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Practitioners-Guide-User-Experience-Design

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GUIDING YOUR EVERY STEP<br />

It seems the best lessons are always learned right after you could have used them most. I<br />

learned about the mandate for storytelling during a review of my team’s design for the<br />

Yahoo Finance app in which my boss told us how ill prepared the product was. “What’s<br />

the story?” he asked. “How does this fit in with the story of your user; how does it fit the<br />

problem that you’re trying to solve?” I had no good answers. From then on, I’ve taken<br />

those questions to heart, and I make sure to apply them to every screen, every message,<br />

every interaction I’m designing.<br />

A couple weeks after that embarrassing meeting, when we were again presenting the<br />

design, we presented a larger story about the app. We described a day in the life of the user<br />

and how the app would be an integral part of that day, showing how it would present to<br />

her the most relevant financial news and data from around the world as the day unfolded.<br />

The concept of using photos from each of the world markets and timing them to the<br />

market openings fit right in with this story. Not only did this work in the presentation—<br />

our boss approved the concept—but it also worked for me every step of the way as I was<br />

drawing the interfaces and thinking through how users would enter the site and the<br />

journeys they would go on through it. I found this helped me think about the emotions<br />

users would be having and also what their expectations would be about what the app<br />

would let them do and how it would respond to their changing needs.<br />

Whatever their motivations to use your product, users will come to it with hopes and<br />

expectations, and those are colored by some feeling or range of feelings. Maybe your user<br />

is driving to work and is worried he’ll be late for a meeting. Say your app is Waze, the<br />

community-based traffic navigation app. Take a look at the story Waze might be telling<br />

him in the next figure.<br />

The Waze design could be purely informational; the map could be just a traditional<br />

lines-and-road-names format. But Waze has some fun with it, creating a little cartoon<br />

world. The information is front and center and extremely clear—that’s the overriding<br />

imperative—but the story is, “We know it’s no fun to commute, so we’re going to make it<br />

at least a little fun for you, and we’re going to tell you everything you need to know to get<br />

you there on time.” No wonder Google bought Waze for $1.1 billion.<br />

The emotions your users show up with and the hopes and desires they’ll bring with<br />

them vary wildly. Say you’re working on a Star Wars–related app. I can say from personal<br />

experience you’ll have high expectations to fulfill. I will forever be up to go see any Star<br />

Wars film, no matter how bad the reviews are, because I like the universe. I like the<br />

emotional associations I have with the way I felt growing up with those films. As a UX<br />

designer, I would be able to make my app a part of that story, and I’d have to be extremely<br />

sensitive to the look and feel of that world. Any messaging that felt too generic would pull<br />

users back down from that magical experience they’re expecting.

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