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Storytelling for User Experience: Crafting Stories for Better DesignApril 2010
Publisher:
  • Rosenfeld Media
  • 705 Carroll Street, #2L
  • Brooklyn
  • New York
ISBN:978-1-933820-47-7
Published:15 April 2010
Pages:
320
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Abstract

We all use stories to communicate, explore, persuade, and inspire. In user experience, stories help us to understand our users, learn about their goals, explain our research, and demonstrate our design ideas. In this book, Quesenbery and Brooks teach you how to craft and tell your own unique stories to improve your designs. Testimonials "Stories facilitate a level of communication that is as close to telepathy as you can get. Kevin and Whitney guide you to use storytelling in `how to' scenarios so smoothly that you may never realize how far you leapfrogged ahead and never know the mistakes you didn't make because of this book. It's that good." Annette Simmons, author of The Story Factor "A very practical, readable survey of ways to use one of the world's oldest and most powerful transmedia formsstorytellingto increase the coherence and effectiveness of digital artifacts. Brooks and Quesenbery offer concrete strategies for creating a richer design process and more successful user experiences." Janet Murray, Director of Graduate Studies, Digital Media M.S./Ph.D. Program, Georgia Tech "Whitney and Kevin clearly articulate the power and effectiveness of storytelling for understanding users and communicating their real experiences to all project stakeholders. Their guidelines for integrating storytelling into user research and design have already given me new ways to help my clients better know their users and deliver great products and services. This is a reference I will be reaching for regularly." Karen Bachmann, Partner, Seascape Consulting "I have been tantalized by the power of the story to impact so many facets of the user experience process. The arrival of this thoughtful, actionable, and wide-ranging book is a glorious day! Steve Portigal, Principal, Portigal Consulting

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    Razek A, van Husen C, Pallot M and Richir S A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR) Proceedings of the Virtual Reality International Conference - Laval Virtual, (1-10)
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    Ismirle J Using Experience Maps to Consider Individual Stories Proceedings of the 36th ACM International Conference on the Design of Communication, (1-6)
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    Weibert A, Aal K, Oertel Ribeiro N and Wulf V "This is My Story..." Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, (144-149)
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  8. Aristomenopoulos G, Kaldanis V, Katsaros G and Papavassiliou S (2016). Experimentally driven quality of experience-aware multimedia content delivery in modern wireless networks, International Journal of Communication Systems, 29:14, (2065-2083), Online publication date: 25-Sep-2016.
  9. Kim J, Kim H and Choi J Development of Smart Product, DUET using SQFD and Storytelling Proceedings of HCI Korea, (298-306)
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  11. Absar R and Guastavino C (2015). The design and formative evaluation of nonspeech auditory feedback for an information system, Journal of the Association for Information Science and Technology, 66:8, (1696-1708), Online publication date: 1-Aug-2015.
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  15. Michailidou I, von Saucken C and Lindemann U How to create a user experience story Proceedings of the Second international conference on Design, User Experience, and Usability: design philosophy, methods, and tools - Volume Part I, (554-563)
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    Körber M and Bengler K Measurement of momentary user experience in an automotive context Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, (194-201)
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    Zhang X, Wakkary R, Maestri L and Desjardins A Memory-storming Proceedings of the Designing Interactive Systems Conference, (524-533)
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    Mirza-Babaei P, Nacke L, Fitzpatrick G, White G, McAllister G and Collins N Biometric storyboards CHI '12 Extended Abstracts on Human Factors in Computing Systems, (2315-2320)
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  20. Kukec M, Ljubic S and Glavinic V Need for usability and wish for mobility Proceedings of the 7th conference on Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society: information Quality in e-Health, (171-190)
  21. ACM
    Atasoy B and Martens J Crafting user experiences by incorporating dramaturgical techniques of storytelling Procedings of the Second Conference on Creativity and Innovation in Design, (91-102)
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Contributors
  • Motorola

Recommendations

Bernice T. Glenn

For over 100,000 years, before our species knew how to read or write, we told stories to carry forth our knowledge, values, and interests. It took another 5,000 years before the ability to read and write became a familiar skill. Stories were the primary way our ancestors transmitted to their offspring and kindred their knowledge about themselves, ancestors and enemies, histories and conventions, clan values and traditions, and tribal gods and tribal enemies. Think about the stories that Homer told about valiant heroes, the experiences they endured, and the dangers they conquered, stories that existed for centuries in oral form before they were written down for us to read. To this day, children still crave a bedtime story before going to sleep. Stories and storytelling have longevity and represent the many aspects of human thought and being, whether they were told eons ago around a campfire staving off the dark or in the present dark of a movie theater. Using the story metaphor, storytelling has navigated into the development of business strategies and into computer programming (as in the agile environment) to capture what both client and user wish to achieve. Stories are becoming a starting point for enhancing the user experience when designing for computer and mobile device interactivity. This book provides a guide for user experience designers. The content is a practicum for crafting stories as an aid to the user experience design process. Three types of themes are used to present the information in this book. The first concerns why stories can be useful in user experience and how they work. The second presents an overview of the user experience process, showing how stories can be introduced throughout the creation process, from research to final analysis. The third examines the craft of creating and using stories by addressing the right audience with the right story, the story structure and plot, and the media used to transmit the story. Each chapter focuses on a series of stories and main headings. A main heading may contain a lot of sub-content, or it may be followed by a lengthy story that expands on the heading. For more specific advice, tables may be used. For example, the table "How to structure an interview" tells readers what to do in column 1 and how to do it in column 2. The information in each chapter is thorough, highly useful, and packed with relevant information. Stories (mainly by practitioners) are introduced throughout each chapter on their own or to substantiate a major heading. Irregular secondary headings that may accompany a story or additional explanatory text are also included, along with an occasional table. Because so much information is introduced in what appears to be a variable format, it is best to read and practice just one chapter at a time for a full understanding of the tasks described. User experience designers, as well as other team members, will find this book useful when developing stories that connect design ideas with the users of the product. These may include stories for design scenarios, persona development, flowcharts, and analysis. Pointers for showing how and when to choose, create, and use stories, along with guidelines on how to create a good story, will help those who feel insecure in their storytelling abilities. Online Computing Reviews Service

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