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WHAT MAKES A GOOD STORY?<br />
It was the best of times, it was the worst of times …<br />
Charles Dickens, A Tale of Two Cities<br />
Call me Ishmael.<br />
Herman Melville, Moby Dick<br />
As Gregor Samsa awoke one morning from uneasy dreams he found himself transformed<br />
in his bed into a gigantic insect.<br />
Franz Kafka, The Metamorphosis<br />
These are the opening lines of three of the greatest stories ever told. I’d venture that those<br />
of us who have read these books will always be able to name the book the line is from in a<br />
flash, even many decades after reading them. Even lots of people who haven’t read these<br />
books can tell you where these lines are from. They’ve been so influential that they’ve<br />
made their way into the collective cultural consciousness.<br />
As UX designers, maybe we can’t hope to tell a story as well as Dickens, Melville, or<br />
Kafka, but we are storytellers, and this is one of the most enjoyable aspects of the job. The<br />
kinds of stories we tell are different in many ways from novels, films, songs, and<br />
symphonies, which are all forms of storytelling of their own. But there are some<br />
fundamental similarities as well.<br />
Every story has a beginning, a middle, and an end. Which doesn’t at all mean that a<br />
story has to unfold in that order. Take the case of the story usually attributed to Ernest<br />
Hemingway that is all of six words long:<br />
For sale: baby shoes, never worn.<br />
I still get goose bumps every time I read that. The story proceeds from the end, to the<br />
beginning, to the middle. A baby has been born (baby shoes), but some tragedy has<br />
happened (never worn), so the shoes are for sale (the end). What an emotional wallop<br />
from six little words. The story also pulls us in; it has an interactivity to it. Hemingway<br />
makes us figure out the drama, creating a sense of mystery for that fleeting moment we’re<br />
left to wonder why the shoes have never been worn. And, of course, it’s marvelously<br />
efficient. There are many wonderful stories that are very long—anyone read Proust?—but<br />
that doesn’t mean their authors wasted words. Truly good storytellers always move their<br />
stories along at a good pace, and any given passage, even if it seems to be a long<br />
digression, will have clear relevance to the larger story eventually.<br />
But the art of storytelling is also always evolving, and it too has come a long way<br />
since its inception. Experts in human evolution think that the first stories were told for<br />
utilitarian purposes of survival. They developed to literally save our lives by giving<br />
warnings of dangerous places, people, or animals. Now, of course, many stories are told<br />
purely for entertainment purposes, but stories are still a potent method—probably the most<br />
potent—for teaching information, for persuasion, and for engagement. UX designers most<br />
fundamentally want the work we do to be effective, meaning we want to help our users