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Storytelling in Design: Defining, Designing, and Selling Multidevice Products [Pehme köide]

  • Formaat: Paperback / softback, 400 pages, kõrgus x laius x paksus: 250x150x15 mm, kaal: 666 g
  • Ilmumisaeg: 31-Jan-2020
  • Kirjastus: O'Reilly Media
  • ISBN-10: 1491959428
  • ISBN-13: 9781491959428
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  • Formaat: Paperback / softback, 400 pages, kõrgus x laius x paksus: 250x150x15 mm, kaal: 666 g
  • Ilmumisaeg: 31-Jan-2020
  • Kirjastus: O'Reilly Media
  • ISBN-10: 1491959428
  • ISBN-13: 9781491959428

The number of devices we use on a daily basis is growing, with different devices playing different role at different times. Our ability as designers to control where users are coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time and on the right device, is ever more important.

By applying tried-and-tested storytelling principles from film, fiction, and music and applying them to the context of design and business, this book takes you on a journey to explore why storytelling matters and how you can apply it to your multi-device design projects and to your organization. For UX designers who want to learn how to apply simple storytelling tools, this comprehensive guide is a must.

  • Understand the role of storytelling and why it matters in multi-device design
  • Learn how to apply storytelling principles and tools to your project
  • Define multi-device interaction design, and create a better user experience across devices
  • Use storytelling principles to tell, sell, and present your multi-device design work
  • Take advantage of case studies and examples of DOs and DON’Ts
Preface ix
Chapter 1 Why Storytelling Matters
1(20)
How This All Started
1(3)
The Role of Stories Throughout History
4(2)
The Medium of Stories
6(4)
The Role of Personal Storytelling in Day-to-Day Lives
10(3)
Storytelling Today
13(2)
Stories as a Persuasion Tool
15(2)
The Role of Storytelling in Product Design
17(3)
Summary
20(1)
Chapter 2 The Anatomy Of A Great Story
21(24)
The Architect Analogy of Explaining UX
21(2)
Aristotle's Seven Golden Rules of Storytelling
23(1)
The Three Parts to a Story
24(1)
The Art of Dramaturgy
25(4)
What Dramaturgy Teaches Us About Product Design
29(1)
The Circular Nature of Digital Product Experiences
29(3)
Five Key Storytelling Lessons
32(13)
Chapter 3 Storytelling For Product Design
45(40)
When Any Device, Used Anywhere and at Any Time, Is Your Starting Point
45(2)
How Traditional Storytelling Is Changing
47(17)
How the Landscape of Product Design Is Changing
64(15)
Changes in Consumer Expectations
79(3)
Summary
82(3)
Chapter 4 The Emotional Aspect Of Product Design
85(40)
Shouting at the Voice Assistant
85(2)
The Role of Emotion in Storytelling
87(1)
The Role of Emotion in Product Design
88(7)
Emotions and Our Different Levels of Needs
95(5)
Understanding Emotions
100(7)
Situations Where Emotion in Design Can Play a Key Role
107(8)
What Storytelling Can Teach Us About Evoking Emotions in Product Design
115(9)
Summary
124(1)
Chapter 5 Defining And Structuring Experiences With Dramaturgy
125(32)
Understanding and Defining Your Product Life Cycle
125(2)
The Role of Dramaturgy in Storytelling
127(1)
The Role of Dramaturgy in Product Design
128(3)
Variations on the Three-Act Structure
131(5)
Applying Sequencing and Mini-Stories to Product Design
136(4)
The Difference Between Acts, Sequences, Scenes, and Shots
140(1)
Understanding Plot Points
141(5)
Plot Points in Product Design
146(2)
Typical Experience Structures of Common Product Life Cycles
148(2)
How to Use Dramaturgy and Plot Points to Define the Narrative Structure of Product Experiences
150(4)
Summary
154(3)
Chapter 6 Using Character Development In Product Design
157(52)
Reluctance to Use Personas
157(2)
The Role of Characters and Character Development in Storytelling
159(2)
The Role of Characters and Character Development in Product Design
161(5)
The Different Actors and Characters to Consider in Product Design
166(20)
The Importance of Character Development
186(3)
What Traditional Storytelling Teaches Us About Characters and Character Development
189(10)
Character Definition Versus Character Development Versus Character Growth
199(1)
Tools for Character Definition and Development in Product Design
200(7)
Summary
207(2)
Chapter 7 Defining The Setting And Context Of Your Product
209(20)
Once Doesn't Mean Always
209(3)
The Role of Setting and Context in Storytelling
212(1)
The Role of Setting and Context in Product Design
213(1)
A Look at Context in Product Design
214(2)
A Definition of Contextual Products and Context-Aware Computing
216(3)
Working Through the Context
219(2)
Embracing the Complexity of Context
221(2)
The Factors and Elements That Make Up Context in Product Design
223(1)
What Storytelling Teaches Us About Setting and Context
224(3)
Summary
227(2)
Chapter 8 Storyboarding For Product Design
229(16)
One Document to Capture It All
229(2)
The Role of Storyboarding for Film and TV
231(3)
The Role of Storyboarding in Product Design
234(1)
Using Storyboards to Help Identify the Invisible Problem and/or Solution
235(3)
Creating Storyboards
238(2)
Ways to Incorporate Storyboards into the Product Design Process
240(3)
Summary
243(2)
Chapter 9 Visualizing The Shape Of Your Product Experience
245(22)
"The Website Knows Me and What I Want"
245(1)
The Shape of Stories
246(13)
The Shapes of Experiences
259(1)
Two Ways to Define the Shape of an Experience
259(6)
When and How to Visualize an Experience
265(1)
Summary
266(1)
Chapter 10 Applying Main Plots And Subplots To User Journeys And Flows
267(14)
The Ideal Journey
267(1)
The Role of the Main Plot and Subplots in Traditional Storytelling
268(1)
The Role of the Main Plot and Subplots in Product Design
269(2)
Types of Subplots
271(5)
What Storytelling Teaches Us About Working with Main Plots and Subplots
276(4)
Summary
280(1)
Chapter 11 Theme And Story Development In Product Design
281(14)
Using Real Content
281(2)
The Role of Theme and the Red Thread in Storytelling
283(3)
The Role of Theme and the Red Thread in Product Design
286(1)
Approaches to Developing Your Story in Traditional Storytelling
287(3)
What Storytelling Teaches Us About Theme and Developing Your Product Story
290(3)
Summary
293(2)
Chapter 12 Choose-Your-Own-Adventure Stories And Modular Design
295(30)
One Page for Every Athlete
295(1)
CYOA Books and Modular Stories
296(2)
CYOA and Product Design
298(1)
The Case for Modularity in Product Design
299(3)
The Need to Focus on the Building Blocks Rather Than the Page or View
302(2)
Common Patterns in Choice-Based Stories
304(7)
Key Principles from CYOA Structures Applied to Product Design
311(6)
What Product Design Can Learn from CYOA
317(5)
Summary
322(3)
Chapter 13 Applying Scene Structure To Wireframes, Designs, And Prototypes
325(28)
The Things That Didn't Fit Above the Fold
325(3)
The Role of Scenes and Scene Structure in Product Design
328(7)
Elements of a Scene
335(3)
Elements That Help Tell the Story of a Page or View
338(1)
What Scenes Teach Us About How to Define the Story of the Page or View
338(14)
Summary
352(1)
Chapter 14 Presenting And Sharing Your Story
353(28)
How Storytelling Helped Save the Day
353(2)
The Role of Storytelling for Presenting Your Story
355(13)
What Traditional Storytelling Can Teach Us About Presenting Your Story
368(12)
Summary
380(1)
Index 381
Anna Dahlstrom is a Swedish UX designer based in London. She's the founder of UX fika.co and Glimt.it. For the last 15 years, she has been working as a UX designer on the client side, for agencies, and for startups on a large variety of brands and projects, from websites and apps to TV UIs. She's a regular speaker and instructor, having taught more than 40 classes related to designing for multiple devices.