Storytelling Flashcards

1
Q

Why Storytelling?

A
  • Stories serve to ground your work real context
  • Stories are a way of connecting what you know about your users to the design process
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Storytelling - How?

A
  • Help in the gathering and sharing of information about users, tasks and goals
  • Put a human face on analytic data
  • Spark new design concept and encourage collaboration and innovation
  • Are a way to share ideas and create sense of history and purpose
  • Help us understand the world by giving us insight into people who are not just like us
  • Persuade other of the value of our contribution
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Aristotle’s 7 Elements of Good Storytelling

A

Plot
Character
Theme
Diction
Melody
Décor
Spectacle

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Aristotle’s 7 Elements of Good Storytelling - Plot

A

For Aristotle plot was the most important element.
Plot is what happens in a drama, i.e., tragic plot tells the story of a hero’s problems. Bad plot can spoil a good drama.

What are the character(s) doing?
What are they trying to accomplish?

The story plot tells us about a person’s change in fortune (either
from good to bad, or from bad to good), and is usually about overcoming an obstacle or challenge.

In a Design Thinking project, the story plot tells us about struggles and how people try to improve aspects of their lives.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Aristotle’s 7 Elements of Good Storytelling - Character

A

In Drama, the main character may drive the plot with the rest of cast.

Who are the people? What are their traits, their personalities? What are their backgrounds, needs, aspirations, and emotions?

Storytelling in Design Thinking, most obviously, relates to gaining an empathic understanding of the people for whom we are designing.

When we tell stories about our users, it is not sufficient to know facts about them, like their appearances or income; for a fully fleshed out character, we need insights into their needs, motivations, and emotions.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Aristotle’s 7 Elements of Good Storytelling - Theme

A

Theme refers to the environment in a Greek drama.
Just like in a drama, you have to set the context in a UX project.

The theme of a story tells us the overarching obstacle that needs to be crossed, or the end goal of the project.

Use a theme to help keep yourself focused and provide your team with a strong narrative to keep you going

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Aristotle’s 7 Elements of Good Storytelling - Dialogue

A

To Aristotle, diction (or dialogue) was the way the characters speak to each other.
Audiences can tell a lot about a character from that person’s tone of voice.

What are the people saying? Do they say different things when you observe them as compared to when you interview them? Are they angry, disappointed, sad, or happy? While observing their dialogue, are you losing focus on the things they did not say?

It is also crucial to keep track of how we, the observers, speak to the people we are observing. Having a superior or condescending tone when conversing with our users is a sure way to get their guards up and put a limit on how much we can learn from them.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Aristotle’s 7 Elements of Good Storytelling - Melody/Chorus

A

Actors often perform musical choruses in a Greek play.

These choruses—or the melody—reflect the average person’s emotional response to the characters’ actions.

To be effective, your stories should have a chorus that echoes your emotions and convictions.

The power of storytelling often lies in its ability to stir emotion and motivate us to find a solution.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Aristotle’s 7 Elements of Good Storytelling - Décor

A

In plays, décor refers to stage design.
In your UX case studies, it refers to the visual design.

Décor is about the setting. It’s about the physical environment in which your characters perform their acts.

What’s the décor, setting, and physical environment in which your users perform their acts like? Effective storytelling does not ignore the setting, because often the interactions between characters and the set will tell us a lot about their motivations and behaviours.

As a design thinker, you should pay attention to the opportunities or obstacles present in your users’ environments.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Aristotle’s 7 Elements of Good Storytelling - Spectacle

A

To Aristotle, the spectacle of a drama was least important.
A story’s talking point, wow factor or plot twist will let audiences remember it, but it alone will not make a good play.

Are there any plot twists in your stories? Any unexpected insights about your users?

The spectacle is something that the audiences who listen to your story will remember and will generate discussions and ideas.

If your design thinking story includes a spectacle, it will be a powerful tool to drive the project forward.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

How to Reach Users through Stories

A

Storytelling can be used in your design process to present your user research results in an engaging way and create empathy with your target users.

  • How?
    1. Define your target users with personas
    2. Create a plot with a conflict
    3. Give your design the supporting role
    4. Work with the setting
    5. Tailor the look/feel
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

How to Reach Users through Stories - Define your target users with personas

A
  • To envision users’ likely experiences and gain empathic insights. Personas are based on user research but tell a story about your insights.
  • Example: “Rick”, a 47-year-old manager struggling with his
    work–family-life balance. He even works on his train commutes. Feeling drained, he wants better control of his life.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

How to Reach Users through Stories - Create Plot with Conflict

A

To make the personas heroes and envision how they can overcome specific problems using your design.
1. Rick discovers your (yet-to-be-designed) time-management app online. He downloads it and completes your questionnaire about work commitments, family, outgoings, etc.
2. He starts using your app, letting it collect data from his phone and fitness tracker about time on various tasks/activities, stress levels, alertness, etc.
3. After a week, your app charts his tasks and activities, including sleep, heart-rate data, etc.
4. Tapping a phone tab, Rick sees time-management suggestions on how to become more productive, well-rested, etc.
5. He has the option to continue or suspend monitoring (e.g., if on holiday/vacation).

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

How to Reach Users through Stories - Give your design the supporting role

A
  • Show it improving your persona’s/user’s life and how easy it is to use.
  • For example, consider how many steps Rick needs to use your app and if voice-controlled devices at home might influence its suggestions.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

How to Reach Users through Stories - Work with the setting

A
  • When and where users use your design is vital for building empathy.
  • For Rick, it’s the home, train and workplace. But what about (e.g.) busy professionals working from home?
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

How to Reach Users through Stories - Tailor the look/feel

A

Your design’s appearance is vital regardless of its functional benefits, so design the most appropriate (e.g.) layout, colors, typography.
For example, Rick prioritizes an at-a-glance, easy-to-use design, but calming colors would complement larger fonts, etc.

17
Q

How to Reach Users through Stories - Consider

A

The What – The user problem/s you define:
* E.g., They work too much overtime because of…? Budgeting problems at home?

The Who – The users themselves, envisioned through personas.
* This includes people who play influential roles in the main user’s/persona’s story. You can identify them using customer journey
maps.

The How – Your story arc, with a beginning, middle and end.
* From introducing the player/s at the beginning, you build towards their biggest problems (which many factors can affect) and finish with the happy ending your design delivers.

18
Q

Stories in UX

A
  • Stories can describe a context or situation.
  • Stories can illustrate problems.
  • Stories can be a launching point for a design discussion.
  • Stories can explore a design concept.
  • Stories can describe the impact of a new design
19
Q

Stories in UX - Stories can describe a context or situation

A
  • Stories describe the world and helps us to understand it
  • Present the motivations and reasons for such events
  • Personas’ stories may describe something about their activities or experiences
20
Q

Stories in UX - Stories can illustrate problems

A
  • Stories can also be used to illustrate a point of pain—a problem that a new product, or a change in a design, can fix.
  • They are used to help the team to understand the problem from the eyes of users.
21
Q

Stories in UX - Stories can be a launching point for a design discussion

A
  • You can also end a story in the middle with an explicit call for a
    new idea, finishing it with a better ending, or identifying a situation that might open the door to new products.
  • Stories in brainstorming session may be detailed enough but
    have space for innovation. Just to start a discussion.
22
Q

Stories in UX - Stories can explore a design concept

A
  • Stories can explain and explore a new idea even before being implemented.
  • They help to devise the new design and get details during the design process.
23
Q

Stories in UX - Stories can describe the impact of a new design

A
  • Prescriptive stories describe the world after the new design, reporting how the user experience will develop.
  • Take for example uses cases and requirements document in software design.
24
Q

Ethics and Stories - How?

A
  • By collecting data from other people in your user experience stories, you have an ethical responsibility not only to the story, but to your sources as well.
  • A responsible behaviour is implied when you collect stories from other people
  • Use research ethics from professional associations for guidance.
25
Q

Stories can be part of many UX activities

A
  • When you are collecting input
  • When you are exploring user research and other information
  • When you stimulate or experiment with design ideas
  • When you want to test your designs
  • When you need to share (or sell) your ideas
26
Q

Stories part of UX activities - When you are collecting input

A
  • Hearing the stories from your users
  • You (and your team) are the audience for users stories
  • An effort must be made in order to recognise them as stories and collect them in you research
27
Q

Stories part of UX activities - When you are exploring user research and other information

A
  • Stories that you collect can be complemented with other information (e.g. from qualitative studies)
  • Stories can provide meaning from analytical data
  • Your story focus in selecting examples to illustrate personas
    and patterns
28
Q

Stories part of UX activities - When you experiment with design ideas

A
  • Story fragments can stimulate new ideas
  • Stories from usability studies can describe problems to be solved
    or situations to be improved
  • Since stories are about people, they can help to realign a divergent design
29
Q

Stories part of UX activities - When you want to test your designs

A
  • Stories can provide context for users to test your design
  • Going back to the initial stories guarantee that the aim and goal are kept
30
Q

Stories part of UX activities - When you need to share (or sell) your ideas

A
  • Story can be the needed explanation about the design prototype.
  • They are the link between user research and design
  • They provide explanation about the design and its motivations and inspiration
31
Q

Visual Storytelling where…?

A
  • Infographics
  • Social web
32
Q

Why use visual storytelling in web UI design?

A

Brand and product Communication
* Guide the users through the features of your product with a story composed of imagery, text or a video
* It is better than providing a long list of features

Make Data Easier to Understand
* Takes the example of infographic trend: main goal to present data in a compelling and visual way
* Try to convert data into an eye-friendly story, which helps the user to remember

Improves learnability
* If you want to present your product present it in the form of product walkthrough

33
Q

Human Eye Scanning Patters

A

F and Z

34
Q

Leveraging F and Z Patterns

A
  • Making sure text is in a central column or slightly left of center. This helps the eye find its way comfortably.
  • Keep text to a maximum of around 75 characters per line
  • Limiting line length can dramatically improve a reader’s level of comfort, encouraging them to stay on the page and read more.
  • For progressive storytelling, use a Z pattern
  • Break up text with images, headings and other elements
35
Q

Decide storytelling medium - Visual Storytelling

A
  • Mood board:
    Help to decide on theme and style. Base it on your personas. Mood board helps in the colour schema, imagery and graphics, which impacts the visual storytelling
  • Storyboards:
    Through a diagram the story is depicted. It shows the plot points. Storyboards can also trace the path for displaying animations and videos. Through storyboards it is possible to envision what kind of emotions may be engaged by the users throughout the experience.
36
Q

Visual Storytelling Content

A
  • Hero videos:
    Think of your value proposition: what is your story in one sentence?
  • Add interaction:
    Don’t forget that stories can also be interactive! In fact, stories that incorporate input from the user can be a great way of keeping them engaged and attentive to your message.
  • Use of Space:
    Content is important for visual storytelling. But guess what’s equally important? No content! Or rather, space.
  • Visual Hierarchy:
    Most websites have a “homepage”, “about” page and “services offered” page. Consider these as different chapters in your story, and the most important ones for convincing a user to stay on your site and use your services.
  • Background Images:
    Provide context to your visual storytelling
  • Parallax Scrolling:
    Parallax scrolling, when done right, has the power to engage your visitors, draw them in, immerse them and discover your message themselves