The Gulf

A central theme of my blog, and more fundamentally, my entire Empathic UX approach to User eXperience, is clarifying the difference, and at times the enormous gulf, between Visual Design and Interaction Design. 

Visual Design, attention to the aesthetically pleasing, is very important, whether it be in our choice of mates, homes, cars, or even—as Oxo has proven—our choice of can openers and toilet brushes.  There’s nothing wrong with that.  It is human nature to respond positively to aesthetics, making them a valuable differentiator in any commodity market.  Visuals grab.  Visuals attract.  Visuals delight users.  Visuals also draw attention, in general, and in the specific, to important elements of the U.I. 

Visuals bring users “into the tent.” 

And visuals don’t come easily.  Real talent, enhanced by a significant amount of education and training, are required.

But visuals do not keep them there, any more than an Oxo can opener that doesn’t quite open cans effectively would.  This is why Visual Design needs Interaction Design.  If a Porsche was just as beautiful but performed like a Smart Car, and used the controls of dishwasher, it wouldn’t win either the Porsche, Smart Car, or Whirlpool buyers.  Even its attractiveness actually becomes a deficit because of its raised expectations and the egregious failure to meet those expectations.

Matching the expectations raised by excellent visual design  

For argument’s sake, let’s take functionality, the engine, as a given—the Porsche that runs like a Porsche—is an obvious prerequisite, and not the subject of a UX Design discussion.  

But what about those dishwasher controls?

Interaction Design, comprising: ease of use, clear feature discovery, predictable and visceral responsiveness, respect for user habits and expectations, consistency, accessibility, usability, feature access where and when needed, and generally repeatable satisfaction of user needs, are what keep those users “in the tent.”

When “pretty” meets “consistently satisfying” market success is born, satisfying both visual appeal and deeper user expectations.

This is not what happened with the latest from Hulu!

Because of the frequent and misplaced belief that “design” = “pretty”, that Visual Design IS User eXperience design, the resulting “pretty” is often only skin deep.  The recent update of Hulu exemplifies my point.  It’s beautiful, and infinitely less usable than its predecessor.  This central misunderstanding as to the very nature of what UX is has led to an almost criminal misuse of corporate funds, user disappointment, and a tragically missed opportunity to enhance a brand that is already struggling against stiff and increasing competition, and partner defections.

Visually, the new Hulu is beautiful! 

The font selection and typography are lovely, modern, and very readable.  The colors are distinctive, even striking, and clearly part of a well-thought-out color system, conceived to harmonize with a variety of accent colors, corresponding with various categories.  As a Visual Design, it is gorgeous, appealing, and richly satisfying.  As far as bringing users “into the tent,” a total success!

But it is also the most dramatic example I have seen in a very long time of Visual Design being mistaken for UX design, Visual Design devoid of nearly any attention to Interaction Design, with a beautiful result leading to a total degradation of the resulting User eXperience in the new application. 

The minute our users enter “the tent” everything breaks down.

At launch, if individual user profiles had been created in the previous version, the user is presented with those profiles to choose their own specific profile.  This information is pulled from the stored memory of that previous version.  Here, already, an expectation is created that valuable stored usage information is and will be carried over to this new version, which is always a welcome Interaction experience.  An expectation soon to become a major source of user disappointment.

Unfortunately, this is where the Visual Design starts to impinge on, rather than enhance, the Interaction Design.  The in-focus item, individual profile name, is highlighted with an overline.  While I respect the designer who offered this suggestion (after all, there are only so many ways to highlight a “link” and everyone wants to innovate) this particular innovation flies in the face of the entire history of computing and the habituated reflexes of nearly every person who has ever used a computational device, from mainframes to PC’s, tablets to mobile phones, all the way to IoT interfaces on alarm systems and even refrigerators.  There are many in-focus highlighting schemes available, which tap into user habits, but this takes an established paradigm and, figuratively and literally, flips it on its head.  This already leads to mild user confusion and interaction friction, as the user, especially while scrolling, is not entirely certain which item is in-focus.  Using an established metaphor, nee, the most established metaphor, the underline, and flipping its location upside down, leads directly to this confusion, a confusion, as further exploration verifies, which never lets up throughout the app experience.

A still doesn’t really do justice to how confusing this can be.  Motion, i.e., scrolling just adds to the highlight confusion.

A still doesn’t really do justice to how confusing this can be.  Motion, i.e., scrolling just adds to the highlight confusion.

After selecting a profile, from the moment of first launch, every user is subjected to the First-Time User Experience; regardless of whether this was their actual first-time use of Hulu.  This consists of a request to select your Favorites, a process that takes time and exploration (which I suppose may have been among the business objectives, to encourage exploration of the new U.I.) in order to assemble a personalized viewing list.  The previous version had gathered useful stored data as to what the viewer's habits are, and a starter list could easily have been derived from that, allowing the user a much shorter, elimination-style, experience if the “computer guessed wrong”.  In fact, the application’s attempt to auto-generate a Favorites list would still be welcomed by users, even if somewhat inaccurate, being viewed as an earnest attempt to lift an annoying burden, as long as the item elimination method is clearly and easily available.  In several ad hoc tests, users took anywhere from 10 to 30 minutes to assemble their Favorites list.  This was acceptable to brand new users, as even engaging this process is an opt in and easily skipped.  To users of the previous version this is an immediate disappointment as the clear user expectation is that their old viewing habits be imported into this new version, which expectation is not met.  Those who enjoyed the previous version’s presentation of their viewing habits would reluctantly engage because they did not want to lose this functionality.

So far, though the experience hasn’t gotten anything particularly right, since building the Favorites list can be skipped, it’s also not any sort of a deal breaker, and, yes, it is still much more attractive, it’s still pretty.

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It’s when the user accepts their Favorites list and is presented with the “home” screen that the first WTF experience is unleashed!  After working for 20 minutes, where did the Favorites list the user just created go?  The primary center-stage link is to a business-goal-driven promotional item:

  • early on, to an offer for a guided exploration of the new application
  • later on, to an in-focus link to view programming that has no relation to the user’s viewing habits data, but only to what the business wants to promote, the holdover construct from schedule-driven programming, called Lineup, a construct which has little or no meaning for millennial users. 

There are far more subtle and effective promotion methods available in the streaming media industry, but worst, where’s the list I just spent 20 minutes creating?  This is an Epic Fail! What now ensues is fundamental disappointment and a frustrating search for where my 20 minutes of effort could have gone!?  The user then attempts to navigate around the U.I., most probably discovering the links directly above the highlighted promotion item.  This brings them first to the current focus link, called Lineup.  User reaction?  “What’s this?”  As a further failure of metaphor, Hulu isn’t a particular network, it’s an aggregator, therefore there is no expectation of a Lineup.  Second, there is no obvious explanation as to what sort of affiliation defines what or why things are a part of this Lineup.  And, third, for our first-time users, additional frustration has been added because it isn’t the Favorites list they just spent 20 minutes creating!

With each exploration to come, the frustration, “where’s my Favorites list?”, gets worse and worse. 

The user now explores right, across eight links, and still Favorites isn’t there!  Next they may do one of several things: attempt to navigate back to the first of the links, discovering that there is no obvious method displayed in the U.I. (savvy gamers will eventually discover that the B button will return them to the top of the list, but this is far from immediately obvious); or they will navigate back down into the body, just to exit the links; or conversely they will navigate up to the top links, consisting of unfamiliar, and subtle to the point of near invisibility, icons, defaulting to Home.  This Home link now introduces a \completely new in-focus highlighting method—a better one—but that’s hardly the real problem.  I stand strongly behind the interpretation that, since the user is still searching for their Favorites list, and they’re now on a nearly empty screen with only a couple of links for promotions of New Movies, which they were not currently interested in, they will now select that Home link.  Instead of satisfying the undeniable expectation that this will at least revert them to their default state, where this fruitless search for their Favorites began, all this does is shift focus back down to New Movies on Hulu.

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Only the, as yet most probably undiscovered, B button brings them to that, while also counter-intuitively shifting focus again to the top links and the Home button.  With any luck, the perseverant user will now navigate along the top line, finally next achieving success by highlighting the My Stuff icon and link, revealing their Favorites list in the screen body. 

Beyond the First-Time User Experience

Though this U.I. is already fraught with conceptual errors and design misconceptions, at the very least a consistency of naming would have helped and possibly avoided some amount of time spent searching for those Favorites among the weeds of this experience.

This sort of thinking, or lack thereof, is everywhere in the industry and throughout this new experience.  The Browse link (we’re getting warm, right next to the Holy Grail, the finally discovered My Stuff, i.e., Favorites link) leads to a short list of high-level categories, where the user can quickly attain further confusion as soon as they begin to scroll through because of the aforementioned overlink highlight.  Each of these high-level categories bring the user to selection pages with sub-categories across the top and image links below, all fairly standard and effective. 

However, even though the screen real estate remains unused, for possibly aesthetic reasons, the Top links lose persistence and disappear, with the only remaining access being to back up with the B button (admittedly the first expected use of the B button) to regain access.  Of course, there had to be a gratuitous exception, which is Genres, which brings the user to a sub-page, with no persistence of navigation, and yet another list, now many, many vertical screens long, consisting of nearly the entire alphabet of categories, and yet another breakdown in consistency and expectation, because, if the user has discovered the aforementioned use of the B button to return to the top of the page, alas, that’s not what the happens here.  The user here is bumped back up one level, back to the Browse -> Genres link on the previous screen, where they can click it again and restart their genre search from the top.  So, the one page where the (hopefully) established pattern of the B button might be its most useful, for difficult-to-guess reasons, it is not.

If you can’t see it here, Seinfeld is the in-focus link.  More on that next.

If you can’t see it here, Seinfeld is the in-focus link.  More on that next.

And lastly, though there are several more small examples, there is one crucial example where Visual Design aesthetics needlessly go into direct conflict with the needs of the interaction User eXperience and demand to be called out.  On every one of those final selection pages there is a lovely defocused background image, drawn from the content appearing on the page.  It’s quite a beautiful effect and another triumph for what I continue to laud as excellent Visual Design.  However—and this is a major however—the choice to draw a harmony color directly from these background images, as the in-focus highlight for selection, frequently renders the selection highlight nearly invisible, especially to the casual viewer and others in the same living room.  Since entertainment viewing is most frequently a multi-person activity, if the user driving the selection cannot even ask their companion(s) in the room if they’d like to watch the highlighted selection because they can’t discern which is highlighted, well, that’s a pretty poor experience for all concerned.  This is especially unfortunate because, just as the harmonious color is derived algorithmically, so a contrasting color, of equal aesthetic value, could just as easily be derived, being both aesthetically pleasing AND visually functional.  This could have been avoided by a 10-minute conversation between the Visual and Interaction designers, if only there had been an Interaction Designer involved.

With sincere regret, I really could continue for several thousand more words, because there are many, many more deviations from best practice, missed opportunities for innovation, and just plain failures to use the data and design resources available to this product, but I have hopefully made my point.

I come to the conclusion that there’s only one reason this happened, and that is the tenacious belief that beautiful Visual design IS UX Design, with a critical missed opportunity as the result. 

Never Make the User Feel Foolish

What the heck happened to the Xbox UX?

One morning I, and 250-million other Xbox users, woke to a new Xbox UX. Leaving aside strategic-business issues regarding the wisdom of a late-night imposition of radical UI change, the change itself was radically in violation of so many of the basic tenets of UX best practice that I was, frankly, gob-smacked!   

How could this thing have been green-lighted? What UX-designer preconceptions, focus, or habits led to such inappropriate decisions?   How did experienced and genuinely top-notch designers come to such wrong conclusions, and how on Earth did those conclusions make it into production and release?   What unconscious bias appeared in the PM and UX preparation of user-testing criteria that allowed these designs to succeed in user studies?   What misconceptions led to this radical degradation of an already adequate, albeit less-than-perfect, UX?   

Negative feedback and telemetry from that prior less-than-perfect UX obviously drove the effort at improvement. Certainly, all the best of intentions were applied to the correction of the identified faults. It’s even obvious, from the changes addressed by the update, where the perceived issues were and how that checklist of objectives was arrived at.

Unfortunately, there’s a gulf between the problems and the solutions deployed.

Empathic UX, focused on the user’s state of mind, feelings, and reactions evoked by the activities and environment of the interaction, not to mention a good deal of established UX Best Practice, could have bridged this gap with any number of successfully-architected solutions. Instead, it’s almost as if bridge segments were built and placed in position, to respond to each identified need, in a vacuum, but without a holistic unifying structure.

Kind of like trying to cross this bridge, made up only of patches.   Not only would it not stand up by itself, but any attempt to cross this impossible structure would end in failure as the users fall through the cracks!

Expectations, Habituation, and Reflex

First off, previous generations of the Xbox User eXperience have trained users to expect that the controller’s Home Button brings them Home, to the Home Screen.   While learning about the Home Button’s multiple uses, and the many featuresthat different the various controller buttons activate,, might be less than totally intuitive, once learned, they become rapidly ingrained and anticipated.   Sadly, as a result of this recent update, the Home Button now brings the user, not to Home, but to a new menu paradigm, on the left side of the screen, that which is now, at best, an additional two actions away from their intended target:, the Home Screen.   

If that isn’t counterintuitive enough, after the Home Button brings the user to a menu instead of a Home Screen, its focus is on the mid-point of the menu, not the top, a universal habituated expectation across languages and cultures since learning how to read. To add to this confusing eXperience, while on the secondary flyout submenu, the goal—the Home target—is at the top, nowhere near the user’s point of focus. This result is totally unexpected, and, to the casual user (i.e., nearly everyone using an entertainment device), it leads to several disruptive interactions.

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One reflex is to immediately flick up to the highlighted link.   While this is obviously not as intended by the design, it is still instinctive—a result of that primary entrenched expectation of starting at the top.   Of course, this moves the user to a different left-menu item, losing focus on Home entirely.   Whoops, the user feels stupid, this (and every) time a physical reflex takes over from an intentional, but casual, act. 

UX Best Practice is to co-locate current point-of-focus with anticipated targets of sub-navigation, and for good reason. The new highlighted Xbox logo “home” button anchors the user’s focus to mid-screen left. But the corresponding secondary menu has nothing highlighted. It leaves the user’s eye without an immediate anticipated target. The user is then obliged to scan the screen, trying to find the actual way to their goal:, the Home Screen. This unnecessary friction leaves the user feeling momentarily foolish because they can’t find where to go. Then, if the user has avoided the physical reflex noted in the preceding paragraph, they will (as clearly anticipated in the new design) navigate to the sub-menu on the right, either because they’ve found the Home menu item at the top, or simply because that secondary menu invites exploration and might aid in their search.

Having navigated right, the top menu item, Home, now highlights. This either successfully draws the user’s gaze, or is missed entirely because of its distance from the persistent point of focus mid-left—the epitome of the reasoning behind sub-navigation co-location.   Either way this adds another speed bump that requires the user to consciously process what’s happening because their goal is so far from that initial point of focus.

What used to be a one-touch controller operation for the user has now become, at best, multiple potentially confusing touches, and they’re not even yet at their expressed goal.

Once navigated right to the secondary menu, if the user is a gamer they will probably see the highlighted Home menu item and hit their A button—one more touch, but thankfully the final one—and they’ll arrive at their goal: the Home Screen. If they are a more casual user, perhaps focused on using the Xbox as an Entertainment Center, to access media like Netflix and YouTube, etc., they may, unnecessarily but reflexively, attempt to use the controller’s joystick to navigate up to the Home menu item. They will now lose the highlight on the Home menu item but the user will quickly recover by cycling up through the menu items until they refocus on the Home menu item and activate it. This should only require one mistake to learn and adopt this interaction. But this type of learning process has again unnecessarily made the user feel foolish.

None of the above is a smooth, intuitive interaction. As Apple once said in their design guide, circa 2005, “never make the user feel stupid.” Many parts of this interaction are not likely to be something users can even get used to over time because they run counter to very strong reflex. The expected/reflex behavior, established before this current update, is constantly being reinforced by nearly all games and other apps within the Xbox environment, clearly emphasizing the incongruity of this new, counterintuitive interaction.

Beyond the hunt for Home

If this overcomplicated trip to “Home” were alone, it would be nearly intolerable, but it’s only one of several annoyances introduced by the new menuing paradigm.

My second “favorite” is the left to right joystick navigation between the two menus. As nearly anyone habituated to the use of a controller would attest, it is purposely somewhat imprecise, with valuable slop in its action, essential to the fluid playing of interactive games, the principal use case for the Xbox.   This slop, and the studied control thereof, which is beneficial in-game, immediately becomes the enemy of the left to right use cases in this new navigator.

For most users, navigating these new menus is a casual, distracted, necessary-but-tolerated interstitial action, whereas gaming itself is a concentrated highly-intentional activity—thus entirely different. This can lead to constant, inevitable missed targeting, causing the user to ‘accidentally’ over-navigate to the right, one step too far. This ends up introducing the high-probability of additional user error, dismissing all menus prematurely, and, takes the user back to where they started:, the very place they attempted to leave when all this surplus navigating began. Xbox has made the user feel incredibly foolish, again! Now the user has to re-initiate the interaction, sometimes over and over again, only to find themselves frustrated and back where they started.

I have a suspicion as to how this menuing came to be. It is very closely related to tablet and touch navigation, a finger swipe sliding in from a point off screen.   While such touch navigation is equally different from traditional PC-style navigation, it is, however, not at all the same interaction environment as console/controller navigation. In other words, if designers attuned to the needs of tablet UI were assigned to the Xbox UI, without proper redirection to study the interaction habits and profiles of console users (essentially consistent across Xbox, Play Station, or Wii) this UI train wreck could be the result.   

Consider this an educated guess, as I wasn’t a member of the Xbox team, but I did spend over 11 years at Microsoft, leading me to paint this as a possible picture.)

The best-laid plans oft go awry

Obviously, earnestly working towards the goal of accelerating access directly to additional applications from the new menu—essentially attempting to supplant the need for a Home Screen at all—a most-recently-used  “Recents,” and a “Pins” sections were added. A logical concept… but… if the user’s target proves not to be on the secondary-menu “Pins” list, there is an oblique “more-content” icon, which, instead of responding intuitively, by adding more items to the list, in place, under the user’s point of focus, disposes the entire new menu system, and returns the user to the old Home Screen, vertically navigating to the user down to their Home Screen pinned applications. This, however, is right where the user would have been umpteen clicks ago had nothing ever changed. This is sure to make users wonder, why did Xbox make the change at all? This is not only a reversion, but shines an aggressive spotlight on the inadequacies, and redundancy of the new menuing system by reverting to the old menu upon failure!

There are always alternatives

I understand full well that these were most probably deemed hot fixes and required to be accomplished with minimal impact to the development team, but many of these problems could have been solved more elegantly, and with less user experience disruption, (and probably less dev time).  I’ll give just a few examples (where there are many more alternatives).   

The secondary menu, off the primary Logo menu, is already sectioned into multiple subgroups, being:

  • Menu Items (Home, Games, Store)
  • Recents (redundant to what’s already on the home screen)
  • And finally, the utterly redundant Pins section, which requires scrolling off screen to discover it (“below the fold”)

Rather than remain married to the top-to- bottom menu structure, even when the entry point is in the center, one could have the secondary menu fan out from that center, so that Home was directly co-located with the Logo button. Then, place, Games, just above, and Store, just below, with Recents more prominent above, and Pins more prominent (in fact, visible) below.   

As for the over-flick to the right problem, one quick ‘n’ dirty approach could be an activation delay (200 ticks, at a guess) which would allow the user to flick back onto the menu, which is where they’d intended to be, before losing focus.   Alternatively, an equivalent of greying out the non-active surface could be deployed, requiring the user to actively click the A button to intentionally choose a return to the prior application, or, allowing the user to merely flick back onto the menu, facilitating recovery from their inadvertent over-flick without navigational  consequences.

By adding a white translucence over the screen body it becomes a tertiary navigation object. If the user over-flicks off of the menuing system the screen body highlights, letting the user know that they’ve overcompensated, signaling to the user that the prior application is now the navigation target, and allowing the user to recover, navigating back to the left, or, if intentional, to click on the screen body (which highlights momentarily) if the user’s intent (unlikely but possible) was actually to return to their previous application.

Where there are these two or three alternatives, there are probably many, many more.   

What does it mean in practice to empathize with the target users?

Awareness of interaction context, objectively collecting user feedback, and openness to the inevitability of those pesky users rejecting the first few ideas, are essential to effective UX design. While time pressures can lead to a decision to bypass essentials of the process, by respecting those essentials, of best practice, user intent, user habituation, and user reflex, better outcomes can still be accomplished rapidly and can avoid harming the experience of 250,000,000 loyal users, many of whom might very well be thinking about buying PlayStations when the next generation of consoles are shipped. That is the power of Empathic UX, of the designer(s) placing themselves in the “moccasins” of their end users, attempting to feel what they feel, embracing their user’s goals, kinesthetically attempting to place themselves in the mindset and physicality of their users, and ultimately, attempting to empathize with and feel those users’ emotional state.

More Power to the Structural Integrity Field, Engineer!

While many might view this as something of a dry, administrative topic, team structure can make or break a UX Design Team.  A well-structured team can lead to higher productivity, more satisfied designers, and most importantly, designers who are less distracted by stress and tensions and better able to connect and empathize with their users.

A properly structured team can respond with agility to changing conditions, cover for illnesses and vacations, and better respond to changing or expanding requirements. I’ve seen, and occasionally structured, many configurations of design teams. Super talented wizard designers are certainly an ideal prerequisite, when you can find them. However, an effective team structure can outperform unstructured “talent” alone.  Has a project ever “slipped” because a lead contributor “slipped” in the bath and was out for six weeks to recuperate from their injuries?  Or even a two-day-cold can hold up some deliverable and set a project back.  Redundancy, and cross-project organization can address these potential gaps, and avoid associated delays and project stresses. 

Just as developers aren’t an army of hot-swappable “coders” who specialize in absolutely everything, neither are designers. 

Whatever the size and project load of a given UX team, knowing the skills and sub-disciplines needed for full UX coverage allows for more effective skills-management and responsiveness.

UX is made up of these sub-disciplines:

  • UX Management
  • Interaction Design
  • Visual Design, including:
    • Infographics
    • Typography
    • Page layout,
    • etc.
  • Motion Design
  • UX Research
  • Information Architecture
  • Prototyping / Design Integration
  • Project Management

And, as appropriate:

  • Video Production / Editing
  • 3D Design / Production
  • Content Design

Now, lest one get the impression from this list that UX can’t be done with less than a dozen or more people, there are obviously UX folks who effectively wear many hats, and UX education covers all this and much more, but knowing which styles of hats are available, and which are being worn, doesn’t hurt. 

Depending on the size of team I’ve been called upon to wear many hats, or all of them, when serving as the lone UX cowboy.  That doesn’t obviate the fact that, for example, my own strongest suit is in interaction design.

There’s much more to UX than visual design “lipstick”.  But, on the other hand, you wouldn't send a top model out on the runway without it!

Depending upon resources and budget, collaboration in teams is integral. Ideally, a dozen or so designers can cover nearly all contingencies, and by leveraging multi-capable designers, knowing what sub-discipline coverage is needed, one can optimize smaller teams to be their most effective.  With a strong interaction designer, visual designer, and a skilled Researcher, at a minimum, amazing things can be achieved.,

Aside from heroism on the part of the designers, which is admirably part of the DNA of all the disciplines on most software project teams, a structure for redundancy and cross-project knowledge sharing can increase the capacity, agility, and engagement of all the constituent members.  If you’re coping with multiple simultaneous projects, you probably need a larger team, and its inherent complexity. At a minimum, however, a single-project UX team should contain a project lead designer, project second/production artist, dedicated researcher, and research assistant.  Things get challenging when the UX team is fielding multiple projects.  Siloing projects into many four-or-more-person teams is a luxury most lean operations would be ill-equipped and probably unwise to maintain.  Redundancies across projects are more cost effective, but more importantly, exponentially expand the capacity of team configurations.  In a microcosm of two projects, picture the following team deployment.

This configuration will engender cross-project knowledge sharing and coverage when team members are absent. 

It seems almost too obvious, but I have rarely seen teams deployed in this manner in UX, while I have found it common and effective in development teams. 

Structural integrity reinforced, Captain!

Personas Non Grata

A short pet peeve post.  A software-development aeon ago, Alan Cooper created a great tool for communication between disciplines in software development projects; Personas.  All software disciplines now had a common language with which to frame design-based decisions. These short, genericized descriptions of the target users for a given product allow conversations like, “that’s an appealing feature, but Anna (persona name) wouldn’t really need that as much as this other feature.”  Since both sides of this conversation have familiarized themselves with the Anna persona, agreements can often be reached quickly and more effectively.  So why is this useful tool falling out of favor / use?

Where this appears to me to have broken down is actually in the UX Design Team itself.  Personas are NOT a tool for the Design team, but a tool created BY the Design team, for other disciplines.  When the design team themselves come to view their users as Personas, they abdicate the main added value of designers to product creation. Designers are user proxies, representing the user to the product team.  By developing and fostering an empathetic relationship to their users’ needs, state of mind, feelings and motivations, Designers can better devise pathways, affordances, prioritized hierarchies, and punctual delightful experiences, that carry the user as effortlessly as possible through to their goals. Then, through the judicious use of Personas they can evangelize these priorities to the rest of the project team.

Empathic UX brings a new lens with which to use existing tools and can lead to user insights that designers would not normally come to from only a shared, but surface, understanding of those user Personas.  Only by cultivating a deeper understanding of what makes our users tick can UX Designers achieve a fully-realized UX Design. Personas leveraged for their full, albeit more limited, benefits.