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Page 1: MOMO Slides – Shareable copy2016.uiuxconf.com/slides/Day1-3.Momo.pdfcarrier of this pdf. all information contained here is a summary of a talk that required less slides and bullet
Page 2: MOMO Slides – Shareable copy2016.uiuxconf.com/slides/Day1-3.Momo.pdfcarrier of this pdf. all information contained here is a summary of a talk that required less slides and bullet

storytelling+design

A N E XC E R PT O F A TA L K BY M AU R I C I O E ST R E L L A ,

F O R T H E U I UX CO N F E R E N C E C H I N A .

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Two pivotal moments in

human evolution.

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first one: our ability to cook.

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COOKING ACTED TO EXTRACT PROTEINS. IT BROKE STARCHES INTO SUGARS AND BROKE DOWN FIBERS THAT WERE NEARLY IMPOSSIBLE TO DIGEST.

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WE STOPPED SPENDING 60% OF OUR DAYLIGHT TIME HUNTING FOR FOOD, OR EATING IT.

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WE DEVELOPED "RGER BRAINS, WHICH REQUIRES MORE ENERGY THAN ANY OTHER PART OF YOUR BODY.

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MORE EFFICIENT FOOD = BIGGER BRAIN IS AFFORDABLE.

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second one: our ability to document history.

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PAINTINGS OR WRITING = BETTER MEMORY DEVELOPMENT. KNOWLEDGE TRANSFER WAS POSSIBLE.

WE BECAME A MORE INTELLIGENT SPECIES.

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we became storytellers.

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WHAT’S IN THIS PDF:

• WHAT IS STORYTELLING • FRAMEWORKS (TALE, COMPLEX TALE,

COMICAL, HERO’S JOURNEY) • STORYTELLING + DESIGN (SERVICE

DESIGN, PRODUCT FEATURES, INTERACTION

DESIGN, METAPHORS)

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STORYTELLING IS USED FOR ENTERTAINMENT, EDUCATION, CULTURAL PRESERVATION, MORAL VALUES.

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HUMAN LIFE IS NARRATIVELY ROOTED. WE CONSTRUCT OUR LIVES AND SHAPE OUR WORLD INTO HOMES IN TERMS OF THESE GROUNDINGS AND MEMORIES.

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Storytelling frameworks

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1. CONTEXT 2. CONFLICT 3. RESOLUTION

classic tale

H T T P : // T O M T U N G U Z .C O M / S T O R Y T E L L I N G - D U A R T E /

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1. CONTEXT 2. CONFLICT 3. RESOLUTION 4. COMPLICATION 5. ACTUAL RESOLUTION

complex tale

H T T P : // T O M T U N G U Z .C O M / S T O R Y T E L L I N G - D U A R T E /

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1. CONFLICT 2. RESOLUTION 3. CONTEXT REVEAL

comical

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1. CALL TO ADVENTURE 2. SUPERNATURAL AID 3. THRESHOLD GUARDIAN 4. MENTOR OR HELPER 5. ABYSS 6. DEATH & REBIRTH 7. TRANSFORMATION 8. RETURN

the hero’s journey

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what does this mean for

designers?

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1. Service design 2. Product feature ideation 3. Interaction design 4. Storytelling metaphors

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1. Service design

USE STORIES TO HELP YOU DESIGN THE BEST PATH.

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1. Service design

H T T P : // C O O P E R .C O M

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1. Service design

H T T P : // C O O P E R .C O M

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1. Service design

H T T P : // C O O P E R .C O M

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1. Service design 2. Product feature ideation 3. Interaction design 4. Storytelling metaphors

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CREATE SCENARIOS WHERE YOUR USERS ARE HEROES, AND YOUR

PRODUCT IS THEIR WORLD. WEAVE A STORY AROUND IT.

2. product feature ideation

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A. THINK OF YOUR USER AS A STORY CHARACTER: AN INCOMPLETE HERO.

2. product feature ideation

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B. HOW CAN YOU HELP THEM UNLOCK THEIR ABILITIES?

2. product feature ideation

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C. ONCE THEY UNLOCK THEIR ABILITY, HOW DO YOU LET THEM USE IT?

2. product feature ideation

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D. WHO IS THE HERO’S SIDEKICK?

2. product feature ideation

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2. product feature ideation

D. WHO IS THE HERO’S SIDEKICK?

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E. WHAT’S THE MAXIMUM REACH OF THEIR SUPERPOWERS?

2. product feature ideation

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F. WHAT’S THEIR KRYPTONITE?

2. product feature ideation

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F. WHAT’S THEIR KRYPTONITE?

2. product feature ideation

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1. Service design 2. Product feature ideation 3. Interaction design 4. Storytelling metaphors

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3. interaction design

MAP SEGMENTS OF LINEAR EXPERIENCES OR ‘FLOWS’ WITHIN

YOUR PRODUCT.

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3. interaction design

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3. interaction design

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GUIDING ANIMATIONS

3. interaction design

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TIMED COMPLEXITY

3. interaction design

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1. Service design 2. Product feature ideation 3. Interaction design 4. Storytelling metaphors

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4. storytelling metaphors

CREATE NARRATIVE USE-CASES FOR YOUR PRODUCT.

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“AN ASTRONAUT IS FLYING IN A SO"R SYSTEM, LOOKING FOR A FLOATING SPATIAL ANOMALY.”

4. storytelling metaphors

N O M A N ’ S S K Y B Y H E L L O G A M E S

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“THIS ANOMALY WAS P"CED IN THE STAR SYSTEM BY MISTAKE AND IT RISKS CREATING CHAOS. THIS

WOULD BE CATASTROPHIC!”

4. storytelling metaphors

N O M A N ’ S S K Y B Y H E L L O G A M E S

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“THE ASTRONAUT NEEDS TO LOCATE THE ANOMALY IN THE STAR SYSTEM, AND DO TWO

THINGS: TAG IT.…“

4. storytelling metaphors

N O M A N ’ S S K Y B Y H E L L O G A M E S

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“…AND FIND A MAP TO THE NEAREST SAFE AREA IN SPACE WHERE THE ANOMALY CAN BE RELOCATED

WITH A SPECIAL TOOL.”

4. storytelling metaphors

N O M A N ’ S S K Y B Y H E L L O G A M E S

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• USER MUST FLY OVER STAR FIELD

• USER MUST BE ABLE TO DISTINGUISH A STAR SYSTEM WITH ANOMALIES

• USER MUST FIND/RELOCATE ANOMALY BEFORE IT DISRUPTS GRAVITY ON NEARBY P"NETS

• USER MUST UNDERSTAND THE MEANING AND POSSIBLE RE"TIONSHIPS BETWEEN STARS, STAR SYSTEMS, AND P"NETS.

4. storytelling metaphors

N O M A N ’ S S K Y B Y H E L L O G A M E S

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• INTERFACE MUST HAVE OPTIMAL 3D-NAVIGATIONAL CONTROLS

• INTERFACE MUST BE CLEAR ON DISP"YING DIFFERENT SYSTEMS AND THEIR POTENTIAL ANOMALIES

• INTERFACE MUST ALLOW EASE OF USE TO TARGET SPECIFIC ANOMALY AND PROVIDE MEANS TO RELOCATE IT

• INTERFACE MUST HIGHLIGHT CONNECTIONS BETWEEN ELEMENTS DISP"YED

4. storytelling metaphors

• USER MUST FLY OVER STAR FIELD

• USER MUST BE ABLE TO DISTINGUISH A STAR SYSTEM WITH ANOMALIES

• USER MUST FIND/RELOCATE ANOMALY BEFORE IT DISRUPTS GRAVITY ON NEARBY P"NETS

• USER MUST UNDERSTAND THE MEANING AND POSSIBLE RE"TIONSHIPS BETWEEN STARS, STAR SYSTEMS, AND P"NETS.

N O M A N ’ S S K Y B Y H E L L O G A M E S

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4. storytelling metaphors

© S TA C K R AY

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4. storytelling metaphors

• INTERFACE MUST HAVE OPTIMAL 3D-NAVIGATIONAL CONTROLS

© S TA C K R AY

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4. storytelling metaphors

• INTERFACE MUST BE CLEAR ON DISP"YING DIFFERENT SYSTEMS AND THEIR POTENTIAL ANOMALIES

© S TA C K R AY

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4. storytelling metaphors

• INTERFACE MUST ALLOW EASE OF USE TO TARGET SPECIFIC ANOMALY AND PROVIDE MEANS TO RELOCATE IT

© S TA C K R AY

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4. storytelling metaphors

• INTERFACE MUST HIGHLIGHT CONNECTIONS BETWEEN ELEMENTS DISP"YED

© S TA C K R AY

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4. storytelling metaphors

© S TA C K R AY

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closing thoughts.

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HUMAN KNOWLEDGE IS BASED ON STORIES.

STORIES MIRROR HUMAN THOUGHTS, BECAUSE WE THINK IN NARRATIVE STRUCTURES AND

REMEMBER FACTS IN STORY FORM.

FACTS ARE SMALL VERSIONS OF A "RGE STORY.

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DATA NEEDS THE PAST.

INNOVATION NEEDS THE FUTURE.

STORYTELLING NEEDS BOTH.

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• IT HELPS US TO SHARE THE LINEAR JOURNEY OF OUR USERS AS WE DEVELOP A PRODUCT.

• PROBLEMS CAN BE SPOTTED EARLIER.

• C"RIFIES GOALS UP FRONT.

• IT HELPS DESIGN/DEV TEAMS TO CRAFT THE PRODUCT WITH A MORE UNDERSTANDABLE NARRATIVE.

storytelling + design

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the end.

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T H I S P D F H A S B E E N S H A R E D P R I VAT E LY F O R A S S I S TA N T S O F T H E U I U X C O N F E R E N C E I N C H I N A , I N O C T O B E R 2 0 1 6 . A L L M AT E R I A L S S H O W N H E R E A R E U S E D F O R C O N T E X T A N D D E M O N S T R AT I O N P U R P O S E S O N LY. N O C O P Y R I G H T I N F R I N G E M E N T O R D I S C L O S U R E I S I N T E N D E D B Y E I T H E R T H E O R G A N I Z E R S O F T H E E V E N T, T H E S P E A K E R , O R T H E C A R R I E R O F T H I S P D F . A L L I N F O R M AT I O N C O N TA I N E D H E R E I S A S U M M A R Y O F A TA L K T H AT R E Q U I R E D L E S S S L I D E S A N D B U L L E T P O I N T S T H A N T H E O N E S P R E S E N T I N T H I S D O C U M E N T. P R O P E R A C C R E D I TAT I O N C A N B E F O U N D I N T H E F O L L O W I N G L I N K S , W H E R E M O S T O F T H E R E F E R E N C E S H AV E B E E N TA K E N F R O M T O B U I L D T H E C O N T E N T I N T H E A F O R E M E N T I O N E D P D F F I L E .

H T T P S : // W W W. U X P I N .C O M / S T U D I O / E B O O K S / V I S U A L - S T O R Y T E L L I N G -W E B - U I - D E S I G N /

H T T P S : // L I B R A R Y.G V.C O M / W H Y- G O O D - S T O R Y T E L L I N G - H E L P S -YO U - D E S I G N - G R E AT-P R O D U C T S - 1 4 8 C 9 B B C 74 0 4 # .O 0 O Q 2 Y 7 Y X

H T T P : // D E S I G N R E S E A R C H T E C H N I Q U E S .C O M / C A S E S T U D I E S / S T O R Y T E L L I N G /

H T T P S : // W W W. U X P I N .C O M / S T U D I O / B L O G / S I M P L I F Y I N G - U X - D E S I G N -T H R O U G H - S T O R Y T E L L I N G /

H T T P : // T H E N E X T W E B .C O M / D D /2 0 1 5 /0 9/0 8 /6 - S T O R Y T E L L I N G -T E C H N I Q U E S - F O R - G R E AT- I N T E R A C T I O N - D E S I G N / # G R E F

H T T P S : // S P E C K Y B OY.C O M / T H E - I M P O R TA N C E - O F - S T O R Y T E L L I N G - I N - D E S I G N /

H T T P S : // W W W.W I K I WA N D .C O M / E N / S T O R Y T E L L I N G # / H I S T O R I C A L _ P E R S P E C T I V E

H T T P : // T O M T U N G U Z .C O M / S T O R Y T E L L I N G - D U A R T E /