cbrowser 18.63.0 → 18.63.1

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Files changed (71) hide show
  1. package/package.json +1 -1
  2. package/docs/ASSESSMENT.md +0 -132
  3. package/docs/AUTH0-SETUP.md +0 -207
  4. package/docs/COGNITIVE-OPTIMAL-TRANSPORT-RESEARCH.md +0 -238
  5. package/docs/DEMO-DEPLOYMENT.md +0 -177
  6. package/docs/ENTERPRISE-INTEGRATION.md +0 -250
  7. package/docs/GETTING-STARTED.md +0 -232
  8. package/docs/INSTALL.md +0 -274
  9. package/docs/MCP-INTEGRATION.md +0 -301
  10. package/docs/METHODOLOGY.md +0 -276
  11. package/docs/PERSONA-QUESTIONNAIRE.md +0 -328
  12. package/docs/README.md +0 -45
  13. package/docs/REMOTE-MCP-SERVER.md +0 -569
  14. package/docs/SECURITY_WHITEPAPER.md +0 -475
  15. package/docs/STRESS-TEST-v16.14.4.md +0 -241
  16. package/docs/Tool-Cognitive-Journey-Autonomous.md +0 -270
  17. package/docs/Tool-Competitive-Benchmark.md +0 -293
  18. package/docs/Tool-Empathy-Audit.md +0 -331
  19. package/docs/Tool-Hunt-Bugs.md +0 -305
  20. package/docs/Tool-Marketing-Campaign.md +0 -298
  21. package/docs/Tool-Persona-Create.md +0 -274
  22. package/docs/Tools-Accessibility.md +0 -208
  23. package/docs/Tools-Browser-Automation.md +0 -311
  24. package/docs/Tools-Cognitive-Journeys.md +0 -233
  25. package/docs/Tools-Marketing-Intelligence.md +0 -271
  26. package/docs/Tools-Overview.md +0 -162
  27. package/docs/Tools-Persona-System.md +0 -300
  28. package/docs/Tools-Session-State.md +0 -278
  29. package/docs/Tools-Testing-Quality.md +0 -257
  30. package/docs/Tools-Utilities.md +0 -182
  31. package/docs/Tools-Visual-Performance.md +0 -278
  32. package/docs/hunt-bugs-coverage.md +0 -103
  33. package/docs/personas/Persona-ADHD.md +0 -141
  34. package/docs/personas/Persona-ElderlyUser.md +0 -137
  35. package/docs/personas/Persona-FirstTimer.md +0 -137
  36. package/docs/personas/Persona-ImpatientUser.md +0 -138
  37. package/docs/personas/Persona-Index.md +0 -302
  38. package/docs/personas/Persona-LowVision.md +0 -139
  39. package/docs/personas/Persona-MobileUser.md +0 -139
  40. package/docs/personas/Persona-MotorTremor.md +0 -139
  41. package/docs/personas/Persona-PowerUser.md +0 -135
  42. package/docs/personas/Persona-ScreenReaderUser.md +0 -139
  43. package/docs/research/Bibliography.md +0 -275
  44. package/docs/research/Research-Methodology.md +0 -244
  45. package/docs/research/Values-Research.md +0 -432
  46. package/docs/traits/Trait-AnchoringBias.md +0 -227
  47. package/docs/traits/Trait-AttributionStyle.md +0 -280
  48. package/docs/traits/Trait-AuthoritySensitivity.md +0 -141
  49. package/docs/traits/Trait-ChangeBlindness.md +0 -171
  50. package/docs/traits/Trait-Comprehension.md +0 -180
  51. package/docs/traits/Trait-Curiosity.md +0 -189
  52. package/docs/traits/Trait-EmotionalContagion.md +0 -144
  53. package/docs/traits/Trait-FOMO.md +0 -150
  54. package/docs/traits/Trait-Index.md +0 -166
  55. package/docs/traits/Trait-InformationForaging.md +0 -217
  56. package/docs/traits/Trait-InterruptRecovery.md +0 -249
  57. package/docs/traits/Trait-MentalModelRigidity.md +0 -228
  58. package/docs/traits/Trait-MetacognitivePlanning.md +0 -164
  59. package/docs/traits/Trait-Patience.md +0 -137
  60. package/docs/traits/Trait-Persistence.md +0 -165
  61. package/docs/traits/Trait-ProceduralFluency.md +0 -205
  62. package/docs/traits/Trait-ReadingTendency.md +0 -216
  63. package/docs/traits/Trait-Resilience.md +0 -162
  64. package/docs/traits/Trait-RiskTolerance.md +0 -162
  65. package/docs/traits/Trait-Satisficing.md +0 -181
  66. package/docs/traits/Trait-SelfEfficacy.md +0 -199
  67. package/docs/traits/Trait-SocialProofSensitivity.md +0 -155
  68. package/docs/traits/Trait-TimeHorizon.md +0 -267
  69. package/docs/traits/Trait-TransferLearning.md +0 -249
  70. package/docs/traits/Trait-TrustCalibration.md +0 -227
  71. package/docs/traits/Trait-WorkingMemory.md +0 -192
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- > **This documentation is no longer maintained here.**
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- >
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- > For the latest version, please visit: **[Persona Index](https://cbrowser.ai/docs/Persona-Index)**
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-
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- ---
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-
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- # Persona Index
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-
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- > **Copyright**: (c) 2026 Alexandria Eden. All rights reserved.
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- >
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- > **License**: [MIT License](https://github.com/alexandriashai/cbrowser/blob/main/LICENSE) - Converts to Apache 2.0 on February 5, 2030.
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- >
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- > **Contact**: alexandria.shai.eden@gmail.com
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-
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- CBrowser includes 9 pre-configured user personas, each with research-backed cognitive trait profiles. Personas represent common user archetypes for testing how different users experience web interfaces.
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-
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- ## Available Personas
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-
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- | Persona | Description | Key Characteristics |
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- |---------|-------------|---------------------|
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- | [Power User](./Persona-PowerUser.md) | Tech-savvy expert | High comprehension, low patience, rapid scanning |
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- | [First Timer](./Persona-FirstTimer.md) | New to the interface | Low comprehension, high curiosity, methodical |
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- | [Elderly User](./Persona-ElderlyUser.md) | Older adult (65+) | Low working memory, high reading tendency |
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- | [Mobile User](./Persona-MobileUser.md) | Smartphone-first | Low patience, high satisficing, touch-focused |
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- | [Impatient User](./Persona-ImpatientUser.md) | Quick to abandon | Very low patience, high FOMO |
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- | [Screen Reader User](./Persona-ScreenReaderUser.md) | Assistive technology | High persistence, sequential navigation |
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- | [Motor Tremor](./Persona-MotorTremor.md) | Motor impairment | Low risk tolerance, high patience |
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- | [Low Vision](./Persona-LowVision.md) | Vision impairment | High reading tendency, low change blindness |
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- | [ADHD](./Persona-ADHD.md) | Attention differences | Low working memory, high curiosity, low patience |
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-
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- ---
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-
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- ## Persona Trait Profiles
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-
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- ### Quick Reference Table
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-
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- All values on 0.0-1.0 scale. Higher = more of the trait.
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-
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- | Trait | Power | First | Elderly | Mobile | Impatient | Screen | Motor | Low Vision | ADHD |
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- |-------|-------|-------|---------|--------|-----------|--------|-------|------------|------|
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- | patience | 0.3 | 0.7 | 0.8 | 0.3 | 0.1 | 0.9 | 0.9 | 0.7 | 0.2 |
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- | riskTolerance | 0.8 | 0.3 | 0.2 | 0.5 | 0.6 | 0.2 | 0.2 | 0.3 | 0.7 |
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- | comprehension | 0.9 | 0.3 | 0.5 | 0.6 | 0.6 | 0.8 | 0.7 | 0.6 | 0.5 |
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- | persistence | 0.7 | 0.5 | 0.6 | 0.4 | 0.2 | 0.9 | 0.8 | 0.8 | 0.3 |
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- | curiosity | 0.8 | 0.9 | 0.4 | 0.5 | 0.3 | 0.5 | 0.4 | 0.5 | 0.9 |
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- | workingMemory | 0.9 | 0.5 | 0.4 | 0.5 | 0.6 | 0.7 | 0.7 | 0.6 | 0.3 |
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- | readingTendency | 0.2 | 0.6 | 0.8 | 0.2 | 0.1 | 0.9 | 0.7 | 0.9 | 0.2 |
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-
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- ---
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-
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- ## Persona Categories
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-
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- ### General Users
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-
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- - **[Power User](./Persona-PowerUser.md)** - Experienced users who know shortcuts, scan quickly, and expect responsive interfaces
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- - **[First Timer](./Persona-FirstTimer.md)** - New users learning the interface, more exploratory and methodical
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- - **[Mobile User](./Persona-MobileUser.md)** - Users on smartphones with touch interaction and attention constraints
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- - **[Impatient User](./Persona-ImpatientUser.md)** - Users with very low tolerance for friction, quick to abandon
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-
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- ### Accessibility Personas
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-
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- - **[Elderly User](./Persona-ElderlyUser.md)** - Older adults with age-related cognitive changes
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- - **[Screen Reader User](./Persona-ScreenReaderUser.md)** - Users navigating via screen reader technology
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- - **[Motor Tremor](./Persona-MotorTremor.md)** - Users with motor impairments affecting precision
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- - **[Low Vision](./Persona-LowVision.md)** - Users with significant vision impairment
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- - **[ADHD](./Persona-ADHD.md)** - Users with attention differences
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-
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- ---
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-
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- ## Category-Aware Values System (v16.12.0)
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-
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- As of v16.12.0, CBrowser personas include a comprehensive psychological values framework that varies by persona category. This enables more nuanced simulation of user decision-making and motivation.
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-
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- ### Persona Value Categories
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-
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- Each persona belongs to one of five categories, which determines how their psychological values are derived:
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- | Category | Examples | Value Derivation |
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- |----------|----------|------------------|
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- | **cognitive** | ADHD, dyslexia, autism | Specific values based on neuroscience research into how these conditions affect motivation and decision-making |
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- | **physical** | motor-tremor, mobility | Security and autonomy shifts only - physical conditions primarily affect accessibility needs, not core values |
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- | **sensory** | color-blindness, low-vision | Neutral/balanced values - sensory differences don't correlate with value changes |
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- | **emotional** | anxiety, confidence | Trait-based values derived from personality research on emotional regulation |
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- | **general** | power-user, first-timer | Default balanced values representing typical user motivations |
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-
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- ### Psychological Values Framework
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- Each persona now includes a comprehensive values profile based on established psychological frameworks:
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-
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- #### Schwartz's 10 Universal Values
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- All personas include scores (0.0-1.0) for Schwartz's empirically-validated value dimensions:
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- | Value | Description |
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- |-------|-------------|
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- | **security** | Safety, harmony, stability of society and relationships |
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- | **conformity** | Restraint of actions likely to upset others or violate norms |
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- | **tradition** | Respect for customs and ideas from culture or religion |
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- | **benevolence** | Preserving and enhancing the welfare of close others |
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- | **universalism** | Understanding, appreciation, and protection for all people |
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- | **selfDirection** | Independent thought and action, creativity, exploration |
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- | **stimulation** | Excitement, novelty, and challenge in life |
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- | **hedonism** | Pleasure and sensuous gratification |
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- | **achievement** | Personal success through demonstrating competence |
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- | **power** | Social status, prestige, control over people and resources |
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-
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- #### Higher-Order Values
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- Aggregated from the 10 basic values:
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- | Higher-Order Value | Comprises |
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- |--------------------|-----------|
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- | **openness** | Self-direction, stimulation |
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- | **conservation** | Security, conformity, tradition |
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- | **selfEnhancement** | Achievement, power, hedonism |
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- | **selfTranscendence** | Benevolence, universalism |
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-
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- #### Self-Determination Theory (SDT) Needs
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- Basic psychological needs that drive intrinsic motivation:
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- | Need | Description |
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- |------|-------------|
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- | **autonomy** | Need to feel in control of one's own behaviors and goals |
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- | **competence** | Need to gain mastery and feel effective |
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- | **relatedness** | Need to feel connected to others |
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- #### Maslow's Hierarchy Level
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- Each persona is positioned on Maslow's hierarchy (1-5):
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- | Level | Name | Focus |
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- |-------|------|-------|
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- | 1 | Physiological | Basic survival needs |
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- | 2 | Safety | Security and stability |
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- | 3 | Belonging | Social connection |
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- | 4 | Esteem | Achievement and recognition |
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- | 5 | Self-Actualization | Personal growth and fulfillment |
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-
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- ### Category-Specific Value Patterns
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- **Cognitive Personas (ADHD, Dyslexia, Autism):**
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- - Higher `stimulation` and `selfDirection` values (novelty-seeking, autonomy preference)
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- - Lower `conformity` and `tradition` (different relationship with social norms)
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- - Values derived from neuroscience research on dopamine systems and executive function
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- **Physical Personas (Motor Tremor, Mobility):**
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- - Elevated `security` values (heightened awareness of physical safety)
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- - Elevated `autonomy` SDT need (maintaining independence is paramount)
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- - Other values remain balanced
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- **Sensory Personas (Color-Blindness, Low-Vision):**
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- - Neutral/balanced values across all dimensions
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- - Sensory processing differences don't correlate with value changes
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- - Focus is on accessibility needs, not motivation differences
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-
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- **Emotional Personas (Anxiety, Low Confidence):**
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- - Higher `security` and `conformity` values
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- - Lower `stimulation` and `riskTolerance`
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- - Derived from personality psychology research
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-
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- **General Personas (Power User, First Timer, etc.):**
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- - Default balanced values representing typical user populations
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- - Values may shift based on specific persona characteristics (e.g., power users higher on `achievement`)
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-
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- ### Research Citations
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- As of v16.12.0, accessibility personas include a `researchBasis` field containing academic citations that support the trait and value profiles. This ensures scientific validity and allows developers to trace assumptions back to peer-reviewed sources.
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- Example research basis for ADHD persona:
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- - Barkley (1997) - Executive function theory
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- - Volkow et al. (2011) - Dopamine system differences
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- - Schwartz et al. (2012) - Value structures in populations
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- ### Using Values in Testing
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- Values influence simulated decision-making during cognitive journeys:
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- ```typescript
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- // Journey decisions factor in persona values
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- await cognitive_journey_init({
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- persona: "adhd",
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- goal: "complete registration",
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- startUrl: "https://example.com/signup"
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- });
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-
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- // ADHD persona with high stimulation/selfDirection values:
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- // - More likely to explore interesting tangents
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- // - Less likely to follow prescribed paths
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- // - Higher engagement with novel UI elements
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- // - Lower tolerance for repetitive forms
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- ```
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- ---
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-
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- ## Using Personas
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-
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- ### Via MCP Tool
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- ```typescript
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- await cognitive_journey_init({
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- persona: "elderly-user",
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- goal: "complete checkout",
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- startUrl: "https://example.com/shop"
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- });
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- ```
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- ### Via CLI
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- ```bash
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- npx cbrowser cognitive-journey \
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- --persona elderly-user \
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- --start https://example.com/shop \
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- --goal "complete checkout"
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- ```
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- ### Custom Traits
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- Override any trait for a built-in persona:
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- ```typescript
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- await cognitive_journey_init({
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- persona: "power-user",
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- goal: "find settings",
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- startUrl: "https://example.com",
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- customTraits: {
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- patience: 0.1 // Even more impatient power user
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- }
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- });
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- ```
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-
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- ---
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-
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- ## Research Basis
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- Persona trait values are derived from peer-reviewed research:
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- | Persona | Primary Research Sources |
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- |---------|-------------------------|
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- | Power User | Nielsen (2006) expert user studies |
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- | First Timer | Card et al. (1983) novice-expert differences |
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- | Elderly User | Czaja & Lee (2007) aging and technology |
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- | Mobile User | Adipat et al. (2011) mobile usability |
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- | Screen Reader | Lazar et al. (2007) assistive technology |
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- | Motor Tremor | Trewin & Pain (1999) motor impairment HCI |
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- | Low Vision | Jacko et al. (2000) low vision computing |
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- | ADHD | Goodman et al. (2007) ADHD and web use |
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-
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- ---
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-
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- ## Trait Interactions
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- When personas encounter challenges, their trait combinations produce characteristic behaviors:
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- | Persona | Typical Response to Friction |
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- |---------|------------------------------|
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- | Power User | Tries keyboard shortcuts, abandons quickly if blocked |
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- | First Timer | Reads help text, tries multiple options systematically |
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- | Elderly User | Re-reads content, may call for help, patient retries |
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- | Mobile User | Taps repeatedly, tries swiping, abandons if >2 taps needed |
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- | Impatient User | Immediate abandonment, high frustration expression |
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- | Screen Reader | Navigates to next element, uses landmarks, persists |
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- | Motor Tremor | Careful targeting, uses larger targets, avoids hover |
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- | Low Vision | Zooms in, traces text carefully, uses high contrast |
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- | ADHD | Distracted by other elements, forgets original goal |
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- ---
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-
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- ## Creating Custom Personas
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- Use the questionnaire or define traits directly:
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- ```typescript
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- // Via questionnaire (generates trait profile)
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- await runPersonaQuestionnaire();
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-
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- // Direct definition
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- const customPersona = {
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- patience: 0.4,
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- riskTolerance: 0.6,
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- comprehension: 0.7,
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- persistence: 0.5,
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- curiosity: 0.8,
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- workingMemory: 0.6,
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- readingTendency: 0.3
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- };
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- ```
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- ---
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- ## See Also
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- - [Trait Index](../traits/Trait-Index.md) - All 25 cognitive traits explained
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- - [Cognitive User Simulation](../COGNITIVE-SIMULATION.md) - Main documentation
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- - [Persona Questionnaire](../PERSONA-QUESTIONNAIRE.md) - Generate custom personas
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- - [Multi-Persona Comparison](../GETTING-STARTED.md) - Compare across personas
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-
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- ---
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- ## Bibliography
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- See [Complete Bibliography](../research/Bibliography.md) for all academic sources used in persona development.
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- > **This documentation is no longer maintained here.**
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- >
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- > For the latest version, please visit: **[Low Vision User](https://cbrowser.ai/docs/Persona-LowVision)**
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-
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- ---
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-
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- # Low Vision User
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- **Category**: Accessibility Personas
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- **Description**: Users with partial visual impairment who rely on magnification, high contrast, or other visual adaptations to use interfaces
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- ## Overview
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- Low vision users have significant visual impairment that cannot be fully corrected with glasses or contact lenses, but retain some functional vision. This includes conditions like macular degeneration, glaucoma, diabetic retinopathy, and cataracts. Unlike screen reader users who have no functional vision, low vision users navigate visually but under significantly constrained conditions.
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- Low vision users employ various strategies to access digital content: screen magnification (often 200-800%), high contrast modes, color inversion, custom CSS overrides, and physical proximity to screens. These adaptations create a unique interaction paradigm where only a small portion of the interface is visible at any time, requiring extensive panning to understand page layout.
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- The low vision experience reveals the importance of clear visual hierarchy, sufficient color contrast, text scalability, and reduced reliance on spatial relationships. Changes happening outside the magnified viewport may be completely missed, making change management particularly important for this persona.
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- ## Trait Profile
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- All values on 0.0-1.0 scale.
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- ### Core Traits (Tier 1)
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | patience | 0.7 | Developed through adaptation; understand interactions take longer |
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- | riskTolerance | 0.3 | Cautious; may miss visual cues that sighted users rely on |
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- | comprehension | 0.7 | Cognitive abilities intact; visual access to information may be limited |
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- | persistence | 0.8 | High; committed to completing tasks despite visual barriers |
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- | curiosity | 0.5 | Moderate; exploration costly due to magnification requirements |
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- | workingMemory | 0.6 | Normal capacity; some used for spatial memory of page layout |
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- | readingTendency | 0.9 | Read thoroughly due to high cost of re-finding information |
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- ### Emotional Traits (Tier 2)
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | resilience | 0.7 | Adapted to challenges; developed coping strategies |
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- | selfEfficacy | 0.6 | Confident with adapted strategies; aware of vision limitations |
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- | trustCalibration | 0.5 | May miss visual trust cues; rely on text-based indicators |
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- | interruptRecovery | 0.5 | Losing place in magnified view is costly |
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- ### Decision-Making Traits (Tier 3)
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | satisficing | 0.4 | Prefer thorough understanding; re-finding options is costly |
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- | informationForaging | 0.5 | Systematic due to limited viewport; can't visually scan |
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- | anchoringBias | 0.5 | Moderate; first option in magnified view may have advantage |
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- | timeHorizon | 0.6 | Invest time to learn page layout for future efficiency |
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- | attributionStyle | 0.5 | Understand interaction of vision limitations and design choices |
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- ### Planning Traits (Tier 4)
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | metacognitivePlanning | 0.7 | Strategic about navigation; minimize panning |
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- | proceduralFluency | 0.6 | Develop routines for common sites and patterns |
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- | transferLearning | 0.6 | Apply patterns but each site requires new spatial mapping |
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- ### Perception Traits (Tier 5)
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | changeBlindness | 0.2 | Low blindness - very attentive to visible changes; high blindness to changes outside viewport |
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- | mentalModelRigidity | 0.5 | Rely on learned spatial layouts |
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- ### Social Traits (Tier 6)
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | authoritySensitivity | 0.5 | Moderate; evaluate based on accessibility |
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- | emotionalContagion | 0.5 | Normal emotional sensitivity; may miss visual cues |
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- | fomo | 0.4 | Focused on accessible content |
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- | socialProofSensitivity | 0.5 | Value reviews from other low vision users |
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-
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- ## Behavioral Patterns
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- ### Navigation
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- Low vision users navigate by panning across magnified views, often using keyboard navigation to move between elements. They build mental maps of page layouts through exploration. Consistent layouts across pages are essential. They may use a combination of magnification and screen reader for different content types.
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- ### Decision Making
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- Decisions require extensive exploration to understand all options. Users may not see all choices simultaneously. Clear labeling and consistent positioning help. Summary information at the beginning of sections reduces exploration requirements.
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- ### Error Recovery
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- Error messages must be high contrast and appear in predictable locations. Focus management should move errors into the viewport. Errors appearing far from the triggering element may be missed entirely.
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- ### Abandonment Triggers
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- - Low contrast text or interactive elements
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- - Small text that doesn't scale properly
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- - Information conveyed only through color
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- - Important content appearing only on hover
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- - Unpredictable layout changes
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- - Fixed-size elements that can't be magnified
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- - Interfaces that break at high zoom levels
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-
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- ## UX Recommendations
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- | Challenge | Recommendation |
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- |-----------|----------------|
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- | Limited viewport | Predictable layouts; essential info in consistent locations |
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- | Contrast needs | WCAG AAA contrast ratios (7:1 for text, 4.5:1 for large text) |
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- | Magnification | Responsive layouts that work at 200-400% zoom |
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- | Color dependence | Never use color alone to convey information |
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- | Spatial relationships | Programmatic associations (labels, headings); not just proximity |
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- | Out-of-viewport changes | ARIA live regions; focus management for important updates |
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- | Reading difficulty | Resizable text; sufficient line height and letter spacing |
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-
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- ## Research Basis
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-
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- - Szpiro, S. et al. (2016). How people with low vision access computing devices - Behavior studies
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- - Legge, G.E. (2007). Psychophysics of Reading in Normal and Low Vision
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- - WCAG 2.2 Guidelines - Contrast and resizing requirements
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- - Accessibility guidelines from AFB (American Foundation for the Blind)
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- - Shneiderman, B. (2003). Designing for people with visual impairments
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-
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- ## Usage
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-
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- ```typescript
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- await cognitive_journey_init({
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- persona: "low-vision",
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- goal: "complete checkout",
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- startUrl: "https://example.com"
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- });
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- ```
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-
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- ```bash
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- npx cbrowser cognitive-journey --persona low-vision --start https://example.com --goal "complete checkout"
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- ```
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-
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- ## See Also
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-
135
- - [Persona Index](./Persona-Index.md)
136
- - [Trait Index](../traits/Trait-Index.md)
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- - [Reading Tendency](../traits/Trait-ReadingTendency.md)
138
- - [Persistence](../traits/Trait-Persistence.md)
139
- - [Change Blindness](../traits/Trait-ChangeBlindness.md)
@@ -1,139 +0,0 @@
1
- > **This documentation is no longer maintained here.**
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- >
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- > For the latest version, please visit: **[Mobile User](https://cbrowser.ai/docs/Persona-MobileUser)**
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-
5
- ---
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-
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- # Mobile User
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-
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- **Category**: General Users
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- **Description**: Users primarily accessing interfaces through mobile devices, often in contexts with divided attention and time pressure
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-
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- ## Overview
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-
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- Mobile users interact with digital interfaces in fundamentally different ways than desktop users. They typically operate in contexts characterized by divided attention, physical movement, variable connectivity, and time pressure. The mobile context transforms user behavior regardless of the user's underlying cognitive abilities.
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-
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- The mobile experience is defined by constraints and interruptions. Screen real estate is limited, requiring prioritization of the most essential content and actions. Touch input replaces precision mouse interactions. Users often engage in "snacking" behavior - brief, interrupted sessions between other activities. This context creates unique patterns of satisficing, impatience, and goal-focused behavior.
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-
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- Mobile users are not less capable than desktop users; rather, they operate under situational constraints that affect their interaction patterns. A user who carefully reads documentation on desktop may skim on mobile. Understanding this context is essential for designing effective mobile experiences.
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-
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- ## Trait Profile
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-
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- All values on 0.0-1.0 scale.
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-
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- ### Core Traits (Tier 1)
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-
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | patience | 0.3 | Mobile context creates time pressure; users expect immediate responses |
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- | riskTolerance | 0.5 | Moderate; willing to act quickly but cautious about security on mobile |
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- | comprehension | 0.6 | Capability unchanged but limited attention reduces effective comprehension |
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- | persistence | 0.4 | Low commitment to any single session; will abandon and return later |
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- | curiosity | 0.4 | Goal-focused rather than exploratory; minimize time spent in app |
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- | workingMemory | 0.5 | Capacity unchanged but divided attention reduces available resources |
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- | readingTendency | 0.2 | Skim headlines; rely on visual hierarchy; rarely read body text |
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-
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- ### Emotional Traits (Tier 2)
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-
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | resilience | 0.5 | Brief frustration but quick to try alternatives rather than persist |
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- | selfEfficacy | 0.6 | Generally confident with mobile interfaces |
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- | trustCalibration | 0.5 | Balanced; aware of mobile security concerns |
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- | interruptRecovery | 0.5 | Expect interruptions; design mental models around resumption |
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-
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- ### Decision-Making Traits (Tier 3)
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-
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | satisficing | 0.8 | Accept first reasonable option; minimize decision time |
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- | informationForaging | 0.5 | Quick scans for obvious information; abandon if not found |
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- | anchoringBias | 0.5 | First-seen options have advantage but less commitment overall |
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- | timeHorizon | 0.3 | Focus on immediate task; minimize time investment |
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- | attributionStyle | 0.5 | Balanced attribution; expect mobile to be different |
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-
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- ### Planning Traits (Tier 4)
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-
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | metacognitivePlanning | 0.4 | Less planning; reactive to immediate needs |
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- | proceduralFluency | 0.6 | Familiar with mobile conventions (swipe, tap, etc.) |
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- | transferLearning | 0.6 | Apply mobile patterns across apps |
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-
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- ### Perception Traits (Tier 5)
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-
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | changeBlindness | 0.6 | May miss changes while attention divided; rely on clear notifications |
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- | mentalModelRigidity | 0.5 | Expect mobile conventions; frustrated by non-standard patterns |
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-
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- ### Social Traits (Tier 6)
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-
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- | Trait | Value | Rationale |
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- |-------|-------|-----------|
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- | authoritySensitivity | 0.5 | Moderate; skeptical of mobile ads and promotions |
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- | emotionalContagion | 0.5 | Moderate influence from visual design |
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- | fomo | 0.6 | Mobile creates urgency; notifications drive engagement |
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- | socialProofSensitivity | 0.6 | App store ratings and reviews influence choices |
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-
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- ## Behavioral Patterns
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-
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- ### Navigation
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- Mobile users rely on familiar patterns: bottom navigation, hamburger menus, swipe gestures. They expect single-hand operation for most tasks. Deep hierarchies are problematic; prefer flat architecture with clear entry points. Search is often preferred over navigation for finding specific items.
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-
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- ### Decision Making
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- Decisions are rapid and often based on minimal information. The top option or featured choice has significant advantage. Users rarely scroll below the fold for options. Price and key differentiators must be immediately visible.
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-
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- ### Error Recovery
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- Low tolerance for errors that interrupt flow. Errors should be recoverable without losing progress. Form validation should be inline and immediate. Connectivity errors should allow offline operation or easy retry.
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-
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- ### Abandonment Triggers
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- - Slow load times (over 3 seconds)
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- - Forced desktop-style interactions
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- - Lengthy forms without progress saving
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- - Pop-ups and interstitials
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- - Unclear touch targets
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- - Required account creation for simple tasks
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- - Poor cellular connectivity handling
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-
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- ## UX Recommendations
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-
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- | Challenge | Recommendation |
102
- |-----------|----------------|
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- | Time pressure | Minimize steps; allow task completion in under 2 minutes |
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- | Divided attention | Clear visual hierarchy; essential info "above the fold" |
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- | Limited screen space | Progressive disclosure; prioritize ruthlessly |
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- | Touch input | Generous touch targets (minimum 44x44 pixels); forgiving hit areas |
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- | Interrupted sessions | Save state automatically; enable easy resumption |
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- | Variable connectivity | Offline capability; graceful degradation; queue actions |
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- | Low reading tendency | Visual communication; icons with text; clear CTAs |
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-
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- ## Research Basis
112
-
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- - Chittaro, L. (2011). Mobile HCI research methods - Context-specific user behavior
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- - Hoober, S. & Berkman, E. (2012). Designing Mobile Interfaces - Touch interaction patterns
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- - Nielsen, J. (2012). Mobile Usability - Mobile vs desktop behavior differences
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- - Google/SOASTA (2017). Mobile page speed benchmarks - Load time impact on conversion
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- - Budiu, R. (2015). Mobile User Experience - Attention and task completion research
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-
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- ## Usage
120
-
121
- ```typescript
122
- await cognitive_journey_init({
123
- persona: "mobile-user",
124
- goal: "complete checkout",
125
- startUrl: "https://example.com"
126
- });
127
- ```
128
-
129
- ```bash
130
- npx cbrowser cognitive-journey --persona mobile-user --start https://example.com --goal "complete checkout"
131
- ```
132
-
133
- ## See Also
134
-
135
- - [Persona Index](./Persona-Index.md)
136
- - [Trait Index](../traits/Trait-Index.md)
137
- - [Patience](../traits/Trait-Patience.md)
138
- - [Satisficing](../traits/Trait-Satisficing.md)
139
- - [Reading Tendency](../traits/Trait-ReadingTendency.md)