Make the design focus tangible for all stakeholders and engage empathy of the development team towards the human target of the design.
A persona is a user model, representing a realistic user (or a class of users) with a name, a face, realistic goals and a realistic behavior. It is not a literal description of an interviewed or observed individual, but a composite based on patterns of use of several real users who have been observed or interviewed during a field study. Although imaginary, it is not just ‘made-up’. A persona is a by-product of a field study, grounded in observed facts and defined with rigor and precision. The description of a persona is written in a natural language and is used as a design and communication tool.

The main goal of creating personas is to make the target user as concrete as possible to prevent designers, analysts and developers from drifting towards an idealized view of 'the user', which lacks nuance. Therefore observed user characteristics, motivations and behaviour are transformed into the profile description of a fictive person. These characteristics are not to be confused with user role access rights or market segments. The latter typically constraint product design whereas a good persona inspires the design. Good examples of inspiring characteristics are age, frequency of use, familiarity with technology, context of use, relationship with the product, frustrations, risk avoidance, personal interests for working online...
The steps to be taken when creating personas are the following (according to Cooper):
Personas are not always successful. The following pitfalls should be avoided:
The required effort for creating personas is dependent on