TELLING STORIES
THROUGH DESIGN

 11 June 2010 — Hannah Donovan
Prologue




MY FRUSTRATION...
Prologue




IT’S NOT YOUR DESIGN OUTPUT THAT
WILL MAKE OR BREAK THE PRODUCT,
IT’S ALL THAT OTHER STUFF...
Prologue




ALL THE INPUTS.
Prologue




IT DOESN’T MATTER HOW TALENTED
THE PEOPLE ARE, IF THE PROCESS
SUCKS, THE PRODUCT IS SUCKS.
Prologue
Prologue




SO WHAT DOES THIS HAVE TO DO
WITH STORYTELLING?
YOU ARE THE STORYTELLER
          Part 1
Part 1




YOUR SUPERPOWER:
YOU CAN DRAW
ith
Art credit: Ron Sm




                                                                    Credit: Lucas Arts
        Examples of sequential visuals: Comics & film storyboards
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         House style “sketchy” visual
PART 1 — RECAP
• Drawing in front of, or with others motivates and
 inspires

• Sets the stage for the story, puts everyone on a
 similar track.

• Starts a dialogue, breaks down barriers, allows others
 to start adding & gives them peace of mind
GOOD TEAMWORK
IS STORYTELLING
     Part 2
Part 2




STORYTELLING COMES FROM AN ORAL
TRADITION
Part 2




STORYTELLING IN AGILE
Part 2




MAKING CONVERSATIONS HAPPEN
Part 2




  ARM YOURSELF WITH A DRAWING
  (OR THE ABILITY TO MAKE ONE)
  AND A STORY.
Part 2




THINK LIKE A FILM CREW
Part 2




LET INFLUENCES IN. YOU’RE THE
EDITOR.
Bits & bobs of the overarching story arc
Tactical UI implementation for a single story…
PART 2 - RECAP
• Get good at starting conversations. Put yourself at
 the centre of the narrative

• Take advantage of Agile to keep conversations
 flowing. Think like a film crew; edit against the plot.

• Like a serial publication, start with a story arc, then
 write as many stories as you need
STORYTELLING WITHIN AN
     ORGANISATION
         Part 3
Part 3




STORIES ARE ALREADY NATURAL FOR
AN ORGANISATION.
Part 3




ORGANISATIONAL LORE
Examples of lore collecting 2007 - 2010
Weaving user’s stories into the organisational lore…
Part 3




A NARRATIVE APPROACH TO
PRESENTATION
Part 3




STORIES: UP, DOWN
& AROUND…
A project that sparked educational storytelling
PART 3 — SUMMARY
• Gather company lore & spread it

• Use a narrative approach to storytelling

• Give everyone (especially people up the chain) a
 story to tell.
YOUR TOOLKIT

    Part 4
Part 4




BE MULTI-DISCIPLINARY
Part 4




“PUT A LOT OF GUNS IN A LOT OF
DRAWERS”.
Part 4




WRITE BIG PARTS FOR YOUR USERS.
Guerilla user testing
Part 4




WRITE IT DOWN AND PASS IT ON.
Part 4




DOING A 180
Your NEW story here




                                              COMP ON EN T:

        TA KE S EF FE CT:
                   SPRINT 35                  VE RS IO N NUMB ER :   1
                                                                         DATE :   13 / 04 / 10

        PL AC E:   LONDON HQ




DDM Template
PART 4 — RECAP
• Don’t just design, learn a bit of everything

• Explore a lot of routes

• Write big parts for your users

• Write down your stories so people can refer to them
 later.
STORIES FOR THE END USER

          Part 5
Part 5




“STORY IS ABOUT RESPECT FOR THE
AUDIENCE”
Part 5




“STORIES ARE ABOUT ARCHETYPES,
NOT STEREOTYPES”
Part 5




APPLY A CLASSIC NARRATIVE
STRUCTURE TO SCENARIOS
Part 5
Part 5




HURDLING THE CONCEPTUAL MODEL
Part 5




THE “HOW” NEEDS TO BE A STORY
Part 5




SHOW NOT TELL.
PART 5 — RECAP
• Treat the audience with respect

• Don’t resort to clichés, create realistic scenarios

• Create ‘BME’ narratives around these scenarios

• Back *new* conceptual models with a story; attempt
 to show it, not tell it!
Epilogue




“STORIES ARE WHAT DREAMS ARE
MADE OF”*




* Warning: late-night whisky quotation
Thanks for Listening!




CONTACT:
Email: hannah@last.fm / Twitter: @han



FLICKR POOL:
http://www.flickr.com/groups/1456738@N23/pool



SOURCES & FURTHER READING:
http://delicious.com/hannahdonovan/storytelling

Telling Stories Through Design