides age. Similarly,
the ”Automatic Persona Generation” tool (Jung et al.,
2018; An et al., 2018; Jansen et al., 2020), utilising
social media data, is constrained in user control over
persona development. Additionally, ”PersonaGen,
leveraging Large Language Models (Zhang et al.,
2023), primarily offers limited persona templates,
lacking the depth of more comprehensive persona
profiles. These tools indicate progress but also high-
light the need for more versatile and user-controllable
persona generation methods.
Addressing the limitations of existing persona
generation tools, we introduced a novel approach with
our tool, Crafting Recommendations and Advice for
Tailored, Effective Personas (CRAFTER). This tool
is specifically designed to assist requirements engi-
neers in creating personas tailored to specific domains
for RE-related tasks. CRAFTER aims to provide
a balanced blend of automation and human input,
enabling users to customise personas to meet their
unique needs within specific domains. This approach
enhances the user’s control over persona generation,
adding a more personalised touch to the process.
In order to achieve our goal, we wanted to answer
the following key research questions:
RQ1. Can a persona recommendation tool be de-
veloped to generate better personas for use in RE? We
wanted to create a tool that not only helps in the gen-
eration of personas but also proactively offers recom-
mendations for key elements to include in a persona
tailored to a specific domain.
RQ2. To what extent can such a persona rec-
ommendation tool usable for requirements engineers
generate personas for use in RE? We aimed to assess
our proposed tool’s usability in aiding requirements
engineers with persona generation and provide rec-
ommendations for the tool refinement.
CRAFTER: A Persona Generation Tool for Requirements Engineering
675
3 OUR APPROACH
We developed CRAFTER, a tool designed to auto-
matically generate personas while offering users flex-
ibility in both the persona development process and
the ability to adjust the generated personas. The tool
was developed based on the persona taxonomy and
persona dimensions resulting from our earlier persona
curation study (Karolita. et al., 2023). It incorpo-
rates two major persona layers (internal and exter-
nal), each incorporating human factors (i.e., persona
attributes). This includes the layout of the generated
personas which adhere to the persona dimensions, in-
cluding human factors captured, persona length and
persona narration style. CRAFTER was developed
as a web application utilising a NoSQL database to
record domains of use and persona attributes. Addi-
tionally, we integrated GPT-3.5 model to help in cre-
ating persona descriptions. The tool is publicly acces-
sible
1
. CRAFTER’s main processes are illustrated in
Figure 2.
3.1 CRAFTER Features
3.1.1 Guided Persona Development
One of CRAFTER’s major features is to generate per-
sonas based on users’ specific requirements using a
detailed persona taxonomy we formulated in our per-
sona curation study. This detailed persona taxonomy
and persona dimensions resulted from our curation of
98 personas collected from 41 academic publications
(Karolita. et al., 2023). CRAFTER also extends be-
yond persona generation to provide recommendations
to the users about human factors to incorporate into
the personas.
3.1.2 Human-Centred Customisation
A major feature that distinguishes CRAFTER from
other persona development tools is its capacity to of-
fer users a highly tailored persona development ex-
perience. This feature places the power of person-
alisation in the hand of the users, allowing them to
adjust the personas to meet their needs. Users have
the flexibility to choose the domain of implementa-
tion and fine-tune the human factors depicted in the
persona to align with their specific requirements. This
level of personalisation provides valuable recommen-
dations to users, granting them greater control over
the persona generation process. This feature is es-
pecially advantageous for individuals who are new
to or in the process of familiarising themselves with
1
http://54.206.127.165:3000/
the concept of personas making the tool more user-
friendly and accessible to a wider audience.
3.1.3 Leveraging a Large Language Models
(LLMs)
To facilitate persona generation, we employed the
GPT-3.5 model in our CRAFTER persona tool. This
enables users to input descriptions about the intended
domain of use and specific human aspects required
for the personas. The resulting CRAFTER personas
are more highly customised and contextually relevant
to the domain and specified human characteristics of
interest. The use of the LLM ensures consistency
in descriptions and is scalable, accommodating sin-
gle or multiple personas for diverse scenarios. Its
user-friendliness reduces the skill barrier for persona
creation, making it accessible to a broader audience.
Leveraging a very large language model with deep
information about many software domains and hu-
man characteristics, CRAFTER provides high accu-
racy and high-quality persona descriptions.
3.1.4 Persona Reusability
CRAFTER includes a feature allowing users to save
the generated personas for refinement and reuse.
These saved personas can be readily reused or ad-
justed in accordance with the users’ requirements.
This functionality offers users the flexibility to work
with previously developed personas, saving them time
and effort in the persona creation process.
3.2 CRAFTER’s Persona Taxonomy
We developed CRAFTER based on our detailed per-
sona taxonomy and persona dimensions (Karolita.
et al., 2023): we developed a Persona Corpus, then
mapped the persona attributes (i.e., human factors in-
cluded in the personas) and divided them into two
layers: the internal layer and the external layer (see
Table 1). The internal layer of a persona consists
of general background information including personal
characteristics and the external layer contains context-
specific information based on the context and/or the
domain in which the personas are used.
As personas are context-specific tools, we know
that a persona used in a particular domain requires
some customisation in terms of attributes for that do-
main and might not be applicable to other domains.
Therefore, we have also recommended persona at-
tributes for each domain to address the specific re-
quirements. We also discovered multiple persona
styles (referred to as persona dimensions), in which
text-based personas can be presented. Our Persona
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PERSONA
TAXONOMY
DATABASE DESIGN INTERFACE DESIGN
LARGE LANGUAGE
MODELS
GENERATED
PERSONAS
Figure 2: The main processes of CRAFTER.
Table 1: Persona taxonomy (from (Karolita. et al., 2023)).
INTERNAL LAYER
EXTERNAL LAYER
Personal characteristics
Demographic information
Personal attributes
Motivation
Goal
Concern/frustration/pain point
Skill/experiential/environ
mental-influenced
characteristics
Personal story
Interaction with technology
Group or multiple human
characteristics
Work status
Family environment
Geographic location
Collaboration and
communication style
Corpus identified three key dimensions for represent-
ing text-based personas: persona narration, persona
format, and persona length.
3.3 CRAFTER Example Usage
When users access CRAFTER for persona genera-
tion, they must either sign in (for new users) or log
in with their existing account. This requirement is in
place because CRAFTER offers users the flexibility
to either initiate the persona generation process or re-
view their previously saved personas, as depicted in
Figure 3. This functionality ensures a personalised
experience, allowing users to access and manage their
unique persona creations efficiently.
In the persona generation process with
CRAFTER, users begin by selecting the domain
of use for their persona, as shown in Figure 4. The
tool offers a range of predefined domains, but users
also have the flexibility to add new ones as required.
Next, users can refine their persona by specifying
various human factors, which include both internal
and external elements. There’s also an option to
introduce new human factors, enhancing the tool’s
versatility. This feature makes CRAFTER dynamic,
catering to diverse and specific persona development
needs.
Figure 5 shows the subsequent steps in
CRAFTER, where users can choose their de-
sired persona length and narrative style. Regarding
persona length, users have the option to select the
word range for the generated persona. Additionally,
users can specify the persona’s narration style, choos-
ing between a narrative format or a bullet-points
style. These user-defined persona requirements (i.e.,
the domain of use, human factors, persona length,
and narration style) serve as a prompt GPT-3.5 to
generate the persona. An example of the gener-
ated persona is presented in Figure 6. Users can
re-generate the persona and once users are satisfied
with the generated personas, they can save them for
future access.
4 EVALUATION
The CRAFTER tool underwent a usability evaluation
involving the System Usability Scale (SUS) (Brooke,
1995) and qualitative feedback to assess its effective-
ness. The evaluation was conducted through an online
questionnaire
2
, which had received ethical approval
from the Monash University Human Research Ethics
Committee (Approval #38469), ensuring adherence to
ethical research standards. This thorough assessment
aimed to gather insightful feedback on CRAFTER’s
usability and overall user experience in the context of
persona generation for RE tasks.
4.1 Participants
Nineteen respondents answered our questionnaire,
which included demographics, the SUS scale, and
follow-up in-depth questions. The respondents’ cur-
rent roles included Software Practitioner, Require-
ments Engineer, UX Practitioner, Software Archi-
tect, Artificial Intelligence (AI) Practitioner, and Aca-
demic; some holding multiple roles. The major-
ity were male and aged between 26 to 34 years.
They were predominantly university-educated, with
degrees in Software Engineering or Computer Sci-
ence (Figure 7). The majority of the respondents were
familiar with persona concepts and had designed one
or more personas. They also incorporated personas
in RE-related tasks (such as eliciting, specifying, and
2
https://doi.org/10.5281/zenodo.10662689
CRAFTER: A Persona Generation Tool for Requirements Engineering
677
Figure 3: CRAFTER home page.
Figure 4: Customising a persona’s domain of use and human factors.
validating user requirements). Figure 8 summarises
the persona’s domain of use and how the respondents
used personas in their project.
4.2 User Feedback
In our questionnaire, we calculated the results us-
ing the System Usability Scale (SUS) methodology
(Brooke, 1995). The SUS scores for each participant,
identified as R-i for the ith respondent, are presented
in Table 2. This table includes the Score-i, which is
the total SUS score assigned to each respondent, and
the Final Score-i, representing the respondent’s ulti-
mate SUS score. This approach allows us to quan-
titatively assess the usability of CRAFTER based on
participants’ feedback.
In the evaluation of CRAFTER, we categorised
the final SUS scores of the respondents into three lev-
els of acceptance as per Bangor et al.s criteria (Ban-
gor et al., 2009): Not acceptable, Marginal, and Ac-
ceptable. Out of the respondents, six rated CRAFTER
as ”Acceptable”, ve found it ”Marginal”, and eight
considered it ”Not acceptable”. This categorisation,
based on the SUS methodology, provides insight into
the users’ perceptions of CRAFTER’s usability. The
distribution of these scores, depicted in a Figure 9,
offers a clear understanding of how the tool fares in
terms of user satisfaction and acceptability.
Positive feedback from respondents regarding
CRAFTER includes comments on its straightforward
nature. One respondent commended the tool for be-
ing easy to use, while another acknowledged its util-
ity but suggested a learning curve. An unexpected
positive reaction came from a respondent who was
pleasantly surprised by the tool’s ability to generate
complete personas. Two respondents emphasised the
essential features offered by CRAFTER, highlighting
its role in streamlining the persona generation process
and eliminating the need to start from scratch. Addi-
tionally, a respondent expressed satisfaction with the
tool’s flexibility, appreciating the ability to customise
personas according to specific needs.
We identified several limitations in CRAFTER
based on the respondents’ feedback which were cate-
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Figure 5: Selecting preferred persona style.
Table 2: SUS individual results.
R-i Score-i Final Score-i R-i Score-i Final Score-i
R1 19 47.50 R11 35 87.50
R2 26 65 R12 19 47.50
R3 27 67.50 R13 39 97.50
R4 16 40 R14 20 50
R5 23 57.50 R15 19 47.50
R6 7 17.50 R16 12 30
R7 17 42.50 R17 29 72.50
R8 34 85 R18 14 35
R9 31 77.50 R19 33 82.50
R10 23 57.50
Areef is 70 years old and is retired. After retirement, he found
that he has too much free time and he used to feel bored.
Sometimes, he tutors primary school children voluntarily as
he was a primary school teacher before.
His friends are also mostly retired and he does not want to
disturbs them during their working hours. He also has
children but they are staying quite far from his place.
He love to socialise with other older adults through
community centres but due to his physical challenge he could
not frequent these centres as often as he wish.
Lately he found out that he enjoys using smartphone,
especially on discovering news, and he thinks that by using
smartphone he does not always need to go to community
centres to get updates about activities that he is interested
in.
Figure 6: An example of persona generated by CRAFTER.
gorised into two major groups: (1) limitations related
to the developed personas and (2) limitations related
to the tool.
Limitations related to the generated personas in-
cluded some of our respondents noting that the per-
sona layout does not resemble the actual personas
used in RE practices. They also found that the gen-
erated personas sometimes lacked specificity and did
not align with their requirements.
Limitations related to the tool were identified as
due to user experience problems, including findabil-
ity, affordance, and interaction cost. Findability en-
compasses issues where users struggle to locate infor-
mation or navigate within the tool. Many of the lim-
itations associated with the tool were centred around
findability, where Users found it challenging to access
the necessary information. For instance, our respon-
dents expressed difficulties in understanding the tool’s
purpose and how it aids in persona generation.
There were comments about the lack of sufficient
information about the specific details to be provided
for the generated persona. We also identified lim-
itations related to interaction cost, where users had
to engage in excessive interactions to perform cer-
tain tasks. For example, they needed to scroll ex-
cessively to access certain persona attributes. Re-
spondents mentioned difficulties in navigation and ex-
pressed confusion about the steps required to gener-
ated personas. Limitations related to affordance in-
dicate a lack of guidance for users to interact with
the interface and anticipate what to expect. For in-
stance, users were unsure whether the generated per-
sonas were saved or not.
4.3 Areas for Improvement
Based on the user feedback, we have identified sev-
eral areas for improvement to enhance our tool (sum-
marised in Table 3). To address limitations related
to the tool itself, we aim to refine the user interface
to offer a more intuitive experience. This involves
facilitating smoother navigation and interaction, in-
corporating features such as a filter function to pre-
vent excessive scrolling, providing an option for one-
off users to generate personas without creating an ac-
count, and clearly describing each task required to
generate a persona. Moreover, we recognise the im-
CRAFTER: A Persona Generation Tool for Requirements Engineering
679
Figure 7: Questionnaire respondents’ demographics.
Figure 8: Questionnaire respondents’ persona usage.
portance of offering comprehensive information about
persona concepts, and their significance in RE-related
tasks, and especially targeting users who may be new
to or unfamiliar with persona concepts. A prelim-
inary introduction detailing the tool’s purpose, fea-
tures, and functionalities can guide users more effec-
tively through the persona generation process.
One suggestion for improving CRAFTER in-
cludes integrating the latest Large Language Models
(LLMs) like GPT-4 for more accurate persona gener-
ation. This could result in personas that are closely
aligned with users’ specific needs and requirements.
Additionally, enhancing the tool with options to cus-
tomise the layout of generated personas would allow
users to tailor the design according to their prefer-
ences and team standards, potentially increasing the
tool’s usability and relevance across different scenar-
ios. We aim to make CRAFTER more adaptable
to diverse domains and contexts of persona use. To
achieve this, we plan to allow users to specify not only
the domain of use but also the context of use for the
persona. For example, in the health domain, a user
might want to create a persona for a patient, health
worker, or caregiver. This will allow a broader range
of users to harness the tool’s capabilities effectively.
We are considering the implementation of collabo-
rative features that enable multiple users to work to-
gether in generating personas. This supports persona
usage teamwork and knowledge sharing, ultimately
enhancing the persona generation process.
5 RELATED WORK
In practice, most personas are predominantly gener-
ated through manual methods (Karolita et al., 2023).
Three primary techniques are commonly employed:
qualitative, quantitative, and mixed methods tech-
niques (Tu et al., 2010; Jansen et al., 2021; Jansen
et al., 2022). Qualitative methods represent the most
prevalent approach, involving activities like inter-
views, focus group discussions, brainstorming, and
workshops. Mixed-methods approaches to persona
creation generally begin with qualitative techniques
in the initial phase of the process. This includes
methods such as interviews, observations, and field
studies, followed by the application of quantitative
techniques for data analysis (Mesgari et al., 2019;
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680
SUS score
0 5 10 15 20
Not acceptable Marginal - Low Marginal - High Acceptable
Figure 9: CRAFTER’s acceptability ranges.
Table 3: Areas for improvement.
Tool Generated personas
Better user interface Flexibility to change persona layout
Use the latest advancement of LLM Adaptability to diverse contexts or domains of use
Better tool navigation
Provide preliminary introduction on how to navigate the tool
Provide information about persona and why it matters
Enabling collaborative persona creation
Mead et al., 2017). Additionally, personas can be
generated through quantitative methods by either us-
ing secondary sources (e.g., forum posts, user re-
views) (Rahimi and Cleland-Huang, 2014) or em-
ploying questionnaires to gather substantial amounts
of data for persona generation (Schafer et al., 2019).
This approach involves data mining techniques such
as cluster analysis.
Manual persona generation in Requirements Engi-
neering, although essential, faces several challenges.
Firstly, accessing representative participants or data
for the target population is often difficult, which can
affect the accuracy and relevance of the personas
(Lachner et al., 2015; McIntosh et al., 2021). Fur-
thermore, creating effective personas necessitates a
deep understanding of user-centred design principles
(Idoughi et al., 2012). This process is notably time-
consuming, involving various tasks that extend the
overall timeline of RE activities (Acuna et al., 2012;
Lopez-Lorca et al., 2014). Consequently, it can lead
to increased project durations and higher budget re-
quirements (Cleland-Huang et al., 2013), which may
be challenging for resource-constrained projects.
Consequently, several studies have explored the
automation of persona generation to mitigate the
aforementioned challenges associated with manual
persona creation. For instance, Faily and Lyle (Faily
and Lyle, 2013) integrated Computer Aided Inte-
gration of Requirements and Information Security
(CAIRIS)
3
with a Persona Case framework (Faily
and Flechais, 2011). They employed a framework to
qualitatively analyse collected data, resulting in the
identification of new persona characteristics. CAIRIS
was then utilised to augment existing personas with
3
https://github.com/cairis-platform/cairis
the newly identified persona characteristics, thus gen-
erating new personas. Alvertis et al. (Alvertis et al.,
2016) employed a crowd-sourcing technique, Per-
sona Builder, to create a pool of user profiles, which
also stores previously generated personas. To create
personas for a proposed product, software develop-
ers utilise a computer-aided tool, known as Persona
Builder. They selected persona characteristics from
the pool or reused existing personas, and the tool au-
tomatically amalgamated the chosen characteristics to
generate personas accordingly.
Several studies have contributed to the field of au-
tomated persona generation. One such initiative is
the Automatic Persona Generation tool, which creates
personas based on online behavioral data of social
media users (Jung et al., 2018; An et al., 2018; Jansen
et al., 2020). It employs quantitative methods, utilis-
ing users’ demographic information and their online
interactions. Additionally, Kanij et al. have devel-
oped a tool that specifically generates personas for
certain age groups, such as children and older adults,
based on age-related characteristics identified through
a systematic literature review (Kanij et al., 2023). An-
other innovative approach involves using Large Lan-
guage Models (LLMs), particularly the GPT-4 model,
along with a knowledge graph to automatically gen-
erate persona templates, incorporating user feedback
in the process (Zhang et al., 2023). Although these
studies claim that their tools expedite persona gener-
ation, they have limitations, such as offering limited
options for including diverse human facets (beyond
age) (Kanij et al., 2023), and constraints in provid-
ing user control during the persona generation process
(Jung et al., 2018; An et al., 2018; Jansen et al., 2020;
Zhang et al., 2023).
CRAFTER: A Persona Generation Tool for Requirements Engineering
681
6 SUMMARY
This paper introduces CRAFTER, an innovative tool
designed to automate persona generation for RE prac-
tices. This tool uniquely combines the principles
of persona taxonomy and advanced technologies like
Large Language Models (LLM), facilitating the cre-
ation of high-quality, nuanced personas. CRAFTER
stands out for its user-centric approach, providing re-
quirements engineers with the ability to tailor per-
sonas to their specific project needs. This func-
tionality is particularly advantageous for those new
to persona development, offering a guided and cus-
tomisable experience. In addition to its primary role,
CRAFTER supports the reuse of personas, enhancing
efficiency in future projects. To evaluate CRAFTER’s
effectiveness, we conducted an extensive question-
naire with 19 respondents, which yielded generally
positive feedback and identified key areas for im-
provement. These insights will be instrumental in the
ongoing development of CRAFTER, focusing on re-
fining both the user interface and the depth of persona
details generated. The study highlights CRAFTER’s
potential as a tool that not only automates but also
enriches the persona creation process in RE. Future
work is aimed at enhancing CRAFTER’s capabilities
based on user feedback, ensuring it meets the evolv-
ing needs of requirements engineers.
ACKNOWLEDGEMENTS
Karolita is supported by Australia Awards Scholar-
ship and Monash Departmental Top-Up Scholarship
for her Ph.D. study at Monash University, Australia.
Grundy, Kanij, and McIntosh are supported by the
Australian Research Council (ARC) Laureate Fellow-
ship project FL190100035. McIntosh is also funded
by a National Health and Medical Research Coun-
cil (NHMRC) Synergy Grant (APP2010268) and
NHMRC Participation in Cancer Screening Programs
Grant (APP2014703).
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