Jason Nunes

Experience Designer
Story Teller
Wearer of Hats

Design Sample:

About Jason:

Jason

Jason is a talented usability specialist with over 12 years of interactive design experience in software, web, mobile, and device design. He has extensive experience in all phases of user-centered design– Exploratory, Generative, and Evaluative – leading, coordinating, and conducting usability activities; designing and evaluating user interfaces, and managing projects.

Jason was the lead designer for Nokia's MOSH, a mobile content sharing network, and the recent redesign of ABCNews.com. Jason has led projects for Vogue, ABC, Nokia, Monster, Orange, CNN, ESPN, NPR, MTV, and the BBC.

Jason has over a decade of film & TV experience. He is proud to have worked on some of the best straight to video horror films to come out of the 1990s– Necronomicon, Return of the Living Dead III, and Leprechaun 2– just to name a few.

Jason worked as a broadcast designer with Varitel on projects ranging from ILM Commercial productions Clio Award winning "First Union" commercials, to Eidos Interactive's "E3 Video Wall."

Jason is an award-winning screenwriter, and an actor. Jason has had 2 feature screenplays optioned, and numerous short films produced. He is the head writer of the interactive soap opera, podOpera Brooklyn.

Blog:

Wednesday, February 27, 2008

Personas, what are they good for?

Great article on Boxes and Arrows about personas.

http://acspace.can.adobe.com/servlet/JiveServlet/downloadImage/1209/personas.jpg

Some key points:

“Personas are actually the designer’s focused act of empathetic imagination, grounded in first-hand user knowledge.”

“Personas, as documents, should work for designers the way scent works for memories of your childhood.
“Personas aren’t ornaments that make us more comfortable about our design decisions. They should do just the opposite.
  1. Cooper based his persona on a real person he’d actually met, talked with, and observed.
  2. Cooper didn’t start with a "method"—or especially not a "methodology"!
  3. The persona wasn’t a document. Rather, it was the activity of empathetic role-play.
  4. Cooper was doing this in his "spare time," away from the system, away from the cubicle.
  5. His persona gained clarity by focusing on a particular person—"Kathy".

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