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User Research and Persona DevelopmentActivities & Teaching Strategies

Active learning helps students grasp the human-centered nature of user research by putting them in the researcher’s role. Practicing interviews, surveys, and persona creation gives them firsthand experience with how data shapes meaningful design decisions.

Year 10Technologies4 activities25 min45 min

Learning Objectives

  1. 1Design a set of interview questions to elicit user needs for a new digital product.
  2. 2Create a user persona based on synthesized research data, including demographics, motivations, and pain points.
  3. 3Analyze how different user personas might interact with the same digital interface, predicting potential usability issues.
  4. 4Evaluate the effectiveness of user research methods in informing design decisions for a specific target audience.
  5. 5Justify the inclusion of specific persona characteristics to represent a target user group.

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30 min·Pairs

Pairs: Role-Play Interviews

Students pair up: one acts as a designer interviewing a 'user' about app needs, using prepared questions. Switch roles after 10 minutes and note key insights. Debrief as a class on effective questioning techniques.

Prepare & details

Design a set of interview questions to understand user needs for a new app.

Facilitation Tip: During Role-Play Interviews, circulate to coach students on open-ended questioning techniques and active listening.

Setup: Small tables (4-5 seats each) spread around the room

Materials: Large paper "tablecloths" with questions, Markers (different colors per round), Table host instruction card

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45 min·Small Groups

Small Groups: Survey Design Challenge

Groups create a 10-question survey for a target app audience, then exchange with another group to pilot-test and analyze responses. Discuss findings and refine questions based on clarity and bias.

Prepare & details

Justify the creation of user personas in the design process.

Facilitation Tip: While students design their surveys, remind them to pilot questions with a partner to spot unclear wording before distributing them.

Setup: Small tables (4-5 seats each) spread around the room

Materials: Large paper "tablecloths" with questions, Markers (different colors per round), Table host instruction card

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40 min·Whole Class

Whole Class: Persona Gallery Walk

Each group develops one user persona from research data and posts it on the wall. Class members conduct a gallery walk, adding sticky notes with interaction predictions. Vote on most insightful personas.

Prepare & details

Analyze how different user personas might interact with the same product.

Facilitation Tip: For the Persona Gallery Walk, assign clear observation prompts so students analyze traits and motivations, not just aesthetics.

Setup: Small tables (4-5 seats each) spread around the room

Materials: Large paper "tablecloths" with questions, Markers (different colors per round), Table host instruction card

UnderstandApplyAnalyzeSocial AwarenessRelationship Skills
25 min·Individual

Individual: Persona Iteration

Students review peer feedback on their persona, then revise it with added data justifications and design implications. Share final versions in a digital portfolio.

Prepare & details

Design a set of interview questions to understand user needs for a new app.

Facilitation Tip: During Persona Iteration, provide a template with structured sections to guide students in justifying their choices with data.

Setup: Small tables (4-5 seats each) spread around the room

Materials: Large paper "tablecloths" with questions, Markers (different colors per round), Table host instruction card

UnderstandApplyAnalyzeSocial AwarenessRelationship Skills

Teaching This Topic

Teach this topic by modeling curiosity and skepticism about assumptions. Use real-world examples where poor research led to failed products, so students see the stakes of their work. Avoid letting discussions drift into generic opinions—instead, tie every claim back to data the students themselves collected.

What to Expect

Successful students will articulate the connection between raw user data and design choices. They will demonstrate empathy by creating personas rooted in evidence rather than assumptions and revise their work based on feedback from peers.

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Watch Out for These Misconceptions

Common MisconceptionDuring Role-Play Interviews, students may assume personas are based on imagination rather than evidence.

What to Teach Instead

After the interviews, direct students to review their notes and highlight exact phrases or behaviors from the transcript that will shape their persona traits.

Common MisconceptionDuring Survey Design Challenge, students may create questions that lead respondents toward expected answers.

What to Teach Instead

Have students swap surveys with a partner and label each question as open-ended, neutral, or leading. Ask them to revise any leading questions before finalizing the survey.

Common MisconceptionDuring Persona Gallery Walk, students may focus only on demographic details and ignore motivations or frustrations.

What to Teach Instead

Provide observation cards that ask students to note one goal, one frustration, and one surprising insight from each persona they review.

Assessment Ideas

Discussion Prompt

After Role-Play Interviews, present the scenario of designing an online learning platform for Year 10 students. Ask students to share two interview questions they would ask and explain how each question targets a specific learning preference or challenge.

Quick Check

During Survey Design Challenge, give students a brief case study of a fictional user. Ask them to draft 3-5 bullet points for a persona, ensuring each point connects to a goal or frustration mentioned in the case study.

Peer Assessment

After Persona Iteration, have students exchange personas with a partner and use the prompt: ‘Are the persona’s goals and frustrations supported by data? Suggest one way to strengthen the connection between evidence and traits.’

Extensions & Scaffolding

  • Challenge early finishers to revise their persona after conducting an additional interview with a classmate.
  • Scaffolding for struggling students: Provide a partially completed persona template with sample interview quotes to analyze.
  • Deeper exploration: Ask students to compare their persona with a peer’s and write a short reflection on how diverse perspectives influenced their design thinking.

Key Vocabulary

User PersonaA fictional, yet realistic, representation of a target user, created from user research. It includes details like demographics, goals, motivations, and behaviors to guide design.
User ResearchThe systematic investigation of users and their requirements to understand their needs, behaviors, and motivations. Methods include interviews, surveys, and observation.
Empathy MappingA collaborative visualization used to articulate what a user thinks, feels, says, and does. It helps designers build empathy by stepping into the user's shoes.
Pain PointsSpecific problems, frustrations, or unmet needs that users experience with existing products or services. Identifying these is crucial for design innovation.
User Journey MapA visualization of the process a user goes through to achieve a goal. It includes touchpoints, actions, thoughts, and emotions, highlighting opportunities for improvement.

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