If you’ve played our new Persona Pix card game, you’ll already be familiar with our cast of colourful characters. Split into generational groups, from Builders (born between 1925 and 45) to Gen. Alpha (born since 2010), each of the personas featured in the game is designed to represent a real-life sub-set of consumers.
Although you might not find ‘Five Phone Felix’ or ‘Environmental Esther’ on your customer mailing lists, each character is grounded in real research into the habits, concerns, motivations, and life factors of the generations and groups featured in the game. So, what does the data tell us about generations featured, and how has that influenced the creation of the Persona Pix gang?
Baby boomers (1946-64):
Gen. X (1965-79):
Gen. Z (1995-2010):
Gen. Alpha (2010-now):
How to understand your customers and deliver engaging communications?
The research above is just a snapshot of the demographic data that’s gone into developing the Persona Pix characters, and all organisations will (or should) be doing their own research into customer motivations and habits.
However, the challenge remains that many still struggle to extract value from the wealth of customer data they already hold.
Get in touch to discover how Paragon can help you better understand your customers and deliver communications that really resonate.