19.02.2017 Views

Practitioners-Guide-User-Experience-Design

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!