be fixed. In the future, the exercise selection will be 
based on a real competence profile, while the visible 
competence profile will be designed to be more 
humane: it will not immediately penalize for one 
mistake. 
4 CONCLUSIONS 
Personas are powerful design tools if they are used 
correctly. They help designers, producers and 
publishers to maintain focus on a learner's needs, 
wants and requirements during the whole 
development process. Furthermore, personas enable 
the whole production team to achieve a shared 
understanding of the requirements and the context 
within the learning taking place. Production team 
can make decisions based on user archetypes rather 
than basing the decisions on their own intuition or 
personal likes. 
In this study personas were constructed in order 
to ground publishing decisions of Mathematics 
Navigator. Qualitative user feedback was analyzed 
thematically at first. Secondly the users were bound 
to a certain clusters according to the proximity of 
their feedback. Finally strict clusters with 
meaningful common nominators were named as 
personas. Personas in this study are based on the 
mathematical modelling of quantified user 
experiences and therefore they are highly valid 
archetypes of the tested population. If the archetypes 
had been formed only according to thematically 
analyzed feedback, the outcome of the study would 
have been different.  
Furthermore, several decisions about further 
development have been made according to results of 
this study: 1) The quality and quantity of feedback 
from Mathematics Navigator to the learner will be 
improved. Complete solutions to exercises will be 
added. Also, tools for accessing completed exercises 
and solutions will be designed. 2) General 
instructions will be rewritten in accordance with the 
feedback. However, this could have been done 
without the personas -method, but the importance of 
the task would have not been so clear to the 
developers. 3) The competence profile that was 
experienced as being too penalizing will be fixed. 
Exercise selection will be based on a real 
competence profile, while the visible competence 
profile will be designed to be more humane: it will 
not penalize immediately for one mistake.  
During this study a new research challenge 
emerged: Is it possible to construct artificial test 
users according to personas?  According to this idea 
artificial users represent archetypes of human users 
with a certain variance in behaviour. In other words, 
the artificial users are computational representations 
of personas: They will be constructed according to 
the behaviour of real users in digital environments 
by analyzing the behaviour as quantitative 
phenomena and designing a representation of a 
system, corresponding to the behaviour. Such a 
system can be implemented as a software agent. As 
a test person, a software agent can communicate 
with the educational systems by e.g. Web Services 
interfaces. An interesting question is related to the 
behaviour of the artificial user: Is its general level 
comparable to the behaviour of human users? 
REFERENCES 
Brusilovsky, P. (2001) Adaptive Hypermedia. User 
Modeling and User-Adapted Interaction. 2001 vol 11, 
pp. 87-110. 
Cooper, A. (1999). The inmates are running the asylum. 
New York: Macmillan. 
Cooper, A., Reimann, R. & Cronin, D. (2007). About Face 
3: The Essentials of Interaction Design. Indianapolis, 
Indiana: Wiley Publishing Inc. 
Eklund, J. & Brusilovsky, P. (1999). InterBook: an 
Adaptive Tutoring System. UniServe Science News; 
1999 vol 12. 
Finch, H. (2005). Comparison of Distance Measures in 
Cluster Analysis with Dichotomous Data. Journal of 
Data Science, vol 3(1), pp. 85-100. 
Grudin, J. & Pruitt J. (2002). Personas, participatory 
design and product development: an infrastructure for 
engagement. In Proceedings of the 7th biennial 
particpatory design conference, Malmö, Sweden, June 
2002, pp. 144-161.  
Kujala, S. & Kauppinen, M. (2004). Identifying and 
Selecting Users for User-Centered Design. In 
Proceedings of the third Nordic conference on Human-
computer interaction, October 2004. Tampere, 
Finland, pp. 297-303.  
Ordonez, C. (2003) Clustering Binary Data Streams with 
K-means. In Association for Computing Machinery 
(ACM) Special Interest Group: Management of Data 
(SIGMOD) Workshop on Research Issues on Data 
Mining and Knowledge Discovery (DMKD), pp. 10-
17. 
Postaire, J.G., Zhang, R.D. & Lecocq-Botte, C. (1993). 
Cluster Analysis by Binary Morphology. IEEE 
Transactions on Pattern Analysis and Machine 
Intelligence, vol. 15(2), pp. 170-180. 
WEBIST 2010 - 6th International Conference on Web Information Systems and Technologies
68