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About non-human personas
Life-centred design expands today’s focus on the needs of target-users and business stakeholders to also include:
- All peoples — Non-users (Individuals, communities, and employees of organisations working within the product lifecycle); Invisible humans (individuals and communities not involved in the lifecycle but who are impacted by it); All human knowledge and ways of existing
- All non-humans — From large animals (amphibians, reptiles, birds, and mammals) to insects and microbes; on land, sea, air, or underground; domestic, livestock, captive, or wild; whether ‘proven’ sentient or not
- All planet — Vegetation (trees, forests, swamps, etc.), water systems (oceans, lakes, rivers, freshwater), air, soil, climate, landforms (mountains, hills, etc.), sunlight, ecosystems
Anthropologist, UX researcher, and environment-centred design advocate, Monika Snzel, wrote about non-human personas in 2020, with a focus on environmental personas, as being visual characterisations of the environments impacted by a product’s lifecycle.
Combining Nielson Norman Group’s user persona and Snezl’s non-human persona guidance, the purpose of a non-human persona could be defined as:
A realistic and fact-based representation of non-human entities to ensure their inclusion in all stages of design and design-making by fostering human empathy, awareness, and respect.
Non-human personas, however, only represent two of the life-centred design stakeholders—animals and environments.
- Non-users are the people indirectly impacted at any stage of the product lifecycle and could include victims of:
- Forced labour
- Marginalisation created by the use of your product
- People or communities affected by pollution from the supply chain
- Other
Non-user personas may represent a real person or a persona group. They may be a combination of fictional representation and scientific data.
Both non-human and non-user personas can be fact- and image-rich documents, as well as videos, audio files, web pages, etc.