
A persona is a research-backed model character representing a user segment—capturing their goals, behaviors, and pain points—to give a concrete, human face to the audiences we design for.
The tool was pioneered by Alan Cooper (The Inmates Are Running the Asylum, 1999) to combat what he termed "the elastic user." Without a defined persona, every stakeholder tends to project their own convenient assumptions onto "the user." A well-defined persona brings focus and discipline to strategic discussions: we are no longer designing for everyone (and therefore, no one), but specifically for Sophie—a night-shift nurse who has only two spare minutes and her hands full.
However, this tool can easily slide into caricature. A persona dreamed up from assumptions rather than real-world research is just a cozy piece of fiction that reinforces our biases—the unverified "proto-persona." Worse, by averaging out an entire segment, it irons out the unique edges. Designing for the "average" user risks shutting out those who don't fit the mold, which is exactly what accessibility teaches us to avoid. A poorly crafted persona doesn't represent real users; it replaces them with a superficial placeholder.
That is why we apply crucial course corrections: rooting every persona in authentic user data, dating and regularly updating them, and sometimes shifting the focus to Clayton Christensen's "Jobs-to-Be-Done" framework, which highlights the progress a user wants to make rather than just their demographic profile. A great persona isn't a static portrait; it's a vibrant shortcut to empathy, never a substitute for real listening.
Our approach: we only build personas based on real observational research, and we treat them as active, evolving hypotheses to be continuously tested. We believe in putting a clear face on user behaviors, while always remaining curious about the diverse perspectives that a single persona might leave behind.
Explore further: empathy (and design projection), ethnography (the raw material of personas), insights, accessibility (embracing the edges), and human-centered design.
References: A. Cooper, The Inmates Are Running the Asylum (1999); C. Christensen, Jobs-to-Be-Done.

Rémi
Gréau
Director of Design
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