Personas that go from research artefact to interactive artefact
There is a familiar moment that happens in many organisations. A research project wraps up. The insights are synthesised and a persona is created. It is thoughtful, detailed, and presented with care. For a while it does well. It shows up in decks, gets referenced in meetings and is pinned to whiteboards. People nod when they see it. It feels useful.
Then, quietly, it fades into the background.
This is not because personas are pointless. Most teams genuinely want to design with users in mind. The issue is subtler than that. The persona itself is frozen in time, while the team using it are not. Work moves fast, decisions pile up and context shifts and a document that was once insightful slowly starts to feel distant. It still exists, but it no longer feels close enough to help.
The Problem With Static Personas Link to this headline
Traditional personas are good at capturing a snapshot. They describe who someone is, what they care about, what frustrates them. But real users are ever-changing and continue to evolve Their needs change as markets change as new constraints appear in their lives. A static persona cannot move with that reality. It becomes a description of a user from the past, even if that past is only a few months old. There is also something deeper at play. Once the persona is created, research often stops being something teams engage with directly. The persona becomes the final output, rather than a doorway back into the thinking that produced it. Teams read about users instead of thinking with them and changing their products to suit their needs.
A New Question Worth Asking Link to this headline
This is where a different way of thinking begins.
Instead of asking how to make better persona documents, it is worth asking a more fundamental question. What if a persona was not something you looked at, but something you could engage with? What if it did not sit at the end of the research process, but stayed alive throughout the work that followed?
This is the shift behind AskSona.
AskSona: From Research Output to Research Interface Link to this headline
AskSona treats the persona as an interface to research rather a static artefacts. The persona is built on real data. Interviews, surveys, behavioural patterns and constraints are not abstracted away into a few bullet points and forgotten. They remain present. When you interact with the persona, you are not talking to a generic user or a creative simulation. You are engaging with a model that is shaped by real evidence and bounded by what has actually been learned. Because of that grounding, the interaction feels different. The persona does not respond with whatever sounds plausible. It responds in ways that are consistent with the research behind it. You can ask it about motivations, trade-offs, moments of confusion, or hesitation. You can probe how a feature might be experienced, or how a message might land. Each interaction pulls you back into the logic of the research, rather than away from it.
Over time, this changes how personas function inside a team.
Instead of being something you revisit occasionally, the persona becomes something you turn to in moments of uncertainty. When a discussion starts drifting into opinions. When a decision feels stuck. When a team realises they are arguing about what users might want without any clear reference point. The question shifts from internal debate to external curiosity. What does our persona think about this? How would this land for them? What feels unclear or uncomfortable from their perspective?
This is not about replacing human judgement or research expertise. It is about giving teams a way to stay close to users between research cycles. Researchers are still essential. They design the studies, interpret the data, and decide what becomes part of the persona. Interactive personas extend that work by keeping it present and usable long after the project has formally ended.
Not Another AI Roleplay Tool Link to this headline
It is also worth addressing the inevitable comparison to large language models and role-playing prompts. While those tools can generate conversations, they often rely heavily on how well a prompt is written and how much the model is allowed to improvise. The result can be insightful one moment and inconsistent the next. AskSona is not trying to be creative in that way. Its value comes from constraint. The persona is defined, grounded, and predictable in the best sense of the word. Teams can trust that the responses are anchored in real insight, not generated on the fly.
The impact of this shows up in small, everyday moments. A product manager pressure-testing a roadmap decision. A marketer refining copy before a launch. A strategist questioning an assumption that feels a little too comfortable. Instead of debating endlessly or relying on gut instinct, teams can bring the user into the conversation in a tangible way.
Something else happens too. The tone of collaboration shifts. The persona becomes a shared reference point that no one owns and no one can dominate. It is not about who has the loudest opinion or the strongest intuition. It is about exploring the user together. That creates space for better questions, healthier disagreement, and more grounded decisions.
Conclusion Link to this headline
In the end, the difference between static and interactive personas is not technical. It is philosophical. A static persona explains a user. An interactive persona invites you to engage with them. One captures insight at a moment in time. The other keeps insight in motion.
And in organisations where change is constant, the most valuable research artefact is not the one that looks polished in a deck, but the one that stays close, stays useful, and keeps the conversation with users alive.


