Chapter 13. Combining the Ingredients of a Story

Now that we’ve considered who we are going to create a story for, let’s think about what we have to work with as we put the story together.

Stories are made up of the following ingredients, each one helping shape the story:

  • Perspective: The point of view from which the story is told

  • Characters: The people in the story

  • Context: The environment in which the story unfolds

  • Imagery: The visual, emotional, or sensory texture the story evokes

  • Language: The linguistic style in which the story is told, as well as the style of speech of the different characters

Gather your ingredients, combine according to a recipe or story structure (discussed in the next chapter), and you can craft an effective story. In this chapter, we’ll focus on the ingredients.

Perspective

Every story is told from at least one point of view. In user experience stories, there is no such thing as a neutral point of view. How you present the characters, context, and events of the story is part of the point. Change the perspective, and you change the story, shaping it to either work for a specific audience or make your point more clearly.

The story of the blind men and the elephant is a classic example of perspective and how it shapes what we experience.

A group of blind men are introduced to an elephant. The man who touched the elephant’s side said, “The elephant is like a wall.” The man who touched the elephant’s tusk said, “No, the elephant is like a spear.” The man who touched the elephant’s trunk said, “No, the elephant is like a large snake.” The man who touched the elephant’s leg said, “No that’s ridiculous. The elephant is like a tree.” And the man who touched the elephant’s tail said, “No you’re all mistaken, the elephant is like a rope.”

In this story, each of the blind men touched a different part of the elephant, and came away with a different perspective. None of their experiences were wrong, but none of them reflected the entire elephant, either.

When you choose the perspective for a story, you are choosing a subset of all of the experiential possibilities. The perspective (or perspectives) you choose limits what the people in the story see and experience. This determines the information you give the audience—and, more important, what you don’t—and therefore changes their experience of the story.

One way to decide on a perspective is to consider the goals or attitudes you want the story to reflect. Imagine four people describing why they use an online bookstore:

“I use it to buy books. The selection is great, and the prices are the best.”

“I use it for book reviews, reading what different people said about the books I want to buy. Then I go support my local bookstore.”

“I use it because I can send presents to my family easily. I keep their shipping information online.”

“I rarely buy anything from them, but I’m on the site a lot because it’s useful for comparison shopping for things I want to buy on eBay.”

Each of these perspectives could be the basis for a different story about using the site, reflecting different ideas about what this online bookstore is good for and how it fits into their lives.

So far, we don’t know much about these people. When we add character, we’ll add personal details like gender, culture, race, age, height, wealth, and social influence. Character affects perspective, of course, and the central character of a story can often be a shorthand way of thinking about perspective. But for now, stay focused on what story you want to tell and what perspective will help you make your point.

If you don’t think perspective matters, think about House, the popular TV medical drama. Each show is a detective story, as the doctors try to solve perplexing medical cases. There is a central character (Dr. House) and a patient. House’s medical colleagues are a set of supporting characters. Their goal is to find the bad guy (diagnose the patient’s condition correctly) and save the day. There is always one other set of characters: the patient’s relatives, who have to give permission for each (usually more and more dangerous) medical procedure. The stories in House are told from the perspective of the doctors: the disease is the enemy, and the relatives and hospital bureaucrats are barriers to be swept out of the way so they can (almost inevitably) save the day.

But what if we told these stories from the perspective of the relatives? They are worried, scared, and being asked to make life-and-death decisions instantly. They are pushed out of the way, bullied, and even lied to. For example, in one episode, House asks a colleague to call the patient’s mother pretending to be from the CDC, so that she will agree to a procedure. If we told these stories from the relatives’ perspective, House would be a very different show.

Adaptive Path did something like this when they designed their diabetes monitoring device (see Chapter 12). Instead of starting from the chemistry or from manufacturing requirements, they started from the experience of people with diabetes. That perspective changed the stories they told and the design they created.

You can use perspective in the same way in stories that explore the experiences of people who are new to technology or for whom the inner workings, language, and customs of computer use are new or unknown. You might show ways in which a product can be used that the designers and engineer never dreamed of. Used in this way, stories can help broaden the design vision.

Remember the story about a new parking technology from Chapter 10? That idea fell flat because it needed the perspective of an urban driver and the challenges of parallel parking to help it make sense. What if the researchers proposing that technology had given more weight to the parallel parking perspective instead of assuming that any and all would automatically see the value in it?

  • You could tell the story from the perspective of a parking garage or garage manager, concerned about how hard it is for different cars to park well. Computer-assisted parking could mean the garage space would be better utilized or that parking and car retrieval would be much faster. (We’ve seen a TV ad for a car from the perspective of a tree to a curb. All the other cars bumped into it, but not the featured brand.)

  • You could tell the story from the perspective of an urban driver, circling for many blocks, looking for a spot that would be easy to get into.

  • You could make the environment or an environmental advocate the central perspective. All that time looking for a parking space and blocking traffic during slow and inaccurate parking attempts just adds to pollution and global warming!

  • You could take the perspective of the city itself, showing how all the time spent trying to park adds up across the population. Imagine a visual story with an aerial view of a city block, with timers counting up all the time that’s wasted.

Your own relationship to the story affects your choice of perspective

In Chapter 12, we talked about your relationship to the audience and to the story. When your story is about user experience work, you are a part of the story because you were there to collect it. You have to decide how to include your own perceptions, if at all.

Ethnographers, who may spend long periods of time in the setting of a story, always have to wrestle with this question. In Tales of the Field: On Writing Ethnography, John Van Mannen identifies three genres of storytelling for writing ethnography based on different relationships between the storyteller and the audience, which shape the structure of the story. His three genres are realist, confessional, and impressionist tales.

Realist tales

Realist tales are stories told in third person with the author largely absent from the finished text. This means that the narrative centers on reporting what the people in the narrative did, said, or thought. It’s a documentary format, focused on concrete references. There is an implicit claim to authority—that the events described in the story really happened or might really happen.

Realist tales are useful as a way to document context of use or to create a story to describe typical events or activities. Most persona stories are written in this matter-of-fact style. They may have some detail, but primarily focus on activities and interaction rather than emotion.

This example of a realist story describes a simple context and shows the main character using an interactive system to solve a problem.

Confessional tales

Confessional tales are stories told in first person, which are focused on the experience of the author. As a report on research, this style most explicitly acknowledges the author’s role in the work—selecting the people to work with, what to observe, and how much weight to give to various informants and observations.

These tales are a way to share experiences: what you learned, ideas about the design process, and (perhaps) how you overcame problems. Many of the stories in this book are in this style. The story Seeing the Business from their Point of View in Chapter 12 uses a confessional style to create a bridge between client and developer perspectives. By speaking directly from personal experience, these stories can help you connect directly to your audience. They can also be a disarming way to share insights, by framing them as things that surprised you.

Lou Rosenfeld’s story, A Story Can Give You Time, in Chapter 15, about getting a team to work together is an example of a confessional tale. Instead of trying to describe what the people within the client company were thinking, he told the story from his own perspective. This genre can be a useful way to introduce yourself to a new audience and make a connection to them.

This might seem like a risky strategy. After all, if you are an expert, shouldn’t you be sharing that expertise, not your own problems and personal experiences? Perhaps. But you may find that telling the story through your own perspective can be a good way to acknowledge the difficulty of the topic and show the audience that they can come through the challenges to insights.

Impressionist tales

Impressionist tales mix a description of events with a strong story structure. As Van Mannen describes it, this genre holds back on interpretations “Saying, in effect, ‘here is this world, make of it what you will.’... The intention is not to tell readers what to think of an experience, but to show them the experience from beginning to end and thus draw them immediately into the story to work out its problems and puzzles as they unfold.”

Impressionist tales are intended to spark ideas and actions in the readers, just as user experience stories can be the starting point for a design idea. They might start with the context of the story, perhaps including your position as an observer, but then move into a more dramatic re-telling of the events. These stories can have an ending, but might also end with an explicit or implicit question.

This impressionist story describes a missed business meeting. It draws no conclusions, but might suggest a few ideas about the people in the story. This story is told in first person, as though it is a recounting of a story as it was told to you. Third person works just as well.

How to add perspective

The most common way of adding perspective is by having the main character of your story do the talking. What this character says will then frame the main points in the story. This is because every character represents a different set of life experiences.

HSBC runs a series of ads based on point of view. They pair images with words describing different reactions to them. For example, a backpack might represent adventure, fear, or debt. Or a single word—“security”—might be explored through multiple images: an island compound, a teddy bear, and a password field. Each of the images suggests a story with different characters and different experiences. The message of the ads is that there are many different perspectives, and (implicitly) that you need a bank that understands them all. You can see the ads on their Web site, Your Point of View (www.yourpointofview.com).

Changes in perspective can also suggest different needs that a new design can meet. For example, one character might describe a nighttime scene as dark and ominous, while a different character might see that same scene as quiet and peaceful. If you were telling a story to explore a mobile phone for the first perspective, you might want features like a bright backlight that could be used as a flashlight and perhaps add a special-purpose emergency call button. The second perspective might suggest quick-and-easy control of ringtone volume to avoid disturbing the peaceful surroundings.

Another way to add perspective is to create an unexpected situation or context. The contrast between the expected story and the one you choose to tell creates a new perspective on the experience. Television ads use this technique because it makes the ads (and therefore hopefully the products) more memorable. A good example of this is a UK television ad for the Honda CR-V from many years ago. Narrated by Garrison Keillor, of the long-running radio show, Prairie Home Companion, the ad shows vehicles and people jumping out and around a car, while the driver avoids both them and the street maintenance work. The narrator talks about how adventurous one has to be because of this accepted way of life “in one of the most inhospitable places on earth.” However, intercut with these images is a scene of an assembling audience watching the movie of the same driving images. The movie is being shown outdoors on the side of a building in rugged terrain, and the audience appears to be farm workers in Mexico or South America. They smile and laugh at the crazy European scene of cars and trucks barely missing each other. The ad creates a strong contrast between the perspective of people in Orpington, UK and those farm workers about what a really inhospitable place is (www.youtube.com/watch?v=b_gEqCcoh80).

As we said in Chapter 12, when you are crafting a story, you start with the audience. Their relationship to the story, and your purpose in telling them the story, are an important part of your perspective.

Characters

A character is a person (or other animate object) in a story. “Character” also refers to the defining traits of those people. It’s the second meaning that concerns us most. Those characteristics distinguish a well-drawn persona from an actor in a use case, and help us understand the character’s motivations, preferences, and goals.

One of the reasons stories are so useful in user experience design is that they add specificity and texture to the one-dimensional views of users that we often see. You can make your characters vivid by how you describe them. For example:

He is proud of having been admitted and then flunking out of the best universities in the country.

In one sentence, you already have some clear ideas about this person’s attitude toward life. The choice of character can help you shape the story by having the character’s actions support, or contradict, expectations. You can make the audience feel comfortable by using familiar types or create tension by using unusual or disquieting attributes.

  • If you have a character who is an “army staff sergeant,” he might be a large, gruff man... or an understated woman.

  • That “army staff sergeant” might be described as “no nonsense and to the point.” Or you might describe him or her as someone who wants comprehensive information to make better decisions.

These should not be whimsical decisions, but careful choices to help craft the story. In most situations, you will want to base your characters on data or on stories you have collected. This is especially true if you are making an unexpected choice.

One exception to this rule is when you deliberately choose an unlikely character. We chose Sister Sarah for the story about finding a car in a large parking lot because she was an unlikely choice. She reminds us that even those we might not think of as technologically savvy have day-to-day problems that our products can solve.

Another good use of character traits is to highlight the needs of people outside the mainstream: those with less economic means, or who come from a different ethnic culture or geographic location, or who have disabilities. When these characteristics are just part of a character, instead of the central point, they can open the door to thinking about a wider vision of “the user.”

The careful use of character attributes can also help address perspectives of the design team by bringing to the surface the diversity of the team itself. For example, everyone will have different feelings about baseball games: they may love them, hate them, or have never been to a baseball game at all. But that doesn’t mean you can’t tell a story about someone whose key characteristic is a love for the game. If you have multiple characters, you can distribute their interests so that everyone on the team has someone to root for.

How to create characters

You can use common archetypes as shortcuts to establish expectations quickly about your characters, expectations you can then either meet or refute. Of course, you need to make sure these shortcuts convey the meaning you intend with your audience. Calling someone a “soccer mom” might evoke empathy, disdain, or even confusion, depending on whom you’re talking to.

The details you choose to build your character will depend on the story you are telling and the larger context of the company or project.

  • Choose details that add meaning. Use details to make the characters real, but don’t bog them down in so much detail that they (and the story) become boring. Choose details that make sense for the context of the story. Each piece of information you add should help the audience understand the character’s actions a little better.

  • Show, don’t just tell. Find ways to communicate characteristics that describe actions (“show”) rather than just piling on a series of adjectives (“tell”). For instance, you can describe a character as “a strong single mom who knows how to stretch a dollar.” Or you could describe her as “a woman who plans out four full dinner meals every week for herself and her two kids that she stretches to seven meals.” Or use a metaphor: “Here’s a mom that can make a Monday chicken work all week long.”

  • Foreshadow. Set up “hooks” that you can use later in the story. For example, if a character is a cancer survivor, that fact might be used later to speak to that person’s patience, experience, perseverance, and drive. You could say that a character is “both overly cautious and impatient,” or you can suggest this by describing the way she drives or shops: “She drives like her 80-year-old grandmother, but sprints through stores.”

  • Leave room. Be sure to let the audience imagine some aspects of the characters on their own.

Screenwriting offers good lessons for developing characters

A lot of guidance on screenwriting focuses on developing character. Many of these techniques are best used in a longer story, where you have the time and space to explore character in more detail. There is one, however, that is useful even in short user experience stories.

Although not a widely known, the term “dictio” is used in screenwriting to refer to what a character explicitly says when it’s the opposite of what they end up doing by the end of the movie. For instance, if in the first 10 minutes of a movie the main character says, “I hate dishonesty. I’ll always tell you the truth,” it’s a safe bet that by the end of the movie that character will either lie or be heavily conflicted about the virtues of the truth or the occasional inconveniences of telling the truth. There are many good examples in American movies, especially those with particularly strong or strident main characters.

The movie has just begun. You have just met the main character, and the plot hasn’t gotten started. All of sudden, a character framed in a medium shot or close-up makes some absolute definitive statement about the world or themselves. “You’re coming with me and that’s it.” “I’ll always love you no matter what.” “It’s the money that matters and nothing else.” This is the character’s dictio—or what the character claims to stand for. It’s also the screenwriter saying, “Hello, big hint here. This is where the conflict will take place.”

Anyone who has watched a lot of usability tests will recognize this tension between what people say and what they do. People who say they don’t like online forums may be the ones who end up spending the most time exploring one. Or someone who says she doesn’t know how to use the Web very well may prove to be perfectly competent at browsing, just not confident about it.

In a user experience story, you might use a character’s dictio to show how an early objection can be overcome by a better experience or changing conditions. For instance, there could be a character who hates the idea of having a cell phone.

I don’t need a cell phone. Besides, they’re too complex with their menus and tiny buttons. I don’t need the aggravation.

This would remain true in the story until he is won over by being able to talk to his 6-year-old granddaughter whenever she is free, instead of just when he happens to be sitting next to his home phone.

Well, I get to talk to Emily when she gets home from school.

Then you can make the choice of having the character remain at that level of acceptance or push him further.

Well, if I have my cell phone, I don’t have to wear a watch. Plus, my son can send me pictures of Emily.

Personas can be your characters

If you have already created personas, you have your basic characters.

Hopefully, your personas are based on data, representing important users or customers for your products. Now, you can add some characteristics that can help you tell stories about the personas. These characteristics should not be random; base them on story fragments or other details you have collected during your user research.

If you are constructing a set of personas, one trick is to have a few characteristics that you give to each of them. The differences in the details can help you distinguish aspects of their character. Some ideas include:

  • Their pets and how they relate to them (daily runs with their golden retriever, or the many toys underfoot for their pampered cat)

  • Their weekend activities (sports, gardening, volunteering...)

  • How they dress for rain (newspaper held over their head, sensible raincoat, raincoat with an impressionist painting)

  • The kind of car they drive (or the condition of the inside of the car)

Context

Context is the environment for the story. It’s the stuff that connects to and surrounds the central core of the story. Some context is explicitly stated by the storyteller and some of it is inferred by the audience. Context is also the what, when, and where of the events in the story.

It was a dark and stormy night.

It was 5 p.m., Friday, Christmas Eve.

It was Atlanta, Georgia, in July.

It was in the middle of nowhere.

The story itself might be quite simple:

I loved her, but then we broke up.

I wanted to win, but I lost instead.

She lost her keys, but found them.

He saw a woman who looked like an angel, but cursed like a sailor.

There isn’t much to these simple ideas for stories. But they can be combined with contexts to become the seeds of epic tales of love, battle, mystery, or discovery. It’s all a matter of context.

It was 5 p.m., rush hour, on Christmas Eve, when I first saw her. She looked like an angel, but cursed like a sailor.

She was in the middle of nowhere, but she was online.

Not a bad start.

A user experience story may not start so dramatically, but it still needs a context to build on. You can build context in just a few words, letting the audience fill in the details. All stories rely on our ability to fill in the blanks.

As with character, the details you leave out are just as important as what you put in. While there are no hard and fast guidelines about what to leave out, consider leaving out noncritical details that might be fun for the audience to fill in for themselves. For instance, when telling a story about a dog, you probably want to make sure you’re clear that the animal is a dog. But you might not have to mention the breed of dog. This would allow the audience to fill in this detail themselves, possibly with the breed of their own dogs.

When you set the context for a story, you can use those assumptions to keep the story short, focusing on the details that are important to the point of the story. Here’s an example that Kevin uses in his workshops.

As a little kid in the 1960s, I grew up listening to Motown—The Temptations, The Four Tops, Smokey Robinson. It’s not like I was a big fan of rhythm & blues back then, but more that rhythm & blues was part of the air we all breathed. I still have a copy of my older sister’s high school graduation picture when she had that popular beehive hairdo, just like Diana Ross had when we saw her on our black-and-white TV singing, “Stop in the name of love.”

What have you learned about the context from this opening to a story?

  • Kevin’s approximate age

  • That he’s from the United States, probably from a city

  • That he has an older sister

  • That he is probably telling his own story and not someone else’s

In this story so far, there is a strong context of time, but no specific place. The audience can fill in the place with their own experience, be it Detroit, Los Angeles, London, or Amsterdam. And when filled in with their own details, the story becomes more interesting and more relevant to them.

How to add context

There are five aspects of context we’ll describe here. There are more, but these five are a good starting point. They are physical, emotional, sensory, historical, and memory.

Physical context

Here is what the physical world is like at the time of the story. It includes this information:

  • Time of day (11 p.m.)

  • Month or season (December, New Year’s Eve)

  • Physical location (New York’s Times Square)

  • Scale of location—large scale (the Grand Canyon), small scale (huddled under the Mr. Peanut sign on the corner of 7th Ave., craning my neck to look down Broadway), or even smaller (intimately sandwiched between my friend Mary and a very excited person from Minnesota)

Emotional context

This type of context shows how the characters are feeling emotionally. Are they happy, sad, cynical, angry, frustrated, etc.? If you, as the storyteller, are part of the story, your feelings are part of the emotional context that relates to your audience.

Sensory context

This is the context experienced through the five senses.

  • What does the world look like?

  • What is the sound of the world of the story?

  • What can the characters smell or taste?

  • What textures can be felt?

Kevin’s story about Tokyo in Chapter 2 relies on a sensory context, the contrast between the noisy street and the quiet, peaceful shrine.

Historical context

Here, you’ll find the information that places the story in a particular time or place. Historical context can be a small or quick reference to something that the audience might recognize, either specifically (like the Vietnam war) or metaphorically: “Back when the world was young,” or, “Back when dialing a phone meant using an actual dial.” For example:

Back when Western Electric was the main manufacturer and supplier of American phones that were so over-engineered that they could easily be used as murder weapons, Bell Labs in New Jersey asked the question, “What if you could see the person you’re talking to on the phone?”

Memory context

Memory context involves personal connections to the past. You can think of memory context as a common method of introducing flashbacks, like that old favorite, “Back when I was your age...” Often, the words used to introduce memory context are, “I remember.” When a story includes those words, the audience will want to leap back in time with the storyteller. They will want to know the reason the teller is remembering these things and will travel back with them. Memory context acts like a type of glue, connecting one part of a story to another, forcing an audience to view new story material through a remembered context. The glue could be small, providing just a single image, thus making it easy for there to be multiple memory context pieces in the story.

Or the glue could be big. The movie Saving Private Ryan is told almost entirely in flashback. An old man is introduced walking in a cemetery presumably with his family. There’s a classic flashback (facial zoom-in) to WWII where most of the movie takes place. The camera eventually brings us back to the old man and his family. The difference is that we now know who he is, what he went through, and why he’s questioning his life. Anything he says at the end of the movie will be interpreted through the flashback story of the war. This is what memory context does well. It provides a lens through which the trailing part of the story or the end of the story can be seen and understood.

If you establish a memory context, you have to be sure that it resonates with the audience in the same way that it does for you. It is important to remember that for the audience each memory carries with it its own context, its own set of interpretations, and potentially even its own set of tangential stories. This is especially true for memory contexts that are strongly significant to a specific generation. People of different ages may have their own perspective on those events.

  • Saying “I remember the 60s” to people born in 1985 means that their starting place for the 60s is what they’ve seen in the media—riots, hippies, marches, and the moon landing.

  • Saying “I remember the 60s” to people born in the 50s or 60s mean they will at first refer back to their own experiences of the 60s, which are childhood experiences—TV shows, the big deal about integrating schools, classic GI Joe/Barbie, and possibly the moon landing.

These are almost two different worlds.

Context exercise

This is a version of an exercise that Kevin uses in his storytelling workshops.

  1. Before the workshop, gather a collection of small objects. Look for common, insignificant objects that one might step over in the street: a small stone, a dried leaf, or a bottle cap.

  2. Put people in pairs and give each of them one of the objects.

  3. Each person has three minutes to use as many types of context as they can to tell a short story featuring the object.

These stories won’t be perfect in just three minutes. The point is to learn to weave elements of the environment into the story.

As you get more practice, you can expand this exercise by thinking about some of the common items in the environment of your story. When you are out in the field, collect contextual details to weave into your stories later.

Here’s an example that includes a number of different forms of context.

Imagery

A well-defined context, a good beginning, middle, and end, interesting characters, and good timing are all important elements of a story, but as a story unfolds before an audience, all of these ingredients are really there to support the images the story leaves in the audience’s mind. Listeners can forgive a lot of missing details and bad timing if there are good images.

You might think of imagery as visual pictures. Some types of multimedia storytelling can use actual images to tell part of the story. You can create images with words, too.

In performance storytelling, these images help make people laugh, cry, or think when they hear an effective story. It is the strong imagery in a story that makes them see the world differently. Even if all a story has is images, it would be almost complete. In the next chapter on story structures, there’s a description of a type of story that is all images.

Perhaps you think that imagery has no place in a business story. Not so. One of the easiest ways to see the role of imagery in business stories is to look at vision stories. Annette Simmons is a business consultant who uses story as a basic element of her practice (http://groupprocessconsulting.com). In her book Whoever Tells the Best Story Wins, she describes a vision story as one that “raises your gaze from current difficulties to a future payoff that successfully competes with the temptation to give up, compromise, or change direction.” This involves building an image of a critical moment or critical need, where the hunger for the vision is first created, then the vision supplied. Here is one example.

iRobot tells this vision story to every new employee, at internal and external company events and to a multitude of company visitors ranging from school children to the upper echelons of government. The images it leaves are powerful, even without physically seeing the robot. Images are the stuff that the audience imagines as they listen to the words and events of the story. You can help them along by providing some of the images.

How to add imagery

Imagery works with all the other ingredients—perspective, context, and character. It makes them memorable by adding word pictures that describe specific details. Consider the difference between these three openings to a story:

It was 5 p.m. She was working on a report.

It was late in the day. Her office walls were covered with Post-its outlining the main points they’d brainstormed that morning. The report was coming along nicely.

She’d lost track of time, but the office was quiet. Her office walls were covered with Post-its outlining the main points they’d brainstormed that morning, and a pile of printouts was accumulating on her desk. A half-eaten sandwich lay on the side of her desk, long forgotten. The only sound was the tick-tick-tick of her fingers flying across the keyboard.

The first is strictly factual and gives few details to provide a physical context. We have a hint that she is on a deadline, because it’s five o’clock and she’s still working. But we don’t know much else. Is she in a home office, huddled in a conference room, or at her workstation? Is she frantic or in a flow of work?

The second opening uses images to provide some hints by describing the physical context.

  • She has an outline on the wall.

  • She is working purposefully.

The third opening provides some hints by describing the emotional context.

  • She’s been working for some time, but hasn’t been distracted by hunger.

  • She’s working steadily, but quickly.

Is this too much information? That depends on whether it’s important that the audience can visualize the scene. Maybe this is a story about a collaborative tool that she will need. Or about what happens when she looks up from her report and realizes that she’s supposed to meet friends across town.

The trick to adding imagery to a story lies in using just the right amount. Like character details, if you fill the story with too many images, it can overwhelm the audience. Or you can have the wrong imagery distracting the audience into focusing on something that doesn’t support the point you are trying to make. Worse, you can be so specific that it leaves them no room to imagine the story themselves. But if you have too little imagery, the story is nothing more than a recitation of facts.

Language of the story

We’ve been talking about words used for images, but we need to say a few words about the language of the story itself. You want your stories to sound natural as you tell them (or as people read them) and to be authentic to the experience they are about. Here are a few suggestions.

  • Speak in the language of the characters. Use the words they would use. Avoid technical language they would not know or insider jargon.

    Think about using phrasing and ways of speaking that are authentic to the characters in the story. When a story is based on real people or other user research, consider how you want the characters in the story to appear. You might choose to use their exact words, or you might clean up the language to make it more acceptable to the audience. (There is an example of this in Caroline Jarrett’s story in Chapter 4.)

  • Make the story active. Stories are active, so make the writing active, too. Make sure that the characters do, think, say, or feel things actively. Don’t make them passive observers of what happens. Stories are an opportunity to let real experiences come through.

  • Focus on telling the story. Avoid long explanations that are distracting or confusing. Focus on contextual details or imagery that support the purpose of the story. The same goes for technical details. Don’t let the stories become a procedural description of how to use a product. If you find yourself stepping through actions like “clicked on a link” or “pressed a button,” you may be writing great technical documentation, but not a good story.

  • Don’t judge. Let the characters, context, and events of the story speak for themselves. Don’t use stories to poke fun at your characters or turn them into caricatures. Your point should come out of the ingredients and structure of the story, not be imposed as a punch line.

Putting the ingredients together

When you are constructing a story, choose the ingredients that will support the story and connect to the audience appropriately.

  • Perspective and character give the story a point of view.

  • Context sets it in an environment.

  • Sensory and imagery details provide texture and emotion.

None of these are extra—they are what makes something a story and not just a chronological report. They carry information that helps the audience understand the story and make it their own, by better engaging their brains.

As you decide on the right mix, consider these questions:

  • What do you have to say explicitly and what can you imply through one of the ingredients?

  • What does your audience already know about the context or characters, and what do you have to be sure to tell them?

  • How will the ingredients you choose fit together to make your point?

These ingredients—perspective, character, context, imagery, and language—support the events and make the story come alive in the minds of the audience, thereby creating the experience of the story.

Summary

The ingredients of a story are tools you can use to give your story meaning and texture. They are the following:

  • Perspective: The point of view from which the story is told

  • Characters: The people in the story

  • Context: The environment in which the story unfolds

  • Imagery: The visual, emotional, or sensory texture the story evokes

  • Language: The linguistic style in which the story is told, as well as the style of speech of the different characters

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