[ Index ]

A

actors, 166–168, 174–176. See also characters

acts

about, 140, 213, 328

Aristotle’s three-act structure, 24–25, 26–27, 128–134

Daniel’s Sequence Paradigm, 132–135

Field’s Paradigm, 132, 141–143, 143–144

Freytag’s Pyramid, 27–29

Lavandier’s three-act structure, 131–132

Towne’s Plot Points, 145–146

adopted or expanded universe, 63–64

Aesop’s Fables, 4

AI (artificial intelligence), 47, 70–71, 167, 179–181

Alexa, 73

alternative journey subplots, 272–273

Amazon Echo, 85

antagonist, 167, 185–186

AR (augmented reality), 47, 53–55, 76–78

architect analogy, 21

arcs, for characters, 188, 205–207

Aristotle

Seven Golden Rules, 23–24, 159

three-act structure, 26–27, 26–28, 128–134

arousal, role on emotion, 106

artificial intelligence (AI), 47, 70–71, 167, 179–181

Ashwell, Sam Kabo: patterns in CYOA, 304–310

audience. See also users

as protagonist, 53–55

as storytellers, 50–53

augmented reality (AR), 47, 53–55, 76–78

B

Back to the Future movie, 64

BBC Olympics project, 295–296

behavioral level of emotions, 101

Black Mirror: Bandersnatch film, 13

The Blair Witch Project movie, 116

Booker, Christopher: Seven Basic Plots

about, 254

Comedy, 257

Overcoming the Monster, 254

The Quest, 256

Rags to Riches, 256

Rebirth, 258

Tragedy, 257

Voyage and Return, 255

bots, 71–72, 167, 177–179

Boy Meets Girl story, 250

Branch and Bottleneck pattern, 306–312

branched journey subplots, 275–276

branching narratives, 312, 319–322

brand

as character, 167, 176–177

emotions associated with, 90, 93–95

stories used for, , 6

buy-in, stories used for, 18, 357–362

C

call to action (CTA), 16–17, 338, 349–350, 356–357

Campbell, Joseph: The Hero’s Journey, 247–249

central thread

in CYOA structures, 313

in stories. See see red thread; theme

change arc, 188

character arc, 188, 205–207

characters. See also users

about, 23–24

AI as, 179–181

in animations, 195–197

antagonist, 167, 185–186

bots and VUIs as, 177–179

brand as, 176–177

changes in (arcs), 188, 205–207

definition of, 199

developing, 189–199, 200–207

devices as, 181–183

dynamic versus static, 187

goal or objective of, 187

growth of, 188

hierarchy of roles and importance, 200–202

identifying, 166–175

importance of, 186–188

list of, 166–168

personas, 157–159, 161

questionnaires for, 202–207

role in product design, 161–166

role in stories, 159–161, 189

round versus flat, 188

as scene layer, 335

system/actors as, 174–176

touch points and drivers as, 183–185

in TV and film, 191–193

in video games, 197–199

choose-your-own-adventure (CYOA). See CYOA (choose-your-own-adventure)

chorus (song), 23–24

Cinderella story, 254

circular nature of product experience, 29–32

Comedy plot, 257

complicating subplots, 271

conflict, as scene layer, 335, 336

consumers. See audience; users

content. See also product experience story

above the fold, 325–326, 330

below the fold, 331–333

flow across screens of, 346–349

mental models for, 292–293

methods for developing, 288–289

outline and drafts for, 287–288

prioritizing across devices, 345–346

real or fake, 281–282

context and setting

about, 329

context-aware computing for, 217–219

contextual products for, 216–217

defining, 223, 225–227

in product design, 219–223

in stories, 212–213, 224–225

context-aware computing, 217–219

context or setting

as scene layer, 336

contextual products, 216–217

contrasting subplots, 271

conversational interfaces, 71–72. See also bots; VUI

Cortana, 73

Creation Story, 252

CTA (call to action), 16–17, 338, 349–350, 356–357

customer journey maps, 241–242

customers. See audience; users

CYOA (choose-your-own-adventure)

about, 296–297

Branch and Bottleneck pattern, 306–312

as branched journeys, 275

Floating Modules pattern, 309

Gauntlet pattern, 304–312

Loop and Grow pattern, 310

modules in. See modular stories

Open Map pattern, 308–312

Quest pattern, 307–312

Sorting Hat pattern, 309–312

structure patterns in, 304–310

Time Cave pattern, 304–312

using in product design, 298–299, 311–324

D

Daniels, Frank: sequence paradigm, 132–135

data-driven storytelling

about, 57–59

interpreting data, 364–365

KPIs, 367

types of data, 365–366

visualizing data, 367–368

daydreams as stories, 11

decor, 23–24

design. See product design; UX design

details, importance of, 35–37

devices. See also technologies

as characters, 167, 181–183

content flow across screens for, 346–349

IoT (Internet of Things), 74–76

multidevice design, 45–47, 68–69

prioritizing content across, 345–346

dialogue, as scene layer, 336

diction (speech), 23–24

Disney

magical wristband by, 68

Smart Home movie, 74

storyboards, 231–232

storytelling lessons from, 35–37

dominance, role on emotion, 106

dramatic action, as scene layer, 335

dramatic question, 33–34, 34–36

dramaturgy. See also shapes of stories

about, 25–26

acts in, 140

Aristotle’s three-act structure, 24–25, 26–27, 128–134

Daniel’s Sequence Paradigm, 132–135

Field’s Paradigm, 132, 141–143, 143–144

Freytag’s Pyramid, 27–29

Lavandier’s three-act structure, 131–132

plot points in. See plot points

role in product design, 29–33, 128–131, 143–144, 146–148

role in product experience, 150–154

role in stories, 25–29, 127–128

scenes in, 140

sequences in, 132–135, 134–135, 136–139, 140

shots in, 140

Towne’s Plot Points, 145–146

dreams as stories, 10

dynamic characters, 187

dynamic of story. See theme

E

emotional arcs, 259

emotional journey, 260–264

emotions

categorizing, 108–113

characters’ role in, 163–164

effect on brand perception, 93–95

effect on decision making, 89–92

effect on taking action, 93–94

empathy, characters creating, 163–164

focus on outcomes evoking, 118–120

focus on user evoking, 120–121

happy moments, 109–110

importance to character development, 160

levels of, 100–101

levels of needs affecting, 95–99

motivations for sharing, 104–107

neutral moments, 110–111

personality evoking, 117–118

in product design, 85–86, 88–95

reflective moments, 111–113

as scene layer, 336

in stories, 87–88

types of, 101–104

unhappy moments, 108–109

“what if” question evoking, 121–123

ending, as scene layer, 336

environment. See context and setting; dramaturgy; product experience

examples

animation characters, 195–197

Disney’s storytelling, 35–37

Pixar’s storytelling, 37–39

from public speaking, 42–44

Star Wars, 134–135

TV and film characters, 191–193

video game characters, 197–199

video games, 40–41

expanded or adopted universe, 63–64

experience goals

about, 245–246

mapping emotional journey using, 260–263

experience maps

about, 229–231

storyboards in, 242–243

F

Facebook, 51, 300

Field, Syd: Paradigm structure, 132, 141–143, 143–144

five-act structure

by Freytag, 27–29

circular application of, 29–32

flat characters, 188

floating modules, 316–317

Floating Modules pattern, 309

fold

content above the, 325–326, 330

content below the, 331–333

free-flowing content, 66–68

Freud, Sigmund: pleasure principle, 89

Freytag, Gustav: Pyramid structure, 27–29

Friedman, Jane: layers in a scene, 335

From Bad to Worse story, 251

G

Gauntlet pattern, 304–312

Google Home, 73, 85

Google searches, 81

Grand Budapest Hotel, The (movie), 216

growth arc, 188

H

happy and unhappy journey, 263–264

happy moments, 109–110

The Hero’s Journey, 247–249

history of stories

mediums of, 6–9

role of, 4–6

House of Cards TV show, 57

I

imagination

role in story, 1

immediacy, 79–80

immersive storytelling, 13–14, 40–41, 55

Index card method, 151–154

information architecture, 21

inspiration, stories for, 362–364

Instagram IGTV, 51

Instagram Stories, 59

interactive storytelling, 53, 56–57. See also CYOA books

interfaces. See devices; platforms; technologies

IoT (Internet of Things), 47, 74–76, 182. See also devices

J

Jaws movie, 116

Jobs, Steve, 100, 363–364, 237

journeys

alternative journey subplots, 272–273

branched journey subplots, 275–276

customer journey maps, 241–242

emotional journey maps, 260–264

happy and unhappy journey maps, 263–264

The Hero’s Journey, 247–249

unhappy journey subplots, 274–275

user journeys, 267–271

K

King, Martin Luther, 43, 363–364

KPI (Key Performance Indicator), 367

L

Lavandier, Yves: modified three-act structure, 131–132

link to next scene, 336

Loop and Grow pattern, 310

Lord of the Rings trilogy, 268

Lorem Ipsum, 282

Luke, Ali: elements of a scene, 336

M

machine learning, 47, 70–71

Man in Hole story, 250

maps

customer journey maps, 241–242

emotional journey maps, 260–264

experience maps, 229–231, 242–243

happy and unhappy journey maps, 263–264

storymaps, 278–280

Marlboro Man, 6

Maslow, Abraham: pyramid of needs, 95, 99

Mass Effect game, 63

The Matrix movie, 233

mediums of storytelling

current, 13–14, 45–47

historical, 6–9

technologies affecting, 47–64. See also technologies

mental models, 292–293

metamotivation, 99

mini-stories. See sequences

Minority Report movie, 66, 218

mirroring subplots, 271

modular stories

in BBC Olympics project, 295–296

Branch and Bottleneck pattern, 306–312

branching narratives in, 312, 319–322

central thread in, 313

CYOA books as, 296–297

developing, 302–304

floating modules in, 316–317

Floating Modules pattern, 309

Gauntlet pattern, 305–312

interconnectedness in, 314–315

Loop and Grow pattern, 310

Open Map pattern, 308–312

Quest pattern, 307–312

Sorting Hat pattern, 309–312

state tracking in, 315–316

story nodes in, 313–314

structure patterns in, 304–310

Time Cave pattern, 304–312

moral values, in stories, 4–5

Mosaic app and TV series, 56

multidevice design, 68–69

music. See song (chorus)

N

needs

levels of, 95–99

meeting, in a scene, 341–343

understanding, 164

Netflix, 48, 57, 220–222

neutral moments, 110–111

New Testament story, 253

The Night Cafe: A VR Tribute to Van Gogh, 54

O

Old Testament story, 253

omnichannel experiences, 78–79

on-demand experiences, 48–50

Open Map pattern, 308–312

oral storytelling

historical, 7

in presentations, 374–380

outcomes, focusing on, 118–120

Overcoming the Monster plot, 254

P

participative storytelling, 53, 56–57. See also CYOA books

PechaKucha nights, 5

personality, 117–118

personal storytelling, 10–12

personas, 157–159, 161

persuasion, stories used for, 15–17, 18, 357–362

Pixar

personification of emotions, 87

setting and context, 226

storytelling lessons from, 37–39

platforms. See also technologies

real world as, 77

transmedia storytelling across, 60–62

users creating content on, 50–53, 59–60

plot

about, 23–24

main and subplots, in product design, 269–271

main and subplots, in stories, 268–269

main and subplots, visualizing, 278–280

subplots, building, 276–278

subplots, types of, 271–276

plot points

Index card method for, 151–154

in product design, 143–151

in product experience, 150–154

Two-Page Synopsis Method for, 150

Plutchik, Robert: Wheel of Emotions, 101–104

presentations

buy-in as goal of, 357–362

data in, story behind, 364–368

inspiration as goal of, 362–364

outcome as goal of, 356–357

similarities to storytelling, 355

story for, defining, 371–380

verbal aspect of, 374–380

visual aspect of, 376–380

“who” and “why” for, identifying, 369–371

primary emotions, 102

printing press, 8, 8–9

product design. See also UX (user experience) design

buy-in for, 18, 357–362

character development for. See characters

content in. See content

customer journey maps for, 241–242

details, importance of, 36–37

device considerations. See devices

dramatic question in, 34

dramaturgy in, 29–33, 128–131, 143–144, 146–148. See also dramaturgy

emotional aspect of. See emotions

emotional journey maps for, 260–264

examples and lessons for. See examples

experience maps for, 229–231, 242–243

happy and unhappy journey maps, 263–264

plots and subplots in. See plot

presenting. See presentations

role of stories in, 17–19. See also stories

scenes in. See scenes

setting and context in. See setting and context

storyboards for. See storyboards

storymaps for, 278–280

technologies supported. See technologies

theme in. See theme

user considerations. See users

user journeys for, 267–271

product experience

categorizing emotions in, 108–113. See also emotions

circular nature of, 29–32

dramaturgy in, 150–154. See also dramaturgy

shape of, 259–266

product experience story

developing, 288–289

main and subplots for, 270

mental models for, 292–293

methods for developing, 288–289

modules for. See modular stories

real or fake content in, 281–282

theme for, 286–287, 290–292

product life cycle, 136–139, 148–149

protagonist’s goal, as scene layer, 336

prototypes, 334–336

public speaking, storytelling in, 42–44. See also oral storytelling; presentations

Q

Quest pattern, 307–312

The Quest plot, 256

R

Rags to Riches plot, 256

Rail Europe Experience Map, 229–230

Ready Player One movie, 76

Rebirth plot, 258

Reddit, 105

red thread. See also theme

in product design, 286–287

in stories, 2, 283–285

reflective level of emotions, 101

reflective moments, 111–113

robots, 182

rock art, 7

round characters, 188

S

scenes

content flow across screens for, 346–349

CTAs for, 349–350

elements of, 335–339

as pages or views, 330–331, 333, 338–351

prioritizing content for, 345–346

in product design, 141, 328–335

purpose of, 339–341

in stories, 327–328, 335–337

structure of, 327, 329

user needs met by, 341–343

user time spent on, 343–345

wireframes and prototypes for, 334–336, 339, 340

search and information access, 81–82

secondary emotions, 103

sequences

about, 329, 213

Daniel’s Sequence Paradigm, 132–135

Index card method for, 151–154

in product design, 141

Star Wars using, 134–135

Two-Page Synopsis Method for, 150

in UX design, 136–139

setting and context

about, 329

context-aware computing for, 217–219

contextual products for, 216–217

defining, 223, 225–227

in product design, 219–223

as scene layer, 335

in stories, 212–213, 224–225

shapes of experiences

about, 259

defining, 259–264

visualizing, 265–266

shapes of stories

about, 246–247

Booker’s seven basic plots, 254–258

Campbell’s The Hero’s Journey, 247–249

Vonnegut’s shapes of stories, 249–254

Sherlock Holmes, 64

shots, 141, 213, 329

Skam TV show, 61

“Sleep No More” play, 53, 56

smart home, 74–76. See also devices; IoT (Internet of Things)

Smart Home movie, 74

smartphones, 45–47, 69, 79, 100, 182

Snapchat, 51, 59

song (chorus), 23–24

Sorting Hat pattern, 309–312

sound. See song (chorus)

spectacle, 23–24

speech. See diction

speeches, storytelling in, 42–44. See also oral storytelling; presentations

Star Wars movie, 134–135

state tracking, 315–316

static characters, 187

stories

Aristotle’s Seven Golden Rules for, 23–24, 159

Aristotle’s three-act structure for, 24–25, 26–27, 128–134

characters in, 159–161. See also characters

Daniel’s Sequence Paradigm, 132–135

data-driven. See data-driven storytelling

dramatic question in, 27, 33–34

dramaturgy in, 25–29, 127–128. See also dramaturgy

elements of, 1–3

emotional aspect of, 87–88, 115–124. See also emotions

expanded or adopted universe, 63–64

Field’s Paradigm, 132, 141–143, 143–144

formats for, 59–60

Freytag’s Pyramid for, 27–29

The Hero’s Journey, 247–249

historical role of, 4–6

immersive, 13–14, 40–41, 55

Lavandier’s three-act structure, 131–132

mediums of, current, 13–14, 45–64

mediums of, historical, 6–9

modular. See modular stories

moral values in, 4–5

participative and interactive, 53, 56–57

personal storytelling, 10–12

persuasion using, 15–17, 18, 357–362

plots and subplots in. See plot

for presentations. See presentations

role in product design, 17–19. See also product design

role in UX design, 2–3, 21–23. See also UX (user experience) design

scenes in, 327–328, 335–337

setting and context in, 212–213, 224–225

shape of. See shapes of stories

theme in, 2, 283–285, 288

Towne’s Plot Points, 145–146

transmedia, 60–62

used by Disney, 35–37

used by Pixar, 37–39

used in branding, , 6

used in public speaking, 42–44

used in video games, 40–41

writing, 287–289

storyboards

creating, 238–239

in customer journey maps, 241–242

in experience maps, 242–243

for film and TV, 231–234

problems and solutions from, 235–237

for product design, 234–235, 240–243

storymaps, 278–280

story nodes, 313–314

storytelling profession, 5

structure of story. See dramaturgy; shape of story

subplots

defining and building out, 276–278

in product design, 269–271

in stories, 268–269

types of, 271–276

visualizing, 278–280

surprise, role in story, 2

system, 167, 174–176

T

talks. See public speaking

technologies. See also devices; platforms

adopted or expanded universe, 63–64

AI and machine learning, 47, 70–71, 167, 179–181

AR and VR, 47, 53–55, 76–78

bots, 71–72, 167, 177–179

CYOA books. See CYOA books

data-driven storytelling, 57–59

expanded or adopted universe, 63–64

IoT and smart home, 47, 74–76, 182

omnichannel experiences, 78–79

on-demand experiences, 48–50

participative and interactive storytelling, 53, 56–57

transmedia storytelling, 60–62

ubiquitous experiences, 66–68, 167

VUI, 47, 73–74, 167, 177–179

thematic significance, as scene layer, 336

theme

about, 23–24

in product design, 286–287

in product experience story, 290–292

in stories, 2, 283–285, 288

in UX design, 3

thread. See red thread; theme

three-act structure

by Aristotle, 24–25, 26–27

circular application of, 29–32

time and setting, as scene layer, 335

Time Cave pattern, 304–312

touch points and drivers, 167, 183–185

Towne, Robert: plot points, 145–146

Tragedy plot, 257

transmedia storytelling, 60–62

Twitch, 51

Twitter, 52, 300

Two-Page Synopsis Method, 150

2001: A Space Odyssey, 70

Typeform tool, 112

U

ubiquitous experiences, 66–68

unhappy journey subplots, 274–275

unhappy moments, 108–109

user journeys

about, 267–268

alternative journey subplots, 272–273

branched journey subplots, 275–276

main and subplots, role of, 268–271

main and subplots, visualizing, 278–280

subplots, building, 276–278

unhappy journey subplots, 274–275

users. See also characters

emotional considerations for. See emotions

expectations of, 164

identifying, 166–167, 169–173

message focused on, 120–121

needs of, 95–99, 164, 341–343

outcomes for, focused on, 118–120

as protagonist, 53–55

as storytellers, 50–53

understanding, 19, 162–166

user stories, 245–246

UX (user experience) design. See also product design; product experience

architect analogy for, 21

sequences in, 136–139

similarities to stories, 2–3, 21–23

V

valence, role on emotion, 106

verbal aspect of story. See oral storytelling; presentations

video games, 40–41, 197–199

virtual reality (VR), 47, 53–55, 76–78

visceral level of emotions, 100

visual aspect of presentation, 376–380

visualization

of data, 367–368

of experiences, 265–266

of main and subplots, 278–280

personal practice of, 11

voice user interface (VUI), 47, 73–74, 167, 177–179

Vonnegut, Kurt: shapes of stories

about, 249

Boy Meets Girl story, 250

Cinderella story, 254

Creation Story, 252

From Bad to Worse story, 251

Man in Hole story, 250

New Testament story, 253

Old Testament story, 253

Which Way Is Up story, 252

Voyage and Return plot, 255

VR (virtual reality), 47, 53–55, 76–78

VUI (voice user interface), 47, 73–74, 167, 177–179

W

Walking Dead video game, 63

Walter, Aaron: pyramid of user needs, 95–99

WAP (Wireless Application Protocol) browser, 45

“what if” question, 121–123

Which Way Is Up story, 252

“who” and “why” of story, 369–371

wireframes, 334–336

Wireless Application Protocol (WAP) browser, 45

worlds, creating. See context and setting; dramaturgy; product experience; video games

Y

YouTube, 50, 51, 105

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