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Table of Contents

The book will focus on how stories are used in all aspects of user experience activities. It will be organized into 15 chapters in 3 sections, looking at different aspects of storytelling.

Section 1: The importance of story in user experience
The first section introduces story, and grounds the reader in the vocabulary of storytelling. It covers the question of why stories should be considered part of user experience.

  1. Why stories
    Why stories are important as part of UX work, and stories to explain how stories are a useful and effective tool for understanding and sharing research and design insights.
  2. How (user experience) stories work
    Introducing the Story Triangle and how stories form in the mind and imagination of the audience
  3. Stories start with listening (and observing).
    UX design requires tood listening skills - to users, stakeholders and colleagues. And good listening and observing leads to better understanding.
  4. The ethics of stories.
    A short discussion of the ethical issues, in how stories are chosen and used. A reminder of the importance of using powerful tools carefully. The relationship between the storyteller to the sources of stories - and ethical issues from ethnographic and social research. The implications of the decisions we make to choose or avoid unpopular stories and the need to accurately represent "the data".

Section 2: Using stories throughout a user experience project
The second section looks at when stories fit into a user experience process. It will look at how teams use stories in their research and design process, and how they share stories within the team.

  1. Stories as part of a UX precess.
    An overview of where stories fit into a user experience methodology. It will use a general user experience methodology and identify where (and why) stories fit into the work.
  2. Collecting stories (as part of research).
    Stories as part of all research: ethnography, contextual inquiry, interviews, and stories collected by "serendipity" during any research. The potential power of "anecdotal data." Stories as a way of understanding the context and the people our products serve. Eliciting stories form the people our products serve - possibly also from the UX team.
  3. Selecting stories (as part of analysis).
    Choosing the stories you tell: how, when and why those choices are made. Ways to communicate research and design, build empathy and create a shared vision. What kinds of stories are useful in a UX process, different roles stories can play in understanding the audience and user experience.
  4. Using stories (for design ideas).
    Different kinds of stories and their generative, expressive, and representative roles in ideation and innovation. Stories as an antidote -- and companion -- to analytics and other user experience data.
  5. Evaluating with stories.
    Ways to use stories in usability testing - to create test tasks and to elicit "just in time" stories for testing.
  6. Sharing stories (managing up and across.
    Stories as part of a management process. Until now, we have focused on the "story" of the product and its users. This chapter will look at stories as part of management communication. Managing audience belief by crafting and managing point-of-view.

Section 3: Crafting stories and putting them to work for you
The last section of the book will be the largest, focused on the how of storytelling, drawing on the previous chapters. These chapters will cover different ways of telling stories, focusing on the craft of storytelling in each medium.

  1. Considering the audience
    The relationship between the story, the storyteller and the audience, and how it affects your stories.
  2. Combining the ingredients of a story
    Adding perspective, character, context, imagery and language to your stories.
  3. Structure and plot
    The framework and events of a story
  4. Telling a story (in any medium).
    Oral stories, written stories, visual stories, multimedia stories. Stories in report and presentations as stories.
  5. Try something new.
    Getting started.