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STORIFY: a tool to assist design teams in envisioning and discussing user experience

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Abstract

Design is changing into an experience-oriented discipline; consequently designers need appropriate tools and methods to incorporate experiential aspects into their designs. A story is a crafted experience and storytelling is the craft. Therefore, understanding the structural strategies behind storytelling and learning how to incorporate them into a design process is relevant for designers when they want to envision, discuss and influence user experiences. In this paper we introduce STORIFY, a multi-modal tool to provide design teams with an experiential approach towards designing interactive products by incorporating dramaturgical techniques from film and sequential art.
... On the one hand, the similarities shared by design and storytelling such as context-dependence, and organization of chaotic information, etc. [8] support the pervasiveness of storytelling in design. On the other hand, as the focus of Industrial design shifts from creating artefacts towards design for experience [9], experimental aspects like emotions, motivation, desire, needs etc. become vital. While these aspects are usually too abstract to be interpreted easily, stories are concrete accounts with vivid characters, rich description of the context, human activities, and told based on a coherent and casual plot [10]. ...
... In the third direction there are some representative studies about designing for storytelling by developing method and tools. For instance, StoryPly [9] is a method for constructing concept stories that allow to explain and discuss the user experience and the end-user value of a design concept. The fictional inquiry method [28], instant card technique [29] as well as Storytelling Group [30] have also been developed to evoke ideas from users for future practice [31]. ...
Chapter
Several methods and tools have been developed to support storytelling used in design. While the benefits of storytelling have been argued extensively in literature, the willingness to adopt it in actual practice, especially in students’ design projects, has however been slow. The lack of empirical studies on actual adoption of storytelling calls for a deeper understanding of the considerations that influence design practitioners, especially design students, to adopt or reject storytelling in design. This paper presents an exploratory study that aimed to identify the main obstacles that design students raise against using storytelling in their design process, and to explore ways to address such obstacles. The results imply that the main underlying reasons for poor adoption are the lack of perceived usefulness and the lack of tools to support. Based on the experimental observations, an opportunity for enhancing students’ acceptance of storytelling is identified.
... The research in this thesis suggests that even at very early stages when no hi-fi prototype may exist, access to interactivity (enabled for example by enactment) helps elicit experiential data. Atasoy and Martens (2011) as well as Hassenzahl (2010) for example, point out the lack of a clear understanding of how to put experiences in the foreground during design processes, where Atasoy and Martens attribute this to designers' tendencies to be overly focused on visual product representations in the design process, instead of being experience-focused (including also the multi-sensory and contextual aspects of product use). The use of physical objects to relate to and modify has earlier been exemplified primarily in participatory design approaches as useful for understanding use and users (cf. ...
... Studying expectations may provide valuable insights to mitigate gaps in the user expectations as compared to the real outcomes. Being aware of underlying motivations, mental models of use, needs and wants can form the basis for product visions and working hypotheses (Özçelik Buskermolen et al., 2012;Atasoy & Martens, 2011;Buchanan, 1992) and thus serve as a vehicle for design progress. In the case of the studies of autonomous cars (Studies 2-4), information of the communication between user and car was elicited, such as the mental models connected to future interfaces and the changing relationship between user and car. ...
Thesis
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The user experience (UX) of interactive products is vital for commercial success. This means that aspects such as users’ emotions, values and needs must be addressed in design processes. Input from user studies on user experience in the early design phases offers valuable information and inspiration to designers, but there are methodological challenges as experience-focused information is typically difficult to elicit from users. It is even more challenging when designing for positive experiences of novel products that have not existed on the market before, as there are no or few previous designs to learn from. Efforts must then be made to proactively explore experiences, rather than primarily learn from past solutions. The study case of this thesis is the in-vehicle UX of modern cars, including cars equipped with semi-autonomous driving systems. The aim is to form an understanding of what signifies in-vehicle UX from a user perspective and to explore how UX data can be elicited for input to novel in-vehicle concepts in early design phases. Building on six empirical studies, the results are summarized in a description of in-vehicle UX and an approach for eliciting UX data – the CARE approach.
... In my first year, I focused on exploring the opportunities for storytelling in a creative design context by combining communication, discussion and collaboration. Berke Atasoy and Jean-Bernard Martens have proposed that learning how to incorporate storytelling and user experience into a design process is relevant for designers when they want to envision, discuss and influence user experience [10] . I therefore tried to better understand the relationship between user experience design and storytelling, and explored opportunities for as well as obstacles against using storytelling tools in conceptual design. ...
Conference Paper
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Storytelling has been proposed as an intuitive way to support communication in user experience design. With story-based thinking, designers can gain a better understanding of the potential user experience, developing and discussing design ideas within an (imagined) context. This proposal introduces research through design into enhancing creative user experience design with the help of storytelling tools. The aim of the research is to develop and test tools that can support the co-construction of stories, i.e., that can promote collaboration and discussion between designers and other stakeholders in early UX design.
... In my first year, I focused on exploring the opportunities for storytelling in a creative design context by combining communication, discussion and collaboration. Berke Atasoy and Jean-Bernard Martens have proposed that learning how to incorporate storytelling and user experience into a design process is relevant for designers when they want to envision, discuss and influence user experience [10] . I therefore tried to better understand the relationship between user experience design and storytelling, and explored opportunities for as well as obstacles against using storytelling tools in conceptual design. ...
Conference Paper
Full-text available
Storytelling has been known as a service design method and been used broadly not only in service design but also in the context of user experience design. However, practitioners cannot yet fully appreciate the benefits of storytelling, and often confuse storytelling with storyboarding and scenarios. The digital storytelling emerged in recent years mostly focused on digital and interactive technology for new expression of stories as a tool, not pay much attention to improve user experience from the story and storytelling itself. This paper provides an integrated storytelling method consisting of three parts: Constructing Story—Inspiring Images—Visually Storytelling. Constructing Story is based on two principles to construct a story focusing on user’s needs conflict. Inspiring Images means using a set of frames to express the story based on the techniques of film to express more details about emotion and value. Visually Storytelling means visualize the story in sketching or photo storyboard. The aim is to promote discussion and communication to share insights and concepts during the whole storytelling process at the early stage of the design to enhance user experience design. The research grounds on a literature study and exemplary application of the support. This method is also a quick start for a storytelling tool design.
... Inspiration Cards (Halskov & Dalsgaard 2006), IDEO Cards (IDEO 2003) and PLEX Cards (Lucero & Arrasvuori 2010) are the card sets to inspire the designers and other stakeholders based on the frameworks of user experiences. STORIFY (Atasoy & Martens, 2011) incorporates storytelling techniques for communicating and discussing strategies on how to guide a user towards an intended experience. ...
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