User:HJKhan123/OLES2129/draft

= Extreme Characters (User Experience) = Extreme Character's  (also known as extreme users) is a design methodology that uses brink personas/characterisations to represent the edge case user of a product, brand or user interface. Extreme Characters is used as a design methodology in order for a user experience (UX) designer to create design solutions for both average and extreme users of a product. However, there has been critique of this methodology and its place in UX Design as it leads designers astray from the product's target market as it does not portray the real end user

Notability, Neutrality, No Original Research
Notability on Wikipedia is dictated through weather a specific concept deserves and merits its own article within the encyclopedia [1] A concept for an article has to be used and explained through its context that is then solidified  through the writer's  knowledge, explanation, creditable and verifiable evidence. [2] Thereby, through a discussion of the methodology, history, criticism and credibility of the method, rather than viewing the methodology and describing it in a more "instructional" way or in the limelight of a scientific journal/case study, the notability of the article is shown as it is meriting its own separate article will be seen. More over, notability will be accounted for by using countless design methodology textbooks that cover Extreme Characters. Due to these countless sources, and the use of the methodology in PHD level studies, the notable nature of this design methodology can be seen.

Neutrality and No original research is conducted as not only will the article be represented through a non-bias point of view. [3] This will be seen through as, through using reliable sources that are free from bias, a valid perspective on all views of the methodology will be seen. This is shown through not only a depiction of the methodology itself, but through a label of its criticism that is has been subjected through the methodology's lifetime. By representing all views, published by a reputable and reliable source, the content will be viewed as neutral and a rejection of "original research". No original research will be seen through having no analysis or argument over the facts stated by the reputable sources, only a depiction of the facts of the methodology's history, usage, criticism and applications, no original research will be seen. [4]

Wiki Project Link
https://en.wikipedia.org/wiki/Wikipedia:WikiProject_Human%E2%80%93Computer_Interaction

Extreme Characters is based within the Human-Computer Interaction (HCI) field as the methodology is used to better understand brink/extreme users of interfaces and design in general. As taken from the Wikipedia Project Page " Human–Computer Interaction (HCI) is an attempt to acknowledge the richness of each individual's capacity to interact with technology and to better understand that interaction so more effective technologies can be created"  [5]

Proposed Titles
Section One: History

Section Two: Methodology's Usage in Design

Section Three: Benefits

Section Four: Criticism and Critique

Reference List
[6]  - This source is represents the use of extreme characters/persona's in the framework of product design and introduces its benefits and, overall, gives use cases and frameworks for researchers to use. It gives reliable and relevant information through its connection to specific studies by well known and renowned professors. It also highlights the why of using extreme characters and its key differences, through the research itself all the way to the concepts it produces in the design methodology, thereby giving light to the reason Extreme Characters, within a UX and Design point of view. Moreover, J.P.Djajadiningrat has been cited in other verified journals to be the father of extreme characters in UX. His background from Delft University of Technology, along with WW Graver from the Royal College of Art Computer Related Design and J.W. Frens from Delft University of Technology provides the verifiable framework of this methodology

[7] -  From the perspective of using this design methodology in a real computing context, such as in this source, it puts the methodology in its own limelight and analyses its benefits and approach with reference to wider studies. By using this end goal of electricity feedback systems, this source highlights the differences between the marketing concept of 'lead users' as the inspiration for a new, innovative system is highlighted through extreme users, where as concepts and full design solutions come from these early adopters/lead users. Again, this verifiable source has been produced under the banner of Helsinki University of Technology TKK, Finland and shows no bias in its usage and description of the methodology. Furthermore, the sheer amount of reliable sources used and depicted at the end of this entry

[8] - Design Make Break Think depicts the methodology of the extreme character concept itself and also gives an educational perspective on how the use of the methodology can be used in all aspects of design, from UX to product and service design. It is produced through the University of Sydney Design Team and uses six, reputable independent authors. Furthermore, the textbook cites reliable sources for every design methodology, which include peer reviewed journals and entries. This source provides a crux to the context as it gives the context of the methodology and how it can be used in all design methods.

[9]  - This source highlights the critique that this method has introduced, in terms of its relevance in terms of businesses spending time, money and energy.

While the extreme characters are able to lead to new user requirements, it will be very difficult to recognize which ones will really have to be considered during the products development. This modeling method does not demand much time for creation, though, it is not a method that makes possible the characterization of real system users.

[10] - This source, as shown through a reliable magazine source that has been in print since 1995, depicts the use of an extreme user, in this case: a lead designer for Microsoft's Xbox team, in his endeavours of using everyday facilities in life however, due to a recent accident, he had to experience these from the confines of wheelchair. This allowed him to find a place for extreme users within his design process in which it enabled him to create more innovative design solutions for a brink user, ie: people wheelchair bound, and in hand it allowed him to invent products and interfaces that everyone could inevitably use. The writer, Cliff Kuang, also has provided this source and can be shown as reputable due to influence in the field of design, with being a director of product innovation in the field and further, being the chief editor at Fast Company and Wired.