The second Cross-Company Evaluation (CCE2) took place on Wednesday September 5, 2012 in the VR-Lab of Twente University. It was attended by representatives from the three primary industrial partners as well as two representatives from AgentschapNL. Just like CCE1, this session has been an important and successful milestone in the research of Sub Project B. The researcher would once again like to thank all the participants for attending the session.
Session Structure
The session consisted of two parts.
- Presentation – In the first part of the session, the researcher presented a summary of the second case study covering the main events in the case study, such as the group workshop and the test sessions. The presentation also introduced the topic of the case study, namely Virtual Personas. Personas are detailed (written) descriptions of a user, and intended to inform designers about who they are designing for. Virtual personas are digital representations of personas (in 3d avatars) that can act out use scenarios in a fully virtual world.
- Use Case – A prototype of this application that had been developed during the case study (see figures) was demonstrated to the audience. After this quick introduction, the participants were asked to carry out a simple use case with the tool, featuring a design assignment similar to the one carried out during the ‘real’ case study. This allowed participants to experience what it is like to use the Virtual Persona tool.
Review
The topic of ‘personas’ turned out to be quite interesting for all parties involved. One of the other two companies has been using personas quite successfully and shared insights about how they managed to do so. Other participants, who had only limited experience with personas (but are interested in using them in their design process) benefit from hearing these experiences.
During the interactive part of the session the two non-case study companies participated in a mini use case to experience the tool themselves. Both groups were joined by people from the case study company, who helped out with getting to know the tool and with providing additional insights from their own use case. Most of the time was spent on understanding how to control the avatars and the virtual world. As a result, the mini use cases were somewhat more limited in terms of generating ideas, but gave the participants an idea of what it is like to use the Virtual Persona tool.
After the interactive part of the session, the participating groups were asked to describe how their company (or product design process) could benefit from Virtual Personas; what benefits are anticipated, would the application be similar to the one developed during the case study, and what kind of tools would be available to realise this application? The results of these brainstorms were shared during a group discussion in which all companies participated.
Preliminary Findings
The following is concluded from the CCE2 session:
- Personas (non-virtual) were well received among the participants; positive and negative experiences with personas were shared even before discussing virtual personas.
- Designers with prior experience with ‘traditional’ personas identified several advantages of virtual personas; it helps with focussing designers on specific personas, provides a richer visualisation and allows for personas to be placed in various ‘situations’ (e.g. different rooms, locations, events, etc.)
- The tool (in particular the avatar controls) requires sufficient training before virtual personas can really be used in a session. This level of training was achieved during the case study (as more time was available), but not during the mini use-cases carried out during the CCE.
In addition to the above preliminary findings, insights will be derived by reviewing session recordings and the forms that were filled out during the session.


