Abstract: ***************************************************** There are several challenges to bridge when designing useable software for mobile devices. The information devices of tomorrow are going to be used in constantly changing contexts and they are going to be designed to enable a mass market for mobile communication. In the software industry the "time to market" factor, which sets firm deadlines for developers, is also important. In such a landscape of complexities is it very important to have design methods that afford the work in an effective way without giving up the impact of potential user. This thesis is the outcome of twenty weeks? research in the field of mobile computational artefacts in relation to developing design methods that will help designers focus on real world use situations. I will examine the opportunity to use the Personas concept [Cooper, A. 1999] in relation to ethnography as a method to afford the design process. I point at how long term work with background field studies in various ways can afford the design process in specific projects and how the traditionally usability work mostly built up around scenario based tests can be helped of the same. I will base my analyses on empirical data from my research site, Symbian. The primary method in my research is participation and observations in the daily work within a design team consisting of eight people. I will show how they work with design today and which methodological directions I think should develop their design work in the future. My research question is, put simply, how background fieldwork and Personas can afford design work. I hope readers of this thesis will gain useful insights and ideas concerning developing design methods in a commercial context for wireless information devices.
Hur kan personas kopplas till etnografi för att göra designarbete mer kopplat till riktiga personer och situationer i verkliga livet.