UX Storytelling Guide
UX Storytelling Guide
storytelling
guide
Jeff White
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UX Storytelling Guide
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But storytelling isn’t only about giving presentations. It’s about getting results.
Here are some of the results I’ve achieved using this approach:
• 7 promotions in 13 years as a full time employee
• 3 promotions in 5 years at Amazon
• Earned $6,000,000 in revenue at my firm, Stepladder
• Worked with 18 clients, all based on referrals
• Have a 100% repeat client rate
This guide is about sharing some of what I’ve learned with you.
My hope is you take what you learn here to differentiate yourself as a superior
designer, advance your career quickly, and achieve your personal and
professional goals.
Some designers will tell you that storytelling involves using best practices popular
in Hollywood, like Pixar’s often mentioned 22 rules of storytelling.
There are intimidating terms like temporal sequence and casual connection.
If you’ve done a lot of reading on storytelling in UX work like me, you’ll have found
long technical articles full of heady language and quotes from famous storytellers.
But you found few practical examples of how to put them to use in your daily
design work.
Some people will tell you that storytelling isn’t something designers even do
— it’s a “conversation” a brand has with its customer.
Or in a daily check in with your PM when you’re presenting from your source file.
Anytime you find yourself describing why you think a design is good,
you’re storytelling.
You don’t have to come up with and then tell a gripping narrative about Mia’s
struggles and how your design solves them (although you can).
All you’re doing is showing your design to someone and hopefully convincing
them it’s good.
This is because you’re viewed as a “set of hands” that can make mockups and
prototypes. Not as a strategic player that helps teams make successful products.
You make it all the way through interview loops but aren’t landing the job.
You feel unsure about the best way to communicate your experience
and capabilities.
These are problems that most designers, including me, face in their career at
some point.
They’re challenging problems. They can be demoralizing. And all the technical skills
you learned in school, bootcamp, or on your own won’t fix them.
And let’s get down to what really matters. These problems mean you’re not getting
the jobs, promotions, or clients that you want.
And that stops you from having the life you want. That could mean more freedom,
providing for your family, planning for the future, or feeling fulfilled in your
design career.
Solutions
Dear reader, would you be surprised if I told you that improving your storytelling
skills addresses all those problems?
Storytelling builds your credibility. This gives you influence not only over the design
but also process and culture.
Storytelling ensures the thing that gets built matches the thing you designed.
Most importantly:
Storytelling gives you increased confidence, morale, job satisfaction, financial
security, and freedom.
And then those fundamentals and technical skills won’t be enough to continue
moving up.
You’ll need different skills to get positions like Lead, Staff, and Principal designer.
I believe storytelling should be looked at as closely related to, but separate from
the act of designing things:
I urge you to take both of these seriously. Put thought and care into how you
do each one.
Remove jargon from your verbal and visual communications. If you’re presenting to
a room of business people, the last thing you want to do is geek out on design
process or use terms like “lo-fi wireframes”.
The first step in effective storytelling is knowing your audience. Then you can tailor
your verbal and visual communication around what’s important to them.
Establish trust
Your story is more believable if you’re viewed as a credible and trustworthy
colleague.
If you’re presenting to a group that’s worked with you before, you have the
advantage of that history to prop you up during the presentation.
That’s not always the case though. Many times you’ll be presenting to a new
audience or stakeholder whether it’s a job interview, new client, or new people
at work.
There are some basic things you should do at the beginning of every design
presentation to establish or reinforce trust. This lets the audience hear your
message and believe you.
Here’ s my checklist:
1. Be ready
2. Remove distractions
3. Have a plan
4. Communicate the plan
You’re on time and have whatever you’re presenting loaded and ready to go.
You’re not fumbling around looking for a file or the right browser tab.
But don’t let the audience see you find things and get set up again.
Stop sharing your screen and say you’ll be ready in a minute. Stay calm and get set
up before sharing your screen again.
2. REMOVE DISTRACTIONS
If you’re presenting from a browser, have a browser window with a single tab in full
screen mode. If you’re presenting from Sketch, Figma, Powerpoint, Keynote, etc. be
in full screen mode.
The idea is to get rid of pixels on your screen that are not the thing you’re
presenting.
This is true even if it’s an informal review with your core team.
Don’t start the meeting with something like “well I guess I could show___? Or wait
maybe this other thing…”
It’s your design and your meeting or conversation. If you don’t take control of it,
someone else will.
4. BE READY
“Today we’re reviewing 3 options for the xyz feature. If we have time we’ll also look at
test results for the abc feature.”
For more formal presentations, have a single slide with a simple outline of the
content you’re presenting.
Here’s an example:
APP AUDIT
• Analysis
• Recommendations
• Concepts
It works for me. It works for designers I’ve trained. And I’m confident it will work
for you too.
The tell ‘em method is a framework that’s taught to students to structure academic
papers. It’s simple and effective. It gives presentations a structure that’s easy
to follow.
Some designers take the approach of presenting a single design and trying to
convince the audience that it’s right. I’ve found this makes it more difficult to get
people to agree to something. If your audience only sees one option they tend to
resist it and question your process.
Conversations will drift towards what other options exist and the audience will want
to know why you didn’t explore them. Even if you did explore the other options that
get brought up, your stakeholders are much more likely to follow your
recommendation if they can see the other options you discarded.
This is a common mistake made by both Junior and Senior designers when
presenting their work. They describe the UI instead of telling the story behind the
design.
Here’s an example:
“On this screen I used a list view with a search box and filters on top.”
“Our goal is to reduce the time needed for our customers to perform key tasks in
the admin console. We have data from contact logs and tests telling us that
finding user records is a source of frustration.
A common case is system admins needing to find a specific user so they can
change their permissions. They’re in a rush and it’s a needle in a haystack: 50%
of our customers have more than 10,000 users in their system.
Search and filters make it easy to narrow down and the list view shows enough
data to confirm they’ve found the right user.”
1. Goals
2. The user
3. What they need to do
4. Why it’s hard
5. Why the design they’re showing us is good
This is the real secret to presenting design work. Helping your audience understand
why a design is good or bad is the key to getting stakeholders aligned on design
decisions, shipping great products, and advancing your career.
What traits does option 1 have? How does it compare to options 2 and 3?
On engineering costs?
On business outcomes?
The trick here is to summarize the strengths and weaknesses of each option in a
way that’s easily understandable by your audience.
To do this, show a simple list of the pros and cons of each option.
The pros and cons are mini-stories for each option. Just like the design options you
presented before, ground the pros and cons in why. Here are some props to help you
determine the pros and cons:
Make recommendations
This is another aspect of design work that’s often missed.
A lot of designers present a range of options and then remain silent while a group of
stakeholders makes decisions about which one to pick.
There are different reasons for this. But the result is always the same: The designer
feels undervalued and becomes unhappy in the role.
Making solid recommendations that your stakeholders can agree to requires trust,
credibility, and a good story.
All the stuff we’ve been talking about in this guide—everything culminates with the
recommendation.
What you should do next is simple. Tell your stakeholders which option you
recommend and explain why. Typically a quick recap of the pros and cons and tying
your recommendation back to goals, problems, and constraints will do the trick.
1. The group has already arrived at the same conclusion on their own and
happily agrees to your recommendation
2. They disagree and you learn something new that will make the product
better
As long as the overall context (business goals, user problems, constraints, etc) you
designed for and communicated to your audience was correct, your presentation
will end up in one of those two places nearly all of the time.
If it’s #2? Also yay! Use your listening skills and tools for dealing with feedback to
hear what your audience is saying. Choose a different option if needed. Or, do an
iteration of the designs and review again.
“Presentation” does not just mean slides in formal presentations. Even when
presenting from your source file in an informal setting, having well organized
artboards with supporting notes or visuals will boost your credibility and make your
story more compelling.
Keep it simple.
Stick to 1 idea per slide. This makes the information you’re presenting easy to
digest. It also prevents the pace from being too slow since you’ll be transitioning
from one slide to the next more often.
If you have a slide with a header and 3 bullet points of text, ask yourself if those 3
bullet points can be broken out into individual slides with a supporting visual.
Many slides I’ve presented are a title and a mockup. Many others are only a mockup
or visual. Be as minimal with text as you can get away with.
If the presentation also needs to stand alone, include your talking points in the
slide notes.
Remove fluff.
Use slide transitions and animations sparingly. I never use them. Get to the point
and don’t make your audience suffer through 72 fade transitions.
Taking a few minutes to organize the frames or artboards in your source file goes a
long way. It will build trust with your audience and support your story.
You should have a basic story to tell even in the most informal situations. Organize
your design file in a way that supports it.
Pull relevant frames and organize them so they’re findable during your presentation.
This makes it easier for you to present and easier for your stakeholders to follow
along.
You can create a section of your page solely for the presentation or create a new
page altogether and copy the relevant frames or artboards into it.
This prevents things from falling through the cracks, saves time, and gives your
stakeholders confidence.
Your goal is to differentiate yourself from the many other portfolio presentations
the hiring team has sat through—not an easy task. In addition to the best practices
we’ve already covered, here are a few ways to do that, specific to portfolio
presentations.
A slide from my private portfolio presentation. The image reinforces the story I'm
telling verbally about working through ambiguity.
Illustration credit: Colin Newlyn (colinnewlyn.com)
This takes away the pressure of having to remember everything without cluttering
your presentation with bullets and other unnecessary text.
This isn’t only normal, it’s good. The hiring team wants to see how you deal with
challenging situations!
Whew! We covered a lot of ground. Thanks for taking the time to make it this far.
I’ve told you about my experience as a UX Designer and the results I’ve seen in my
career from improving my storytelling skills.
Storytelling isn’t a silver bullet that will solve all the challenges you face as a UX
Designer. But it will differentiate you from other designers and get you the same
types of results that I’ve seen in my career.
I hope this guide has helped you understand how storytelling can improve your work,
products, and career.
Put what you learned to work the next time you present design to a stakeholder
or interview for a job. And please let me know how it goes.
Cheers,
Jeff
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