Index

Page numbers followed by f refer to figures.

A

actionable stories, 7–8

action lists, 72f, 76–78, 76f–79f, 81–83, 121f, 122f, 131f

Action List Template, 286–287, 298–299, 304

action(s), 109–125. See also conflict; storyboards

asking learners to take, 207–209

building the story with, 131, 131f, 132

as conflict, 117–118, 122

connecting a story to, 14, 14f

mapping the plot with core, 142–143, 159

motivation of character to perform, 119, 119f, 120, 122, 123, 123f

observable, 72–74

organized, 75–82

realism of, 115–117, 116f, 117f, 122, 122f

showing the, 115–120, 124–125

ADDIE model, 11–14, 12f, 271. See also Deliver; Design; Discover

adjectives and adverbs, extraneous, 153–154, 292

animated video, using, 197, 197f

appearance, of characters, 95

ATD Dallas, 1

attitude, training for, 37

audience, 47–83

data about your, 51–59

discovery of story premise by the, 155–156, 162, 292

explaining benefits to, 57–58

fears and risks pertaining to your, 56–57

getting to know your, 60–66

large corporate, 61

observable actions with, 72–74

organized action with, 75–82

personal information on, 52–53

pre-existing knowledge of, 53–54

small targeted, 61

summary profile of, 59, 60f

talking straight with your, 71

technology and logistics questions for your, 58–59

type of, 130–131

untouchable, 61

using an action list with your, 72f, 81–83

values and motivation of, 54–55

work circumstances of, 55–56

audience profile, 59, 60f

adding details to characters using, 95–101, 102f–104f, 104

Audience Profile Questionnaire, 282–285, 298, 304

audio, using, 192–196, 193f, 194f

augmented reality (AR), 269

aware, being, 83

B

backstories, 10, 99–100

becoming a story designer, 259–273

and learning about technology, 261–262

by using blended learning, 263–264

by using branching scenarios, 262–263

by using games, 266–268

by using immersive technologies, 268–269

by using microlearning, 264–266

beginning, building context at the, 251

being aware, 83

benefits

in Audience Profile Questionnaire, 285

explaining, to your audience, 57–58

in PIBS model, 80, 81

blended learning, 263–264

blended learning case studies

PepsiCo, 232–237

Pizza Hut, LLC, 226–229

Boller, Sharon, 266

brain activity, 8, 247

branching scenarios, 262–263

building the story, 127–162, 251–253, 252f–253f

and characters’ actions, 131, 131f, 132

by connecting with the character, 143, 144, 144f, 159, 291

by eliminating extraneous words, 153–155, 161

by escalating the conflict, 146–148, 160

with fiction, 135–137, 138f

and having a premise, 129–130, 130f, 158, 290

by letting your audience discover the story premise, 155–156, 162, 292

by making it concrete, 152–153, 161, 291–292

with metaphor, 138–142, 141f

with nonfiction, 132–135, 135f

and type of audience, 130–131

and using core actions to develop plot, 142–143, 159

by using dialogue, 146–152, 160, 177f–178f, 291

by using scenes, 156–157, 157f

by using story seeds, 132–142

using verbs for, 144–146, 160, 291

Build the Story Worksheet, 290–292, 299–301, 305–306

business outcome, and stakeholder conversation, 25–26

C

case studies, 221–242

compliance training (Southwest Airlines), 229–232

leadership training (Pizza Hut, LLC), 226–229

new manager orientation (service industry corporation), 237–239

sales training (PepsiCo), 232–237

systems training (global electronics distributor), 239–242

Center of Restaurant Excellence (Pizza Hut), 226

Character Description Worksheet, 105, 105f, 106, 116f, 288, 299, 305

characters, 10. See also relatable characters

choices, designing plausible, 209–210

comfort zone

in Audience Profile Questionnaire, 284

of your audience, 56–57

commitment

audience, 56–57

in Audience Profile Questionnaire, 284

competency, storytelling as, 16–17

compliance training, business outcome in, 26

compliance training case study (Southwest Airlines), 229–232

conflict(s)

action as, 117–118, 122

building the story by escalating the, 146–148, 160

realistic, 123, 124, 124f

relatable characters in strong, 15, 15f, 93–94

constraints, and creativity, 200

content, rearranging, 252

context

building, 251

as storytelling element, 267–268

core actions, mapping the plot with, 142–143, 159, 290

corporate audience, large, 61

creative process, 6, 200

credibility, internal, 256–257

customer service training, 29–30

D

data

audience, 51–59

winning over shareholders by using, 254, 255f, 256–257

Deliver (in ADDIE model), 13, 163. See also tool(s); training with stories

global electronics distributor case study, 242

in PepsiCo case study, 236–237

in Pizza Hut, LLC case study, 229

service industry corporation case study, 239

in Southwest Airlines case study, 232

delivery method, 169–170, 170f, 184

descriptions, of relatable characters, 93–95

Design (in ADDIE model), 12–13, 85. See also action(s); building the story; relatable characters

global electronics distributor case study, 241

in PepsiCo case study, 236

in Pizza Hut, LLC case study, 229

service industry corporation case study, 239

in Southwest Airlines case study, 231–232

design continuum, 53f, 54, 205, 206f, 246, 246f

Design for How People Learn (Dirksen), 7

dialogue, building the story by using, 10, 146–152, 160, 177f–178f, 291

Dirksen, Julie, 7

Discover (in ADDIE model), 12, 19. See also audience; stakeholders

and creating relatable characters, 91

global electronics distributor case study, 241

in PepsiCo case study, 235–236

in Pizza Hut, LLC case study, 228

service industry corporation case study, 238–239

in Southwest Airlines case study, 231

distractions, asking about, 41

Duarte, Nancy, 248

E

e-learning case studies

global electronics distributor, 239–242

PepsiCo, 232–237

emotional language, 8

emotional stories, 8–9

end, bringing the story back at the, 251

engagement, 10

equivalents, 141–142

escalating the conflict, building the story by, 146–148, 160

evaluation (in ADDIE model), 13–14

examples, asking for, 41

extraneous words, building the story by eliminating, 153–155, 161

F

fears

in Audience Profile Questionnaire, 284

of your audience, 56–57

of your characters, 98–99

feedback, 211–214, 211f–215f, 217

providing guidance with, 11

in Story–Reflection–Solving–Feedback worksheet, 295

from subject matter experts, 230

winning over shareholders by sharing, 254, 255f, 256–257

fiction, as story type, 135–137, 138f

flight simulation, 8

“fluff,” stories as, 245–247

G

games and gamification, 266–268

The Gamification of Learning and Instruction (Kapp), 267

The Girl Effect, 190

global electronics distributor (systems training case study), 239–242

goal of training, 8, 31–33

graphics, using, 190, 191f, 192

H

Haidt, Jonathan, 8–9

The Happiness Hypothesis (Haidt), 8–9

Harvard Business Review, 247

Heath, Chip, 7

Heath, Dan, 7

I

ideal solution, 27–28

immediacy, using dialogue to increase, 148–152

immersive technologies, 268–269

importance, in PIBS model, 80, 81

information, personal. See personal information

initial indicators, asking for, 40

instructional design, and Story Design Model, 11–14

Instructional Story Design Plan, 297–301

action list in, 298–299, 304

audience profile summary in, 298, 304

character descriptions in, 299, 305

goal of training in, 297–298, 303–304

and producing your story, 300–301, 306

sample completed form, 303–306

and writing your story, 299, 305–306

instructor-led compliance training case study (Southwest Airlines), 229–232

instructor-led sales training case study (PepsiCo), 232–237

intellect, appealing to stakeholders’ intellect, 247–248

internal credibility, 256–257

intros, musical, 194

J

jumping-off point, creating relatable characters at, 91, 91f–93f

K

Kapp, Karl, 264–267

Key Account Academy (PepsiCo), 232–233

key moments, using music to accentuate, 195

KSA filter, 27–38, 28f, 41f

L

language, emotional, 8

large corporate audience, 61

leadership training case study (Pizza Hut, LLC), 226–229

learning management system (LMS), 59

logistics

in Audience Profile Questionnaire, 285

and your audience, 58–59

M

Made to Stick (Heath and Heath), 7

making it concrete, building the story by, 152–153, 161, 291–292

mannerisms, characters’, 95

Map It (Moore), 262–263

meaning, as storytelling element, 267

memorable stories, 7

memorization, 169

metaphor(s)

and equivalents, 141–142

as story type, 138–142, 141f

metrics

asking for, 40

before/after, 221f–222f

winning over shareholders by using, 254, 255f, 256–257

microlearning, 264–266

mirror neurons, 8

mood, creating a, 24

Moore, Cathy, 262–263

motivation

in Audience Profile Questionnaire, 283

of characters, 119, 119f, 120

of your audience, 54–55

music, 194–195

N

names, character, 100–101

neurons, mirror, 8

new hire onboarding, 33–34

new manager orientation case study (service industry corporation), 237–239

noncommitment, audience, 56–57

nonfiction, as story type, 132–135, 135f

O

orientation case study (service industry corporation), 237–239

outros, musical, 194–195

oxytocin, 247

P

pace, setting a realistic, 257–258

peers (of characters), 94–95

PepsiCo (sales training case study), 232–237

personal information

about your audience, 52–53

about your characters, 96

in Audience Profile Questionnaire, 282

personal opinions, asking for, 39

PIBS model, 80–82

Pizza Hut, leadership training at

and blended learning, 264

case study, 226–229

plausible choices, designing, 209–210

Play to Learn (Kapp and Boller), 266

plot, 8, 142–143, 159

PowerPoint, 9, 190, 191f, 193, 247, 263

premise

building the story by having a, 129–130, 130f, 158, 290

letting your audience discover the, 155–156, 162, 292

PRIMED for Learning framework, 38–42, 133, 135, 258, 281, 297, 303

professional position, of characters, 93

profile, audience summary, 59–60

purpose, in PIBS model, 80, 81

R

realistic pace, setting a, 257–258

reality, designing in, 38

real people, relatable characters as, 104–106, 105f

real stories, asking for, 40

rearranging content, 252

red flags, action list, 79f

reflection questions, 206, 206f–207f, 207, 215–216, 294

relatable characters, 87–107

appearance and mannerisms of, 95

backstories of, 99–100

building the story by connecting with, 143, 144, 144f, 159, 291

building the story with actions of, 131, 131f, 132

creating, at jumping-off point, 91, 91f–93f

descriptions of, 93–95

fears facing, 98–99

names of, 100–101

peers of, 94–95

personal information about, 96

professional position of, 93

as real people, 104–106, 105f

in Story Design Model, 91, 91f

in strong conflict, 15, 15f, 93–94

using audience profile to add detail to, 95–101, 102f–104f, 104

using your voice to create, 168–169

values of, 96

work circumstances of, 97, 97f–98f, 98

relevance, as storytelling element, 267

resistance, dealing with, 243–247

resolution, desire for, 16, 16f

Resonate (Duarte), 248

resources, giving learners access to, 210

risks

affecting your audience, 56–57

in Audience Profile Questionnaire, 284

role play sales training case study (PepsiCo), 232–237

root problem, identifying the, 26–27

S

sales training, 30–31

sales training case study (PepsiCo), 232–237

scenes, building the story by using, 156–157, 157f, 176f–177f

script, reading from a, 169

service industry corporation (new manager orientation case study), 237–239

short projects, starting with, 253

Show the Action Worksheet, 123, 124, 124f, 289, 299–301, 305–306

“similar to,” in PIBS model, 80, 81

simple, keeping it, 188

simulator training, 8

“sit and get” learning experiences, 231

small, starting, 253

small targeted audience, 61

SMEs. See subject matter experts

solving, 207–210, 208f, 209f, 216–217, 295

sound effects, 195–196

Southwest Airlines (compliance training case study), 229–232

stage, setting the, 24–25

stakeholder conversations

essential questions in, 25–28

KSA filter in, 28–38

stakeholders, 21–45. See also winning over stakeholders

and business outcome, 25–26

and goal of training, 31–33

and ideal solution, 27–28

PRIMED framework with, 38–42

and root problem, 26–27, 38

setting the stage for, 24–25

and training for attitude, 37

using the KSA filter with, 28–38

standing still, 169

stories, 6–11

as actionable, 7–8

asking for real, 40

benefit of using, 7

building (See building the story)

as emotional, 8–9

as “fluff,” 245–247

as memorable, 7

in talent development, 10–11

text-only, 188–190, 189f–190f

training with (See training with stories)

storyboards, 171–185

creating, 171–174, 172f, 173f

examples of, 174–178, 174f–175f, 180, 180f–183f, 183

Storyboard Template, 293

Story Design Model, 1–2, 14–16, 280. See also becoming a story designer

appealing to stakeholders’ emotions with, 248

conflict and desire for resolution in, 117f

convincing stakeholders to adopt, 249, 251–253

creating internal credibility for, 256–257

and instructional design, 11–14

and quality of work, 257–258

relatable characters in, 91, 91f

training with stories in, 205, 205f

story-listeners, brain activity of, 8, 247

Story–Reflection–Solving–Feedback worksheet, 214, 215f, 294–295

story seeds, 132–142

fiction, 135–137, 138f

metaphor, 138–142, 141f

nonfiction, 132–135, 135f

storytelling

as competency, 16–17

winning over stakeholders to, 243–258

Story Worksheet, 157, 157f

subject matter experts (SMEs), 12, 37, 230, 263, 267

summary profile, audience, 59, 60f

systems training, 35–36

systems training case study (global electronics distributor), 239–242

T

talent development, stories in, 10–11

talking straight, 71

targeted audience, small, 61

teamwork, 9

technology(-ies)

in Audience Profile Questionnaire, 285

immersive, 268–269

keeping pace with, 261–262

and producing the story, 301

and your audience, 58–59

text-only stories, 188–190, 189f–190f

tool(s), 165–185, 167f, 187–200

animated video, 197, 197f

audio, 192–196, 193f, 194f

and delivery method, 169–170, 170f, 184

graphics, 190, 191f, 192

storyboards as, 171–178, 172f–183f, 180, 183, 185

text-only stories, 188–190, 189f–190f

video, 197–199, 197f, 199f

your voice, 168–169

training

for attitude, 37

goal of, 8, 31–33

training with stories, 201–217

and feedback, 211–214, 211f–215f, 217

and reflection, 206, 206f–207f, 207, 215–216

and solving, 207–210, 208f, 209f, 216–217

in Story Design Model, 205, 205f

U

underscoring, with music, 195

untouchable audience, 61

USB mics, 192

V

values

in Audience Profile Questionnaire, 283

of your audience, 54–55

of your characters, 96–97

verbs, building the story with, 144–146, 160, 286, 291

video

animated, 197, 197f

using, 198–199, 199f

virtual orientation case study (service industry corporation), 237–239

virtual reality (VR), 268–269

visuals, building the story with, 178f–179f

voice, using your, 168–169

W

“Why Your Brain Loves Good Storytelling” (Zak), 247

winning over stakeholders, 243–258

by appealing to their emotions, 248–249

by appealing to their intellect, 247–248

by involving them in creating the story, 249–251

by setting a realistic pace, 257–258

by sharing feedback, 254, 255f, 256–257

by starting slow and steady, 251–253, 252f–253f

by using metrics, 254, 255f, 256–257

who think stories are “fluff,” 245–247

words, building the story by eliminating extraneous, 153–155, 161

work circumstances

of your audience, 55–56

of your characters, 97, 97f–98f, 98

worksheets

Build the Story Worksheet, 290–292, 299–301, 305–306

Character Description Worksheet, 105, 105f, 106, 116f, 288, 299, 305

Show the Action Worksheet, 123, 124, 124f, 289, 299–301, 305–306

Story–Reflection–Solving–Feedback worksheet, 214, 215f, 294–295

Story Worksheet, 157, 157f

Z

Zak, Paul J., 247–248

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