Storytelling in Design: Principles and Tools for Defining, Designing, and Selling Multi-Device Design Projects

Storytelling in Design: Principles and Tools for Defining, Designing, and Selling Multi-Device Design Projects

by Anna Dahlstr m
Storytelling in Design: Principles and Tools for Defining, Designing, and Selling Multi-Device Design Projects

Storytelling in Design: Principles and Tools for Defining, Designing, and Selling Multi-Device Design Projects

by Anna Dahlstr m

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Overview

With the wide variety of devices, touch points, and channels in use, your ability to control how people navigate your well-crafted experiences is fading. Yet it’s still important to understand where people are in their journey if you’re to deliver the right content and interactions at the right time and on the right device.

This practical guide shows you how storytelling can make a powerful difference in product design. Author Anna Dahlström details the many ways you can use storytelling in your projects and throughout your organization. By applying tried-and-tested principles from film and fiction to the context of design and business, you’ll learn to create great product experiences.

  • Learn how the anatomy of a great story can make a difference in product design
  • Explore how traditional storytelling principles, tools, and methods relate to key product design aspects
  • Understand how purposeful storytelling helps tell the right story and move people into action
  • Use storytelling principles to tell, sell, and present your work

Product Details

ISBN-13: 9781491959428
Publisher: O'Reilly Media, Incorporated
Publication date: 12/31/2019
Pages: 412
Sales rank: 1,106,232
Product dimensions: 5.90(w) x 8.30(h) x 0.90(d)

About the Author

Anna Dahlström is a Swedish UX designer based in London. She’s the founder of the UX design school UX Fika. Since 2001 she has worked client side, for agencies, and for startups on a large variety of brands and projects, from websites and apps to bots and TV UIs. She’s a regular speaker and holds a MSc in Computer Science and Business Administration from Copenhagen Business School.

Table of Contents

Preface ix

Chapter 1 Why Storytelling Matters 1

How This All Started 1

The Role of Stories Throughout History 4

The Medium of Stories 6

The Role of Personal Storytelling in Day-to-Day Lives 10

Storytelling Today 13

Stories as a Persuasion Tool 15

The Role of Storytelling in Product Design 17

Summary 20

Chapter 2 The Anatomy of a Great Story 21

The Architect Analogy of Explaining UX 21

Aristotle's Seven Golden Rules of Storytelling 23

The Three Parts to a Story 24

The Art of Dramaturgy 25

What Dramaturgy Teaches Us About Product Design 29

The Circular Nature of Digital Product Experiences 29

Five Key Storytelling Lessons 32

Chapter 3 Storytelling for Product Design 45

When Any Device, Used Anywhere and at Any Time, Is Your Starting Point 45

How Traditional Storytelling Is Changing 47

How the Landscape of Product Design Is Changing 64

Changes in Consumer Expectations 79

Summary 82

Chapter 4 The Emotional Aspect of Product Design 85

Shouting at the Voice Assistant 85

The Role of Emotion in Storytelling 87

The Role of Emotion in Product Design 88

Emotions and Our Different Levels of Needs 95

Understanding Emotions 100

Situations Where Emotion in Design Can Play a Key Role 107

What Storytelling Can Teach Us About Evoking Emotions in Product Design 115

Summary 124

Chapter 5 Defining and Structuring Experiences with Dramaturgy 125

Understanding and Defining Your Product Life Cycle 125

The Role of Dramaturgy in Storytelling 127

The Role of Dramaturgy in Product Design 128

Variations on the Three-Act Structure 131

Applying Sequencing and Mini-Stories to Product Design 136

The Difference Between Acts, Sequences, Scenes, and Shots 140

Understanding Plot Points 141

Plot Points in Product Design 146

Typical Experience Structures of Common Product Life Cycles 148

How to Use Dramaturgy and Plot Points to Define the Narrative Structure of Product Experiences 150

Summary 154

Chapter 6 Using Character Development in Product Design 157

Reluctance to Use Personas 157

The Role of Characters and Character Development in Storytelling 159

The Role of Characters and Character Development in Product Design 161

The Different Actors and Characters to Consider in Product Design 166

The Importance of Character Development 186

What Traditional Storytelling Teaches Us About Characters and Character Development 189

Character Definition Versus Character Development Versus Character Growth 199

Tools for Character Definition and Development in Product Design 200

Summary 207

Chapter 7 Defining the Setting and Context of Your Product 209

Once Doesn't Mean Always 209

The Role of Setting and Context in Storytelling 212

The Role of Setting and Context in Product Design 213

A Look at Context in Product Design 214

A Definition of Contextual Products and Context-Aware Computing 216

Working Through the Context 219

Embracing the Complexity of Context 221

The Factors and Elements That Make Up Context in Product Design 223

What Storytelling Teaches Us About Setting and Context 224

Summary 227

Chapter 8 Storyboarding for Product Design 229

One Document to Capture It All 229

The Role of Storyboarding for Film and TV 231

The Role of Storyboarding in Product Design 234

Using Storyboards to Help Identify the Invisible Problem and/or Solution 235

Creating Storyboards 238

Ways to Incorporate Storyboards into the Product Design Process 240

Summary 243

Chapter 9 Visualizing the Shape of Your Product Experience 245

"The Website Knows Me and What I Want" 245

The Shape of Stories 246

The Shapes of Experiences 259

Two Ways to Define the Shape of an Experience 259

When and How to Visualize an Experience 265

Summary 266

Chapter 10 Applying Main Plots and Subplots to User Journeys and Flows 267

The Ideal Journey 267

The Role of the Main Plot and Subplots in Traditional Storytelling 268

The Role of the Main Plot and Subplots in Product Design 269

Types of Subplots 271

What Storytelling Teaches Us About Working with Main Plots and Subplots 276

Summary 280

Chapter 11 Theme and Story Development in Product Design 281

Using Real Content 281

The Role of Theme and the Red Thread in Storytelling 283

The Role of Theme and the Red Thread in Product Design 286

Approaches to Developing Your Story in Traditional Storytelling 287

What Storytelling Teaches Us About Theme and Developing Your Product Story 290

Summary 293

Chapter 12 Choose-Your-Own-Adventure Stories and Modular Design 295

One Page for Every Athlete 295

CYOA Books and Modular Stories 296

CYOA and Product Design 298

The Case for Modularity in Product Design 299

The Need to Focus on the Building Blocks Rather Than the Page or View 302

Common Patterns in Choice-Based Stories 304

Key Principles from CYOA Structures Applied to Product Design 311

What Product Design Can Learn from CYOA 317

Summary 322

Chapter 13 Applying Scene Structure to Wireframes, Designs, and Prototypes 325

The Things That Didn't Fit Above the Fold 325

The Role of Scenes and Scene Structure in Product Design 328

Elements of a Scene 335

Elements That Help Tell the Story of a Page or View 338

What Scenes Teach Us About How to Define the Story of the Page or View 338

Summary 352

Chapter 14 Presenting and Sharing Your Story 353

How Storytelling Helped Save the Day 353

The Role of Storytelling for Presenting Your Story 355

What Traditional Storytelling Can Teach Us About Presenting Your Story 368

Summary 380

Index 381

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