Chapter 1. Why Stories?

We all tell stories. It’s one of the most natural ways to share information, and it’s as old as the human race. This book is about how to use a skill you already possess in a new way: in the field of user experience (UX) design.

As a part of user experience design, stories serve to ground your work in a real context. They let you show a design concept or a new product in action, or connect a new idea to the initial spark. But most importantly, they help you keep people at the center of your work. However you start a project, in the end it will be used by people. Stories are a way of connecting what you know about those people (your users) to the design process, even if they can’t always be part of your team.

Stories can be used in many ways throughout any user experience process:

  • They help us gather (and share) information about users, tasks, and goals.

  • They put a human face on analytic data.

  • They can spark new design concepts and encourage collaboration and innovation.

  • They are a way to share ideas and create a sense of shared history and purpose.

  • They help us understand the world by giving us insight into people who are not just like us.

  • They can even persuade others of the value of our contribution.

Here’s one way that stories can be part of user experience design.

It makes sense. Stories like this one, or a video welcome from a course lecturer, help students make a connection, translating dry information into personal terms.

What’s the next step? More ways for the community to share its own stories.

What is a story?

Story and storytelling are such big concepts that we’d better start by defining what kinds of stories are helpful in user experience design.

In this book, we will be focused on stories whose goal is to describe or communicate some aspect of user experience. We will include scenarios, user stories, stories for personas, storyboards, (some) narrative use cases, and many other story forms that are part of different user experience methodologies.

As far as the mechanics go, we’ll include all forms of storytelling:

  • A story can be written or spoken.

  • A story can be told through pictures, moving images, or words.

  • A story can be told live or through recorded audio or video.

A story can have a beginning, middle, and an end—usually, though not necessarily, in that order—or it can simply suggest a time and place.

Types of stories we are not talking about include: bedtime stories, stories about that really cute thing you did as a child, news stories, stories about cats rescued from trees, shaggy dog stories, ghost stories, novels, love stories, confessions, how I met your father (unless we’re designing a dating service), the end of the world, the beginning of the world, and dreams (not to be confused with conceptual visions). We love these stories, but they are for another book, and a context outside user experience design.

There are many types of stories in UX design

Stories can be a natural and flexible way of communicating. Some of the values often attributed to stories include their effectiveness as a way to help people remember, as a way to persuade, and as a way to entertain. This is as true in UX as anywhere else.

User experience includes a wide variety of disciplines, each with its own perspective. Stories bridge the many different languages you bring to your work. By providing tangible examples, stories can provide a common vocabulary for everyone.

  • 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.

Stories that describe a context or situation

Stories that describe the world as it is today help us understand that world better. They not only describe a sequence of events, but they also provide insight into the reasons and motivations for those events.

Stories that accompany personas often describe something about their activities or experiences. This story, from a persona for a cancer information Web site, describes how someone with good Web and search skills helped a cancer patient find pertinent information. It describes how and why someone might look for information about cancer, using sources that are beyond the norm for most people.

Stories that illustrate problems

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 a design or product team see a problem from the perspective of the users.

This story describes a current problem. In this case, it’s a lost bus in a vast parking lot, and someone without a good way to solve the problem. Did the story make you start thinking of innovative ways to solve Sister Sarah’s problem? There are many different possible solutions, and you probably thought of several. That’s the point of this kind of story: to describe the problem in a way that opens the door to brainstorming new ideas.

Stories that help launch a design discussion

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 that you will use as a starting point for design brainstorming must have enough detail to make sense, but also leave room for the imagination. Their goal is to open up thinking about a design problem, suggest the general area for work, or start a discussion.

How could you make creating special checks and filling in on bookkeeping tasks easier? Did the story spark your mind for solutions? Have you encountered a similar situation?

Stories that explore a design concept

Stories can help you explain and explore a new idea or concept and its implications for the experience. They help shape a new design by showing it in action, even before all the details are complete.

One way to create an expressive story is with video, although this can be more difficult than a comic, storyboard, or verbal narrative. Bruce Tognazzini, now a member of the Nielsen Norman Group, led a project at Sun Microsystems to envision the future of computing. The result was Starfire: The Movie, a video that imagined a day in the life of a knowledge worker 12 years in the future. Starfire was created in 1992 and set in 2004. It featured a workspace made up of several displays controlled with gestures, well before the movie Minority Report or recent innovations like Microsoft Surface.

Instead of spending time describing problems to solve, the story explored a completely new way of interacting. The events of the story were pretty simple, showing a designer going about her work. It said, “What if all these technologies were in current use?” and told the story as if they were. Starfire’s goal was to provoke new thinking, rather than to prescribe a design in the kind of precise detail needed to build a new product.

The next story also explores unknown territory, in this case an interactive entertainment system that flips the usual shopping and reality TV formulas on their heads.

Stories that prescribe the result of a new design

Prescriptive stories describe the world as it will be in more detail. They are similar to descriptive stories, except they describe a user experience that doesn’t exist yet.

Software specifications often contain prescriptive stories in the form of scenarios that accompany use cases or other narrative ways of describing the user experience. These stories can be quite detailed, especially if they are used to illustrate the requirements documents.

This story could continue to describe more steps in the process or other functions that John could use. This is not a programming specification, but a narrative description of an interaction.

More work? Not really!

Perhaps you think, “There’s quite enough to do without adding anything else to my process.”

Don’t worry. If you already have a good user experience process, you are probably already collecting and using stories. This book can help you do it more consciously and more effectively.

If your process doesn’t include much contact with users, this might be a good time to start. You’ll find that it improves your work, and gives you more confidence that you are creating something people will really find useful and usable.

Either way, collecting stories and telling them as you work on a design will make your work richer and more innovative.

The radio show This American Life, from U.S. National Public Radio, tells stories of everyday experiences. Each show takes a theme and looks at it from different perspectives, each based on a real person’s story. Ira Glass, the producer, blends journalism and storytelling to create oddly compelling portraits.

“Until you hear a story and you can understand that experience, you don’t know what you are talking about. There has to be a person’s story that you hear, where finally you get a picture in your head of what it would be like to be that person. Until that moment, you know nothing, and you deal with the information you are given in a flawed way.”

Ira Glass, This American Life, speaking at GEL 2007 (gelconference.com/videos/2007/ira_glass/)

More reading

If you are interested in how stories are woven into user experience and hypermedia narrative, we can recommend two excellent books:

Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Janet H. Murray. How hypermedia and other new technology can make new forms of story possible.

Computers and Theatre, Brenda Laurel. A seminal book on Aristotelian storytelling as the basis for user experience design.

Summary

Stories are a powerful tool in user experience design. They can help you understand users—and their experiences—better, communicate what you’ve learned, and use that understanding to create better products. Whether you are a researcher, designer, analyst, or manager, you will find ideas and techniques you can put to use in your practice.

Stories have many uses in user experience design and can be integrated into your own process.

  • They can describe a context or situation, like stories that are part of personas.

  • They can illustrate problems and “points of pain,” explaining why a new experience is needed.

  • They can be the starting point for a design discussion, explore a new design concept, or describe a new design.

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