Preface |
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ix | |
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Chapter 1 Why Storytelling Matters |
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1 | (20) |
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1 | (3) |
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The Role of Stories Throughout History |
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4 | (2) |
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6 | (4) |
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The Role of Personal Storytelling in Day-to-Day Lives |
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10 | (3) |
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13 | (2) |
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Stories as a Persuasion Tool |
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15 | (2) |
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The Role of Storytelling in Product Design |
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17 | (3) |
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20 | (1) |
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Chapter 2 The Anatomy Of A Great Story |
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21 | (24) |
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The Architect Analogy of Explaining UX |
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21 | (2) |
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Aristotle's Seven Golden Rules of Storytelling |
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23 | (1) |
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The Three Parts to a Story |
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24 | (1) |
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25 | (4) |
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What Dramaturgy Teaches Us About Product Design |
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29 | (1) |
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The Circular Nature of Digital Product Experiences |
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29 | (3) |
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Five Key Storytelling Lessons |
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32 | (13) |
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Chapter 3 Storytelling For Product Design |
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45 | (40) |
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When Any Device, Used Anywhere and at Any Time, Is Your Starting Point |
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45 | (2) |
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How Traditional Storytelling Is Changing |
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47 | (17) |
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How the Landscape of Product Design Is Changing |
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64 | (15) |
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Changes in Consumer Expectations |
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79 | (3) |
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82 | (3) |
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Chapter 4 The Emotional Aspect Of Product Design |
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85 | (40) |
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Shouting at the Voice Assistant |
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85 | (2) |
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The Role of Emotion in Storytelling |
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87 | (1) |
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The Role of Emotion in Product Design |
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88 | (7) |
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Emotions and Our Different Levels of Needs |
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95 | (5) |
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100 | (7) |
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Situations Where Emotion in Design Can Play a Key Role |
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107 | (8) |
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What Storytelling Can Teach Us About Evoking Emotions in Product Design |
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115 | (9) |
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124 | (1) |
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Chapter 5 Defining And Structuring Experiences With Dramaturgy |
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125 | (32) |
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Understanding and Defining Your Product Life Cycle |
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125 | (2) |
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The Role of Dramaturgy in Storytelling |
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127 | (1) |
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The Role of Dramaturgy in Product Design |
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128 | (3) |
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Variations on the Three-Act Structure |
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131 | (5) |
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Applying Sequencing and Mini-Stories to Product Design |
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136 | (4) |
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The Difference Between Acts, Sequences, Scenes, and Shots |
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140 | (1) |
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Understanding Plot Points |
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141 | (5) |
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Plot Points in Product Design |
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146 | (2) |
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Typical Experience Structures of Common Product Life Cycles |
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148 | (2) |
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How to Use Dramaturgy and Plot Points to Define the Narrative Structure of Product Experiences |
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150 | (4) |
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154 | (3) |
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Chapter 6 Using Character Development In Product Design |
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157 | (52) |
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Reluctance to Use Personas |
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157 | (2) |
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The Role of Characters and Character Development in Storytelling |
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159 | (2) |
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The Role of Characters and Character Development in Product Design |
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161 | (5) |
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The Different Actors and Characters to Consider in Product Design |
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166 | (20) |
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The Importance of Character Development |
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186 | (3) |
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What Traditional Storytelling Teaches Us About Characters and Character Development |
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189 | (10) |
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Character Definition Versus Character Development Versus Character Growth |
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199 | (1) |
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Tools for Character Definition and Development in Product Design |
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200 | (7) |
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207 | (2) |
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Chapter 7 Defining The Setting And Context Of Your Product |
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209 | (20) |
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209 | (3) |
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The Role of Setting and Context in Storytelling |
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212 | (1) |
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The Role of Setting and Context in Product Design |
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213 | (1) |
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A Look at Context in Product Design |
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214 | (2) |
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A Definition of Contextual Products and Context-Aware Computing |
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216 | (3) |
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Working Through the Context |
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219 | (2) |
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Embracing the Complexity of Context |
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221 | (2) |
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The Factors and Elements That Make Up Context in Product Design |
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223 | (1) |
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What Storytelling Teaches Us About Setting and Context |
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224 | (3) |
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227 | (2) |
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Chapter 8 Storyboarding For Product Design |
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229 | (16) |
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One Document to Capture It All |
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229 | (2) |
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The Role of Storyboarding for Film and TV |
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231 | (3) |
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The Role of Storyboarding in Product Design |
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234 | (1) |
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Using Storyboards to Help Identify the Invisible Problem and/or Solution |
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235 | (3) |
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238 | (2) |
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Ways to Incorporate Storyboards into the Product Design Process |
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240 | (3) |
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243 | (2) |
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Chapter 9 Visualizing The Shape Of Your Product Experience |
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245 | (22) |
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"The Website Knows Me and What I Want" |
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245 | (1) |
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246 | (13) |
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The Shapes of Experiences |
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259 | (1) |
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Two Ways to Define the Shape of an Experience |
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259 | (6) |
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When and How to Visualize an Experience |
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265 | (1) |
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266 | (1) |
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Chapter 10 Applying Main Plots And Subplots To User Journeys And Flows |
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267 | (14) |
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267 | (1) |
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The Role of the Main Plot and Subplots in Traditional Storytelling |
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268 | (1) |
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The Role of the Main Plot and Subplots in Product Design |
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269 | (2) |
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271 | (5) |
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What Storytelling Teaches Us About Working with Main Plots and Subplots |
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276 | (4) |
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280 | (1) |
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Chapter 11 Theme And Story Development In Product Design |
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281 | (14) |
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281 | (2) |
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The Role of Theme and the Red Thread in Storytelling |
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283 | (3) |
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The Role of Theme and the Red Thread in Product Design |
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286 | (1) |
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Approaches to Developing Your Story in Traditional Storytelling |
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287 | (3) |
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What Storytelling Teaches Us About Theme and Developing Your Product Story |
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290 | (3) |
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293 | (2) |
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Chapter 12 Choose-Your-Own-Adventure Stories And Modular Design |
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295 | (30) |
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One Page for Every Athlete |
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295 | (1) |
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CYOA Books and Modular Stories |
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296 | (2) |
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298 | (1) |
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The Case for Modularity in Product Design |
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299 | (3) |
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The Need to Focus on the Building Blocks Rather Than the Page or View |
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302 | (2) |
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Common Patterns in Choice-Based Stories |
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304 | (7) |
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Key Principles from CYOA Structures Applied to Product Design |
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311 | (6) |
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What Product Design Can Learn from CYOA |
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317 | (5) |
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322 | (3) |
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Chapter 13 Applying Scene Structure To Wireframes, Designs, And Prototypes |
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325 | (28) |
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The Things That Didn't Fit Above the Fold |
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325 | (3) |
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The Role of Scenes and Scene Structure in Product Design |
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328 | (7) |
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335 | (3) |
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Elements That Help Tell the Story of a Page or View |
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338 | (1) |
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What Scenes Teach Us About How to Define the Story of the Page or View |
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338 | (14) |
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352 | (1) |
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Chapter 14 Presenting And Sharing Your Story |
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353 | (28) |
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How Storytelling Helped Save the Day |
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353 | (2) |
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The Role of Storytelling for Presenting Your Story |
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355 | (13) |
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What Traditional Storytelling Can Teach Us About Presenting Your Story |
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368 | (12) |
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380 | (1) |
Index |
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381 | |