should our software development process begin with storyboarding?
DESCRIPTION
Mémoire Anna Van der AA Mastère Innovation By Design à l'ENSCI - Les Ateliers http://www.ensci.com/formation-continue/innovation-by-design/diplomes/these/article/19779/TRANSCRIPT
Should our software development process begin with storyboarding? Mémoire – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers
Anna van der Aa
May 2014
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014
Acknowledgements
My sincere thanks to Michael Fleming for his professional support, to Mathias
Béjean for his unfailing direction and encouragement, and to Ann-Marie Yee for
her attentive review. Thanks also to the participants of the workshops discussed
here and for permission to include their images. Lastly, thanks to the staff and
students of the transformative course Innovation by Design at ENSCI Les Ateliers.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014
Contents
1. Introduction ................................................................................................ 1
2. Elaboration of the question: Should our software development process begin with
storyboarding? ................................................................................................... 9
i. Why and when might something new need to be introduced? .................... 9
ii. Why might this ‘something new’ involve visual storytelling? .....................10
iii. Why might storyboarding be suitable? ...................................................10
iv. Where has this been tried and what were the results? .............................13
3. Comparison of two problem-framing workshops with and without storyboarding .17
i. Description of workshop without storyboarding .......................................17
ii. Description of workshop with storyboarding ...........................................20
iii. Criteria used for comparison ................................................................22
iv. Some images from the symbolic storyboarding exercise ..........................23
4. Results and discussion ................................................................................27
i. What were the significant differences between the two workshops? ...........27
ii. What were the benefits or otherwise of using storyboarding? ...................29
a. Contextual relevance of ideas .........................................................29
b. Physical engagement during exercise ..............................................30
c. Level of fun and enjoyment ............................................................31
d. Economy of transmission ...............................................................32
5. Conclusion .................................................................................................36
6. Further observations/reflections/questions .....................................................37
i. What effect would it have to confine the storyboard into frames? ..............37
ii. Would it still be beneficial to do the written tasks? ..................................37
iii. What hurdles might need to be overcome for storyboarding to become a natural part of the development process? .........................................................38
7. Bibliography ...............................................................................................39
i. Books ................................................................................................39
ii. Academic Articles ................................................................................39
iii. Web references ..................................................................................40
8. Appendix ...................................................................................................40
i. Research Questions - Wikström, Anders, Storyboarding – Framing and Reframing Opportunities in the Front-Front end of Innovation, 2013 ....................40
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014
Our experience is that the effect of pictures is frequently greater than the effect of
words, especially at the first stage of getting new knowledge.
Otto Neurath, 1936
Within product and service development today the use of storyboards is common
in order to explain a future service or the experience of a new service. However,
the application of storyboarding as a process tool is new. Also the area of use is
new, pre-brief activities.
Anders Wikström, 2013
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 1
1. Introduction
The post graduate course Innovation by Design exposes students to a great deal
of stimulating input from the design community. These presentations and
discussions, along with the additional reading that they have prompted, have
been the source of much inspiration to me. With the intention of sharing some of
the newly gained insights with our software development team in Sydney, I
organised a week long workshop for our staff there in March 2013.
The workshop was initiated by way of a presentation intended to lift the team’s
attention from the detailed tasks at hand and to help them appreciate where our
software fits in our clients’ worlds from a broader perspective. Influenced,
amongst other things, by Norman & Verganti’s paper Incremental and Radical
Innovation, I wanted to warn against the dangers of simply continuing to
incrementally improve our legacy software offering. Considering our market-
leading position in this domain, by failing to innovate we could set a trap for
ourselves. This potential vulnerability provided the justification to begin reviewing
our processes more extensively by experimenting with different ways of
approaching our work, such as integrating principles from design thinking (as
described in Tim Brown’s book Change by Design).
One of the main goals of this particular workshop was to encourage the team to
better tolerate the lack of resolution that must persist if more than one solution is
to be explored or even entertained for a given design problem. Historically, our
approach has been to implement the first workable solution that promises to
provide the necessary functionality, rather than first generating a widely divergent
range of potential solutions to prototype and test. Our typical approach is not a
method that we have intentionally adopted but is more of a pattern of behaviour
that we have fallen into. If we want to see more radical innovation in our software
however, we will need to take a more experimental approach to idea generation.
During the workshop we watched recorded videos of different clients performing a
particular activity with our software. The participants were discouraged from
immediately deciding the ‘best’ way to solve any problems that they noticed and
were instead invited to withstand the resulting tension until various options were
proposed and actually tested using paper prototypes.
Upon returning home to Paris, something that continued to intrigue me was the
fact that even though the recorded situations portrayed a number of clients
performing similar actions repetitively, some of those attending the sessions were
more easily able to connect with the client perspective and make contributions
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 2
which were in line with what the clients might need, whereas others made
suggestions which showed no real empathy or appreciation of what was actually
occurring in the situations presented.
As the workshop facilitator I was able to direct the participants back to the
problem facing the clients however I became curious as to how the process could
be transformed so that the participants would have a greater appreciation of what
was actually occurring in the clients’ world. After all, the intention of the workshop
was to provide methodological tools for future exploration of client problems.
Outside the workshop context it would not be possible to steer the thinking away
from irrelevant solutions, while nevertheless encouraging creative ones.
I became intrigued by whether it might be possible to somehow influence the
developers to more naturally align their thinking to the clients’ problems, and
subsequently began to investigate this theme. Robert B. Cialdini’s fascinating
book Influence describes aspects of human perception and interaction harnessed
by magicians and con artists. Manipulation was not really what I had in mind
however, and I found myself steering more towards the idea of “cultivating
serendipity” as discussed by Raghu Garud et al. in their article Path Dependence
or Path Creation.
My preoccupation was to do with how to plant a seed in the mind of a developer
that might grow into a transformed outcome in the software for the client. Notions
of sense-making and design fixation seemed relevant, since it was this process of
turning one’s detailed attention to something in order to thoroughly understand it
while remaining open to new insight on the bigger picture that we needed to
better navigate.
At this point I began to suspect that some kind of storytelling might hold a key
and went looking for answers in David M. Boje’s Storytelling Organizations, Ty
Montague’s True Story: How to Combine Story and Action to Transform Your
Business and Whitney Quesenbery and Kevin Brooks’ Storytelling for User
Experience. The appeal of storytelling methods was in their potential to have an
impact at both the macro (organisational) and micro (individual) level.
As part of the introductory presentation to launch the workshop I had shown a
‘propaganda’ video which included heavily edited highlights of repetitive client
behaviour to drive a particular point home. At one point I considered exploring the
power of such propaganda to somehow bring about the change I was looking for.
One of the problems with this approach however is the danger of one person (the
editor) focussing on the wrong story to tell before the problem space had been
more widely explored by the group. Another is that, even when short, watching a
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 3
video takes time and is a passive activity. It was already evident that observation
of the client activity recordings would be an important part of the process, but this
requires dedication and a certain amount of motivation to begin with. It was the
seed of this initial motivation that I wanted to sow. I continued my search.
The initial presentation also included a rough sketch to convey this idea that we
were tending towards incremental innovation rather than looking at client
problems with fresh eyes in the current technological context. It attempted to
show that we might be open to attacks from competitive start-ups with different
ideas. The sketch was intended to encourage the use of drawing as a tool for
thinking and communication and was left deliberately unpolished to ensure
everyone felt good about their own drawing skills by comparison. Looking back I
realise this was my first storyboard.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 4
In the following months, while continuing to ponder how to stimulate such a shift
in thinking, I experimented more with this particular medium and started
producing small comic strips (calling them UX Comix) to capture and depict client
problems identified in the recordings of the clients using our software. I soon
came across Kevin Cheng’s book See What I Mean: How to Use Comics to
Communicate Ideas which was extremely helpful in many ways. The book is
squarely aimed at the business context and, as well as providing practical
guidance regarding how to construct a comic strip, it more importantly grants
permission to exploit this modern medium within the software development
context, giving examples of its use by innovative technology firms such as Google
and Yahoo.
As Cheng puts it, “Comics are like a Trojan horse for information. The format of
comics creates a natural gravitation toward them. They have a low barrier, are
quick to read, and perhaps most importantly, are entertaining. Providing useful
information in a comic is almost unfair to the reader because the humour and
light-hearted nature lowers the reader’s defences.”
The comic strips, by their storytelling nature, provide a setting in which to place
quotes collected from the clients featured in the video recordings. I wanted to
somehow emotionally connect the development team with the heart of a given
problem in a way that would quickly describe the problem itself, provide the
overriding context which would create direction, and stimulate natural motivation
within the development team, without limiting the potential solutions. This in turn
would hopefully provide the incentive to delve deeper into the problem by taking
the time to watch the user research recordings.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 5
Interestingly, the developers have enjoyed reading these comic strips (published
in the company’s internal monthly newsletter), despite feeling the ‘ouch’ of an
occasional pointed message. Recently, when I showed one of my UX Comix to
some clients, they laughed ruefully, showing their identification with the story
presented. When I showed the same comic strip to one of the developers, rather
than becoming defensive, he became curious regarding the situation and wanted
to know more about the problem so that he could begin to consider suitable
solutions.
This was a very encouraging moment and at that point I became more confident
that there was value in this approach and that it would be worth continued
exploration.
Certain aspects of the comic strips drew my attention:
The comic strips can be consumed extremely quickly, unlike a video which
requires the passage of time and a different kind of mental processing because
of the dense content.
When user situations and quotes are used, the comic strips ring true and there
is an almost instant identification with the situation described.
If a suitable comic strip cannot be created for a subject area, this may reveal
that the subject area and the typical problems encountered are poorly
understood.
It was this third point in particular that suggested to me that storyboarding might
be worth investigating as a method to explore what is known and unknown about
the client domain.
As my thinking continued to develop around this area my supervisor, Mathias
Béjean, noticed and brought to my attention the work of the Swedish researcher
Anders Wikström who was concurrently completing a doctorate at the School of
Innovation, Design & Engineering at Mälardalen University Sweden. Wikström’s
timely dissertation, presented in September 2013 with the title: Storyboarding –
Framing and Reframing Opportunities in the Front-Front End of Innovation, serves
as a key reference for my research and will be discussed in the context of the
questions raised in the various sections below.
The initial workshop held in Sydney loosely followed the design thinking approach
of ‘inspiration’ followed by ‘ideation’ and then ‘implementation’. The inspiration
phase consisted of viewing the user research recordings while identifying the tasks
performed by the users and collecting these as written phrases. The tasks
captured were eventually sorted, categorised, abstracted and summarised. It
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 6
turned out that this was the part of the workshop I wanted to revise if the
exercise were to be repeated, in the hope of finding a more physically engaging
activity, and one which would lead to greater empathy with the client context.
After hearing about Wikström’s research using storyboarding in the problem
exploration phase I began to wonder whether the creation of comic strips or
storyboards, instead of written phrases, might help our development team absorb
the incoming information differently. I wondered how it would affect their
appreciation of the client context, and whether any detail would be lost compared
with that gathered by the written analysis.
While waiting for Wikström’s research to be published I began to direct my
exploration of storytelling further towards visual narrative, attempting (in the
limited time available) to investigate where this has been used in the business
context to explore a problem space. Of course visual thinking itself has long been
used in professions such as architecture and design. Storytelling is also becoming
much more acceptable as a form of communication in the corporate context. The
combination of the two, represented by the storyboard, captured my attention.
In his book Back of the Napkin Dan Roam states: “We can use the simplicity and
immediacy of pictures to discover and clarify our own ideas, and use those same
pictures to clarify our ideas for other people, helping them discover something
new for themselves along the way.” It was this ‘discover something new for
themselves’ in particular that hinted at the potential use of visual thinking not just
to communicate something that was already understood but to explore something
that was not yet understood.
I planned a subsequent workshop, using the same raw material, with another of
our development teams; this time with the express purpose of experimenting with
storyboarding during the exploration of the client problem space, that is, the
observation (or inspiration) phase of the workshop. I was curious to see what
differences might emerge from the altered process.
As soon as the workshop began it occurred to me that it might be too much to ask
for the production of formal storyboards (with the implication of format and
structure and the potential pressure of artistic merit). Developers fed on a steady
diet of written specifications for many years might feel intimidated or even
discouraged while attempting to master the art in the short time available (two
days) for this aspect of the week-long workshop. Also, I wanted to ensure
everyone participated and didn’t leave the drawing to a talented few.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 7
Instead, I decided to start by encouraging the group to identify all the elements in
the story that were revealed (or implied) by the video recordings (inspired by Dan
Roam’s approach to use questions such as who and what, how many, where and
when). While watching the research videos, we individually noted as many of
these kinds of elements as possible and began to think of how we could represent
them with a simple drawing.
We came together to compare the various drawings and to agree on which ones
best represented each element. We deliberately tried to reduce these symbols to
their simplest expression for easy reproduction and recognition.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 8
Fascinatingly, it turned out that these symbols quickly became a visual vocabulary
which we could use, together with arrows, speech bubbles and text, to create very
rough sequential stories which visually represented a particular scenario derived
from the client context. Because these were designed to be open and exploratory
rather than closed and communicative they were produced in a loose format more
like a flowchart connecting the individual symbols (each drawn on its own sticky
note). To differentiate this from classic storyboarding organised into frames, and
to emphasise the use of icons or symbols as an important part of the process, I
have begun to refer to this as ‘symbolic storyboarding’.
This is discussed in more detail below, along with the outcome of the workshop,
some conclusions and further questions arising from the research.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 9
2. Elaboration of the question: Should our software development
process begin with storyboarding?
i. Why and when might something new need to be introduced?
We have an excellent relationship with our clients and users and yet we still seem
to struggle to implement changes which transform the way they work. We have
good structures for feedback and the clients themselves are well organised,
cooperative and eloquent. We have open communication and easy access to
clients and users and our analysts and developers are enthusiastic and committed
with a clear process.
Despite our clients’ commitment and goodwill we do not seem to be successfully
aligning ourselves with their true requirements in a way that they find fully
satisfying, even though we are technically fulfilling the expressed and documented
requirements, and providing the functionality that they request. To achieve a
different outcome in future, and to ensure that we begin to really delight our
clients before someone else does, something needs to change.
Because we seem to be regularly missing the mark in terms of how the
functionality is served to the customers via the software, this suggests that we
may need to review the ‘front-front end’ or ‘fuzzy front end’ of our software
development process during which we explore the client domain. Perhaps we are
not correctly identifying suitable target outcomes from the user perspective in the
first place. This leads me to wonder whether those providing the solutions
sufficiently appreciate our clients’ environments and the stories of their daily
work.
I suspect that Dan Brown in Designing Together captures something of what we
are missing when he talks about the difference between providing an explanation
and having an understanding of something. “If you know that humans perceive
different frequencies of light as different colors, you have an explanation. If you
personally look at the world through a prism, visit places where color sets
different moods, and then listen to people talk about color in their lives and the
way color touches their memories and is mixed up with deep, identity-level
notions like ‘home’, you begin to develop an understanding.”
If we are to make this transition from simply explaining the client context and
meeting its functional requirements, to really understanding it in a way that
enables us to have innovative ideas that bring new meaning to our clients’ work,
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 10
then it will involve changes for individuals at a practical level as well as a strategic
shift in focus for our organisation as a whole.
ii. Why might this ‘something new’ involve visual storytelling?
More and more is being uncovered about the way the human brain processes
information and a large proportion of this processing seems to be dedicated to
visual input. We naturally seem to look for patterns and associations and use
visual methods when trying to make sense of incoming information. As Otto
Neurath discovered many years ago, it is particularly at the early point of sense-
making, for example when exploring a new environment or absorbing new
information, that visual input seems to have a significant impact.
As market leaders and experts in our domain we may be at risk of becoming
complacent and failing to notice changes in our clients’ business processes. It is
important that we make a point of looking with ‘fresh eyes’ to ensure that we
understand technological or other changes that are influencing their workflows.
Because it is precisely at this fuzzy-front end of innovation that we appear to be
failing, introducing a visual activity at this early stage in our process might make
an important difference. Exploring the client domain using some kind of visual
approach might allow us to see it differently which will hopefully bring a better
understanding of our clients’ true requirements, and consequently, improved
solutions.
While images help us absorb new information, stories help us see the bigger
picture. As Quesenbery and Brooks note “Stories that describe the world as it is
today help us understand that world better. They not only describe a sequence of
events, but they also provide insight into the reasons and motivations for those
events.” Storytelling is an ideal way of navigating through the client setting. Not
only does it bring examples of the clients’ business workflows to life, it usually
invites an emotional connection.
It seems then, that the ideal tool for gaining a new perspective and, potentially,
new meaning, will involve some kind of visual storytelling.
iii. Why might storyboarding be suitable?
By way of background, in 2013 I facilitated two workshops with two different
development teams. The purpose of these workshops was to review and perhaps
renovate our thinking about software development.
This first workshop used a written approach to capturing and analysing key
information about the client domain while observing video recordings of clients
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 11
working with our software. While the willingness to contribute was not lacking, the
exercise itself did not seem to inspire action, and initial enthusiasm soon waned.
The synthesis and analysis ended up being largely driven by a motivated few with
others taking more passive roles. It was my impression from the behaviour of
some participants that this particular exercise was perhaps quite taxing energy-
wise.
Watching the videos is an important aspect of ‘soaking’ in the user’s world, and it
is necessary to watch more than one to begin to see patterns emerging. This can
be quite a static and tiring activity and I wanted to encourage an increased
engagement on the part of those watching the recordings. That had been the
initial purpose of the task-noting activity and I wondered if using a more visual
approach to documenting these observations might be a key to influencing energy
and motivation levels.
After the first workshop, while trying to find ways to bring about a change in the
way our developers perceive client and user problems, I began to experiment with
presenting the information in the form of small stories contained in drawn strips.
These are essentially storyboards or comic strips which are populated from user
research including user quotes and realistic situations.
There is a little humour to make the point but care is taken to avoid harsh
criticism. The intention of these comic strips is to expose the way the clients and
users are actually behaving and thinking in a way that might be consumed by the
developers via different brain pathways.
The comic strip is presented with as little detail as possible, while conveying the
context. This leaves room for the imagination to move and to begin its creative
search for solutions. The hope is that there is a readier connection with the
situation since the information is being presented visually and with greater
emotional impact in the story form. It is my strong conviction that developers
have a natural desire to solve problems well and to do good, however these good
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 12
intentions sometimes miss the mark due to poor appreciation of the client domain
and therefore inappropriate problem framing.
With these comic strips I am perhaps encouraging a kind of design fixation, that
is, a fixation on one problem. I do believe that a clear problem definition helps in
the evaluation of potential solutions. However this does not resolve the broader
issue which is how to help the developers think differently about the problem
space in the first instance, while they are exploring the problem themselves,
rather than waiting for someone like me to capture and communicate it in
storyboard form.
Importantly, while creating the comic strips, I noticed that the act of telling the
story in this visual way very quickly highlighted areas where I did not have the
domain knowledge necessary to present a convincing scenario. It was this
realisation that led me to the potential value of storyboarding as a mechanism for
transforming the early phase of our design process, and so to experiment with
this activity in the second workshop.
Of course in the fuzzy-front end of innovation there are an infinite number of
ideas and observations to be had within any given context, and the more minds
involved in seeking these out and portraying them the better. I'd like to see the
entire team identifying and capturing new problems, for us to inhabit the space by
turning our attention to it with as much of our interactive capacity as possible, so
that we can think innovatively through the clients’ own stories. This is why I'm
interested in the collaborative visual thinking and storyboarding approach for
'absorbing' the context more thoroughly.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 13
iv. Where has this been tried and what were the results?
Storyboards are becoming more commonly used in the field of user experience (UX) for describing potential software or service
design solutions to clients or other stakeholders. Their purpose in this context is typically to communicate how the user will
interact with or experience a proposed solution. For those interested, a few relevant internet articles are included in the web
references section at the end of this document.
The use of storyboards for the explicit purpose of exploring a problem domain is discussed in the recently published doctorate
paper Storyboarding – Framing and Reframing Opportunities in the Front-Front End of Innovation by Anders Wikström.
Wikström uses a number of different research methods to explore storyboarding as a tool for developing knowledge about a
situation and for framing an area of interest.
While the entire study is pertinent, including the discussion on design thinking, visual thinking and narrative as providing cognitive
tools for reflective practice, of particular relevance to this present discussion are the sections 4.3.2 Study F, storyboarding vs.
written and 4.4.1 Study G, testing hypotheses.
Portions of these sections are copied here for convenience as I will refer to them below. Please note that these are selected
highlights. Interested readers are encouraged to read these sections in their entirety in the original document. Wikström’s research
questions, revealing his key concerns, are also included in the Appendix.
From Wikström 2.2 Methodology:
The overall goal of this research is to support companies in developing their innovation capability. During the research sub-goals have been
developed, such as enhancing knowledge in how design thinking, visual thinking and narrative support the front-front end of innovation. This has
then led to proposing a tool, storyboarding, derived from my theoretical exploration of design thinking, visual thinking and narrative and its effect on
the front-front end of innovation. This has also been the goal of this research, to create knowledge regarding storyboarding in the front-front end of
innovation, providing new knowledge in the discourse of innovation management.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 14
From Wikström 3.5:
What happens when telling stories is that you pick a situation to focus on. This situation constitutes a part of a culture; when knowledge is
developed about this specific situation, knowledge is also developed about the culture in which the situation occurs. As Beckman and Barry (2007)
explain culture plays an important role in product choice, usage, and resistance, and with this knowledge we can understand the meaning in the
situation. The idea behind this is that by telling stories you can understand the culture in the situation and through this create meaning in the
situation, both by making sense of the situation and by opening an opportunity for innovation of meaning.
From Wikström 4.3.1:
The development of storyboarding in pre-brief activities seems to promote an emotional understanding of the situation of interest. This indicates that
storyboarding supports an empathic approach towards the situation. Empathy in understanding a situation or issue is seen as a key criterion when
using a design-thinking approach.
From Wikström 4.3.2 Study F, Storyboarding vs. written:
Through the development of a storyboard we can see that idea generation during and after storyboarding becomes more focused if we create a
common mental image of the situation.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 15
From Wikström 4.3.2 Study G 4.4.1:
Hypothesis 1. Type of innovation: A
storyboarding brief is focussed on meaning
while a written brief is focussed on function.
The result from the experiment shows that
Hypothesis 1 cannot be confirmed…
What was found in this study was that there is a
difference but not the expected one; the
difference lies in the fact that storyboarding
forces a focus on both meaning and function
while written briefs focus on either meaning or
function. This finding is interesting since it
forces the team to focus on meaning when
using storyboarding in the pre-brief activities.
The other interesting thing here is that written
briefs tend to focus on either meaning or
function.
Hypothesis 2. Type of scope: A storyboarding
brief is narrow in its scope while a written brief is
broad.
The result from the experiments with respect to
Hypothesis 2 is clear…
A narrow brief is more delimited and specifies
more details than the area of interest. A broad
brief opens up for more opportunities and
enables solutions outside the area of interest.
The narrowness of storyboarding supports
management in providing a strategic direction
for the team; this also removes hidden fixations
of the teams. When a broad brief is presented to
a team there is always a risk that the team will
end up with old solutions following fixations from
past experience and not recognized as fixations.
This could consequently be avoided by
providing a narrow brief with clear directions for
the team.
Hypothesis 3. Level of ambiguity: Storyboard
briefs are more ambiguous than written briefs.
This hypothesis needs more research in order
to be understood. And, as formulated here it is
not proven…
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 16
From Wikström 4.3.2 Study G 4.4.1:
General: This experiment involved two different methods to frame a problem, storyboarding brief and written brief. The methods were compared in an
experiment where three hypotheses were tested with two different setups, one with teams doing the whole workshop and one with a switch of teams
after the naming phase in order to evaluate the interpretation of the briefs.
Hypothesis 1, regarding meaning and function, is not confirmed since some of the briefs included both meaning and function and no distinct result
could be determined. It is an interesting finding however, that storyboarding briefs often include both meaning, i.e. why a problem occurs, and
function, i.e. how the problem can be solved. This could be expressed as a situation, i.e. what is happening when the problem occurs. This allows for
different possibilities and outcomes of the next phases in the design process. This fact actually forces a focus on meaning when framing a situation
using storyboarding.
Hypothesis 2, regarding narrow and broad, is considered confirmed since all storyboarding briefs were narrow in their scope while all the written briefs
except for one were broad. Storyboarding briefs are in general narrower than written briefs since the sketches in storyboarding usually describe
situations, while the focus of a written brief is on describing important events briefly in a short context. This allows for a broader scope since the root
cause of the problem is undefined.
Hypothesis 3, regarding the ambiguity of the storyboard, needs more research, but some indications of the ambiguous level of storyboards are
presented, however not enough to make a statement about the hypothesis.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 17
3. Comparison of two problem-framing workshops with and without
storyboarding
i. Description of workshop without storyboarding
This week-long workshop, designed in particular to encourage exploration of
divergent solutions as part of our software development process, was undertaken
in March 2013 in Sydney, Australia. It has already had quite a profound effect on
the development team. While they have not yet been able to completely integrate
the workshop activities into their regular process, the desire is there and some
changes are already in place.
One of the key messages of this workshop was the challenge to resist the strong
desire that surfaces, when presented with an apparent design problem, to resolve
it as quickly as possible. This was presented along with an encouragement to dig
deeper, to better understand the problem, and to present alternative, perhaps
contradictory, and even crazy solutions.
The underlying purpose for communicating this message was to avoid the
syndrome known as ‘Local Hill Climbing’. The following image from Sketching User
Experiences: The Workbook (Buxton et al) displays the problem clearly.
Because the software already exists, a direction has usually already been taken
regarding how certain functionality is provided. The temptation is strong to
continue in the same direction when future problems arise without considering
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 18
whether an alternative way of providing the functionality might be significantly
superior (which may even involve backtracking initially).
In this workshop several hours of video footage from a number of clients at work
were presented to the participants. The material (around three hours of footage in
total from nine different clients) was broken down into manageable blocks for
review and analysis during an initial two-day phase. In his book Lean UX, Jeff
Gothelf notes that “Nothing is more humbling (and motivating) than seeing a user
struggle with the software you just built.” This force was at work while watching
the videos and some of the participants immediately began to design solutions
when they noticed the users experiencing difficulty. Nevertheless, everyone was
encouraged to withstand the tension of these unresolved problems and to first
spend time simply soaking in the existing user experience and trying to
understand the clients’ broader problems and greater goals.
The analysis consisted of identifying the tasks being performed by the users being
observed. Each person was instructed to write down the tasks they noticed as
quickly as possible on individual yellow sticky notes (“Enter dates”, “Double check
dates”, etc). Once the capturing of the tasks was complete the group was broken
into teams of four or five where each member brought the information that they
had noted and the results were analysed and synthesised.
Having begun with two days focussing on the client setting for inspiration, the
workshop continued over the following three days with the groups suggesting
various solutions to the design problems that had initially been observed and
summarised and finally implementing these solutions as paper prototypes which
were practically tested. The teams were encouraged to continue iteratively
towards a working prototype.
To bring alternative perspectives different exercises were included throughout the
week such as ‘Design the Box’ to help participants think about the product vision,
or the creation of ‘How Might We’ questions to encourage wider exploration of
both client problems and potential solutions.
The feedback from the workshop was generally very positive although the early
phase of capturing the written tasks on the sticky notes received the most
attention in terms of alternative suggestions for a similar exercise in future. These
suggestions were not significantly different (for example instead of capturing the
tasks on sticky notes and grouping them visually, a suggestion was made to
simply write them down individually on a single sheet of paper and then share
them to arrive at a consolidated version). Nevertheless, the existence of these
comments clearly indicated that there was room for experimentation here and
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 19
suggested that this phase might need to be approached differently to be more
effective. Looking back at an email exchange with one of the participants shortly
after this workshop, I find that I wrote the following:
“I guess the question remains whether the sticky note exercise was worth doing
at all. I suspect that it helps direct the listening a little (since just watching the
videos alone would be pretty gruelling). It also provides a reason to get up and
move about and get the blood flowing and exchange a little while our attention
was on the subject. It did help to draw out the fundamental structure of what
needs to be supported. Using the yellow/blue sticky notes, we tried to come up
with 'scenarios' which highlighted a couple of things for me - one was the
tendency to try and be creative about what could be done for the client (all sorts
of interesting ideas but really off-track) rather than simply and boringly keeping
these in line with what we had seen the client trying to do (instead the creativity
should be directed towards supporting these scenarios) - the other one was the
tendency to think in terms of the system or a system rather than describing a
system-independent scenario. I wonder whether we would have had something to
align these scenarios with (and reveal which ones were off-course) if we had not
done the sticky note exercise, however it is possible that this could have been
captured in a different way. I am open to suggestions.”
So as well as wondering how to influence the team to naturally consider the client
perspective I see that I was also actively wondering how this part of the workshop
(which was intended to become part of the development process) could be
revised.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 20
ii. Description of workshop with storyboarding
This second workshop was held in Dec 2013 in Noida, India and was devised with
the intention to cover the same ground as the previous workshop with the
exception of removing the exercise of capturing written tasks and replacing it with
a storyboarding exercise aimed at framing and reframing the problem visually.
As soon as the exercise began it seemed a step too far to ask participants to
produce traditional framed storyboards so I instinctively broke the exercise down
with the intention of taking smaller steps towards a storyboarding outcome.
The participants were invited to observe recordings of clients performing tasks
using our software and visually identify elements of that context which seemed to
be important. This was encouraged by using the questions Who, What, How Many,
Where and When.
This was a significant departure from the first workshop where the focus at this
stage was more on the actions or activity of the subjects, rather than the
elements (people, locations, time frames, etc) playing a part in the story which
was the focus here.
At regular intervals, and to provide relief from the intense concentration required
when watching the recordings, participants would share their observations with
the group and were all encouraged to propose a symbol to represent each one.
These observations were consolidated and the symbols compared, discussed, and
simplified to a point that they were easy to draw by anyone and still quickly
recognisable.
This process was repeated while observing different clients performing the same
activity until the list of relevant visual elements seemed to be exhausted. At that
point the exercise shifted into a creative mode. Two teams were formed and team
members were asked to reflect on the entire client process that might include the
excerpt that we had been watching. They were invited to create a storyboard
about that, using the visual elements that had been collected during the
observation phase.
The teams taped large sheets of poster-size paper to the wall and, using the
symbols drawn on sticky notes as well as coloured markers, they prepared to tell
their stories. Each team created a visual story selecting from the elements that
had been identified and agreed, along with dialogue (speech bubbles) and arrows
(to direct the reader through the narrative). The teams then shared their stories
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 21
with each other, talking through the story with the storyboard serving as a
support for the storyteller.
There seemed to be a lot of playful interaction during this process. Despite their
serious nature there was a light-hearted approach to the stories with the dialogue
and characters bringing drama. For example “Please make it quick. I must have
that in two minutes”. This kind of statement from a character in a story connects
at a much more emotional level than simply documenting something like ‘Clerk
waits for document’.
The teams then created a second storyboard and this time, rather than reading
their own stories, participants attempted to read and tell a story that they hadn’t
created, based on the storyboard provided by the other team. Interestingly, most
likely because of the symbolic nature of the storyboards, this was remarkably
simple to do and the stories, while not trivial, were easy to follow for anyone
familiar with the client domain.
Since the output did not conform to the typical framed storyboard format I have
begun to refer to these visual stories as ‘symbolic storyboards’.
Note that these representations should not be confused with the flowcharts
encouraged by Dan Roam for use when depicting “How”. Those are indeed
flowcharts, that is, they contain process and decision points, albeit annotated with
symbolic images and visual representations aimed at facilitating the rapid
comprehension of the material presented. These symbolic storyboards on the
other hand follow a simple narrative telling a particular story that plays out in the
client’s world.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 22
iii. Criteria used for comparison
It is worth noting that, as with any workshop, the facilitator plays a part in
ensuring that all participants feel safe contributing. Normal ground rules were
established in both workshops to ensure all contributions were considered as
worthwhile while at the same leaving room for spontaneity and creativity by
maintaining a certain level of flexibility.
Potential criteria for a project of this sort might include the number of ideas
produced as a kind of measure of creativity, or the value of the ideas presented,
however the focus of my curiosity was more to do with the relevance of these
ideas to the client domain. In particular, I was interested to determine whether
the ideas suggested would be more appropriate when they arose after having
described this context visually.
The other difference I was looking for, although I may not have been able to
articulate what was bothering me about the task-writing exercise at the time,
was, I now realise, in terms of physical engagement. I was wondering whether
working with visual storytelling might have an impact on how the participants
naturally participated and interacted from a physical perspective.
In retrospect three other criteria are also worth noting: the number of questions
posed about the client domain; the efficiency with which client stories could be
discussed; and the level of enjoyment, laughter and fun.
Finally, while determining whether something was being gained by introducing the
storyboarding exercise I wanted also to somehow measure whether anything was
being lost by eliminating the task-writing and analysis exercise.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 23
iv. Some images from the symbolic storyboarding exercise
A. Visually identifying key elements
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 24
B. Simplifying and standardising the symbol for each element
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 25
C. Using the visual elements to create a symbolic storyboard (dialogue adds emotion and
context)
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 26
D. Telling the stories with gestural participation and natural enquiry
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 27
4. Results and discussion
i. What were the significant differences between the two workshops?
There were eighteen people in the first workshop, and only five in the second
workshop, so naturally the idea output in terms of numbers was larger in the first.
Nevertheless the ideas presented by both groups followed a similar path of
refinement and sophistication upon deeper reflection. For example, beginning with
a review of a screen for entering dates which arrive on printed letters, after
successive iterations of proposing alternative solutions, both groups eventually
suggested some form of electronic interpretation of the letter to avoid the need
for data entry and its associated risks.
The workshops were designed to be as inclusive as possible with everyone from
the wider development team invited. This net caught business analysts,
developers, quality assurance testers, technical writers and managers in both
groups.
The first workshop was held in Sydney in March 2013 and the second in Delhi in
December 2013. Cultural differences were anticipated but not explicitly
encountered. Both groups responded with similar willingness, curiosity and
dedication to the workshop process. It is possible that storytelling plays a greater
role in Indian culture so this may be an influencing factor.
These were my initial observations of the storyboarding activity:
It was funny and fun, which promoted relaxed contribution and increased
concentration.
It proved to be an extremely rapid technique for telling a real world story in a
way that everyone could quickly understand and easily discuss.
Keeping the visual symbols extremely simple meant that anyone could draw
and recognise them.
Without any preparation beyond understanding the visual symbols and the
context, one team could ‘read’ the story of another team.
The picture stories fostered discussion and the thinking space was broadened
from the purely abstract (written text) to visual and gestural, naturally
increasing comprehension and creativity (by engaging different parts of the
brain).
The process quickly revealed gaps in understanding and thus identified where
further research might be required to better understand our clients’ stories.
This led to fruitful questions.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 28
Regarding the criteria defined previously, the following results were observed.
Note that in this business context the workshop itself was the focus rather than
the outcome of the experiment so these results should not be considered to have
been rigorously obtained. Also, at the time of conducting the first workshop I did
not know that I would eventually be drawn to this investigation so my
documentation of the experience is somewhat limited. There is nevertheless some
value to be gained from listing these observations.
Used written tasks to
explore client domain.
Used symbolic storyboarding
to explore client domain.
Contextual
relevance of ideas
Most on target*, a few way off
target. This was what sparked
the original inquiry.
All on target*.
Physical
engagement during
exercise
Despite encouragement to
stand and physically interact,
there was no natural reason to
continue this behaviour when
working in an abstract context.
Regardless of the confined space
for this workshop, physical
activity and interaction occurred
much more naturally.
Level of fun and
enjoyment
Some found this aspect of the
workshop tiring and were
inclined to behave passively.
Much more fun, laughter and
playfulness during this phase of
the workshop.
Economy of
transmission
Without any cognitive aids the
transmission of the client story
is inevitably slower.
A fairly complicated client story
can be told very economically
via the symbolic storyboard.
Questions posed
about client domain
** **
Area
comprehensively
covered
*** ***
* By ‘on target’ I mean that the idea reflects an understanding of some aspect of
the client domain and seeks to meet an explicit or implicit need. Dan M. Brown
also highlights the importance of this in his book Designing Together when he
states: “Nothing is more inspiring to me than hearing (and seeing) other people’s
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 29
ideas. But those ideas must be relevant and appropriate to the assignment at
hand.” Wikström refers to this as narrow (on target) or broad (potentially off
target).
** Questions posed. While I think this might be a useful measure, and from
memory the storyboarding group posed more questions about the client domain,
this may also reflect this isolated team’s reduced access to client facing consulting
staff. More important to me is the value of the symbolic storyboard in revealing
where some domain knowledge is missing, so in a way it is the quality of the
questions arising that would be interesting, and how they contribute to domain
knowledge. My feeling is that more meaningful questions are likely to be posed
when using this approach. This is supported by Wikström’s findings while testing
his first hypothesis; that storyboarding always encourages consideration of
meaning and not just function whereas a written approach to problem-framing
may focus only on function.
*** Area comprehensively covered. This comparison was made by reviewing the
“How Might We” questions that had been formulated by the first workshop and
determining whether they contained any scenarios that had not been covered by
the symbolic storyboards. All of the points appeared to be included in some way
but this was determined quite subjectively. It would be worth finding a suitable
measure for comparing whether similar ground is covered. It might have been
better to produce “How Might We” questions during the second workshop and
then compare the two lists. This was not done.
ii. What were the benefits or otherwise of using storyboarding?
It is worth noting again that since I facilitated both of these workshops with no
independent researchers observing the sessions, the findings are not likely to be
neutral, but I like to think they are interesting nevertheless.
a. Contextual relevance of ideas
Regarding the relevance of the ideas proposed, this was one of the main
differences that I was looking for in the outcome of this exercise, although having
by then found Wikström’s work, I was not surprised to find that my observations
were in line with the prediction of his Hypothesis 2 from study G, that A
storyboarding brief is narrow in its scope while a written brief is broad.
This result alone is enough to suggest to me that symbolic storyboarding is worth
incorporating as a tool to explore the client domain. In business, while creativity is
to be encouraged, it is nevertheless more efficient and more likely to be effective
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 30
from a business perspective if this creativity expresses itself within the constraints
of the client context. This is important.
A delayed effect of this was revealed more recently, months after the workshops,
by a recent ‘hackathon’ held by the development team. During a ‘hackathon’
period the developers may attempt to resolve any problem or work on any
technical issue that interests them. Those who attended the workshop which
included the symbolic storyboarding began their proposal with a problem that was
squarely situated in the clients’ context, even though this particular scenario was
not the one used in the workshop.
I was interested to see that these developers were much more inclined to start
their exploration by searching out a problem to solve that originated so clearly in
the clients’ domain, whereas those who had attended the workshop without the
storyboarding activity tended to focus on function – solving problems that they
themselves have found to be a problem or that they imagined a client might find
useful based on existing functionality.
b. Physical engagement during exercise
My impression, as the facilitator, was that the energy levels were higher when the
participants were working visually than when collecting the tasks in written form.
The level of physical participation, discussion and interaction was greater in the
symbolic storyboarding exercise. This was also suggested by the feedback. While
the group using the storyboarding approach showed unrestrained enthusiasm for
the various exercises as a whole, some members of the group whose workshop
included the task-writing exercise singled this particular exercise out for potential
modification.
In both workshops I encouraged participants to work standing up. With the task-
writing exercise the participants were arranging clouds of individual written tasks
on the wall. For the storyboarding exercise the participants were adding individual
elements to a story on the wall. Even though the written tasks, being on sticky
notes, had a certain physicality, the phrases themselves were necessarily
abstract.
When asked for feedback after the event one participant suggested changing this
particular activity: “My idea is that you take notes on normal paper, and then use
the whiteboard to organise the ideas and write them down, as a team like we did.
You can then eliminate duplicates as you go. So if three people wrote the same
idea/note you only need to write it up once on the board.” This indicates that the
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 31
entire process of writing down the tasks was mainly cerebral and that physical
interaction was not an inherent part of the exercise.
With the symbolic storyboards on the other hand, team members were taking
each other through a story told with images, speech bubbles etc. Interacting with
the space in front of the storyboard and pointing at the visual elements while
telling the story or asking questions, occurred quite naturally. The symbolic
storyboards were depicted on poster-size sheets of paper which were big enough
to invite this gesticulation. If these had not been created in such human
proportions it is possible that the same effect might not have been observed.
In their article Action’s influence on thought: The case of gesture, Goldin-Meadow
and Beilock state: “the information conveyed in gesture is often not conveyed
anywhere in the speech that accompanies it. In this way, gesture reflects
thoughts that speakers may not explicitly know they have. Moreover, gesture
does more than reflect thought—gesture plays a role in changing thought.” This
indicates to me that ensuring an environment which enables and encourages
gestural interaction is worth pursuing.
c. Level of fun and enjoyment
It is interesting to note Wikström’s observations at this point: “One such area (for
further research) is something that has been observed during the experiments
comparing storyboarding and written documents. There seems to be much more
interaction in the teams that work with storyboarding than in the teams working
with written briefs. It is not only the fact that all team members seem to be
involved in the interaction; the level of interaction and playfulness seems to be
higher.”
This leads into the ‘fun’ aspect of the exercise which was something I had not
specifically anticipated but also observed. There was a great deal more laughter
and playful interaction in the group working together to identify the visual
symbols and symbolic storyboards.
Dan Roam touches on this when he says :“What if there was a way to more
quickly look at problems, more intuitively understand them, more confidently
address them, and more rapidly convey to others what we’ve discovered? What if
there was a way to make business problem solving more efficient, more effective,
and … perhaps even a bit more fun? There is. It’s called visual thinking...”
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 32
d. Economy of transmission
Finally, regarding the ‘economy of transmission’, my observation was that the
client stories were transmitted quite clearly and extremely rapidly via the symbolic
storyboards. This causes me to wonder about the basis for Wikström’s Hypothesis
3 from study G, that Storyboard briefs are more ambiguous than written briefs.
Wikström notes: “Another part that is really interesting is the ambiguity of
storyboarding, which is mentioned in the discussion as a space for reframing. The
fact that storyboarding could bring space for reframing in the pre-brief activities
could bring new knowledge both to storyboarding and to the activities involved in
making a brief today.”
It is interesting that this was a hypothesis of Wikström that he identifies as “not
proven since it was more difficult to find ambiguity in these experiments”, stating
also “This hypothesis needs more research in order to be understood. And, as
formulated here it is not proven…”
Because storyboards present actual situations that naturally must make sense my
suspicion would be that, on the contrary, ambiguities and lack of clarity are more
evident when presented visually and are more likely to be questioned and
eliminated in the story-building process. As an example I invite the reader to take
a moment to imagine this scene: Flowers are being delivered to a florist.
In your mind’s eye did you see a truck or a courier, a barge or a drone? A sketch
of the scene, no matter how rudimentary, would leave less to the imagination.
This suggests to me that storyboard communication would be less ambiguous
than a written description.
Curiously, I have found that when I am discussing the use of storyboards to
describe client scenarios I have met with a similar assumption that images do not
communicate as clearly as words, and that there will necessarily be ambiguity in
stories presented visually. This is not supported by my (albeit limited) research.
Instead, the act of telling the story visually seems to ensure that gaps and
inconsistencies, which could easily be glossed over or otherwise missed in a
written description are much more apparent.
In the context of the workshop, the natural illumination brought by visual
representation helped participants identify areas where they lacked sufficient
knowledge of the client context to visually articulate a meaningful scenario.
Questions arose spontaneously regarding the client context and the approach
fostered an enquiring attitude.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 33
When preparing comic strips to describe particular client scenarios I have found
that same force at work. I may think I know enough to describe a situation
however when I attempt to tell the story in storyboard form, I often find that I
don’t actually know, for example, who would typically be asking such a question,
or where such information might originate from.
Perhaps the suggestion of ambiguity stems from the idea that a particular image
may not mean the same thing to two different people.
In our workshop however, because the elements used in the symbolic storyboards
had quite clear and agreed meanings, they could usually be correctly ‘read’ by
others. In fact, it is useful to note, that the one time the meaning of a symbolic
storyboard needed clarification was when a group had decided to use a discarded
symbol within the story, instead of the established symbol. Nevertheless, once
this was clarified then viewers were able to rapidly accommodate the alternative
symbol (even though this is presumably cognitively less efficient).
Colin Ware touches on the efficiency gained by using agreed symbols in his book
Visual Thinking: for Design: “One way that visual displays support cognition is by
providing aids to memory. Small images, symbols, and patterns can provide
proxies for concepts. When these proxies are fixated, the corresponding concepts
become activated in the brain. This kind of visually triggered activation can often
be much faster than retrieval of the same concept from internal long-term
memory without such aids. When an external concept proxy is available, access to
it is made by means of eye movements which typically take approximately one-
tenth of a second. Once the proxy is fixated, a corresponding concept is activated
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 34
within less than two-tenths of a second. It is possible to place upwards of thirty
concept proxies in the form of images, symbols, or patterns on a screen providing
a very quickly accessible concept buffer. Compare this to the fact that we can hold
only approximately three concept chunks in visual or verbal working memory at a
time. There is a major limitation to this use of external proxies—it only works
when there are learned associations between the visual symbols, images, or
patterns and particular concepts.”
Another important observation was the way in which the participants quickly
began to combine symbols into meaningful new elements. As an example, a
symbol had been defined for a Patent or Trademark Office (PTO) and another for
an attorney firm. A symbol had also been defined for a letter from the PTO which
included the PTO symbol. One team created a new symbol for a letter from the
attorney by simply substituting the attorney firm symbol for the PTO symbol on
the letter. This could be read and understood effortlessly. In fact the reader is
most likely thinking ‘Of course how obvious.’ because this finding almost goes
without saying. This in itself is interesting and tells us something about the way
we adopt meaningful symbols, which is, extremely easily.
So, while it is evident that new symbols can be quickly accommodated, in order to
further reduce this cognitive load and ensure an efficient use of symbols, I’m
inclined to begin assembling a standard vocabulary of icons for symbolic
storyboarding in our particular context, arising out of the workshops and which
may be used in future workshops with developers and clients alike, so that a
particular entity or element (for example an examiner) is always represented by a
particular symbol in any symbolic storyboard. This should increase the rapidity
with which the symbolic storyboards are able to be interpreted, and reduce the
risk of ambiguity (which of course is always present in any form of
communication).
Interestingly, this seems to be a similar path taken by Otto Neurath who began in
1927 to create an international picture language based on ‘ISOTYPE’s.
(International System Of Typographic Education). These recognisable symbols
were intended for use in general education to increase the efficiency and
effectiveness of communication and to ensure that information was more freely
available and widely understood.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 35
In the book International Picture Language, Neurath states: “The first step in
ISOTYPE is the development of easily understood and easily remembered
symbols. The next step is to combine these symbolic elements. For example,
there is a symbol for shoe and another for factory. By joining these two symbols
to make a new one, we can talk about a factory in which shoes are made.” Picture
17 from the book demonstrates this.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 36
5. Conclusion
Gordon MacKenzie’s book Orbiting the Giant Hairball holds a very important clue
about creativity, which is worth remembering when considering the
implementation of any process for encouraging innovation. In it the author tells of
how he ran a successful creative workshop where he felt that he was feeling his
way or ‘groping’ as if blind. Later he set out to repeat the experience with a
different set of people but this time he almost knew what would happen and what
the outcomes might be. The workshop was not successful to the same extent.
If there is no longer room for everyone (including the facilitator) to be surprised
by what happens next or what is thought of next, then the ‘groping’ is no longer
occurring and the space for innovative creativity is reduced. Any structure erected
to support creative thinking must always be considered in this light. That is, it is
not the structure itself that holds the answer; rather its value is the extent to
which it supports creative behaviour within a given context.
Bearing that in mind I think we should introduce symbolic storyboarding into our
software development process as early as possible in the exploration of our
specific client domain. My investigations suggest that this will provide, in the most
efficient way possible, an increased awareness and better understanding of the
client perspective. In particular, by using the symbolic storyboard approach we
will be forcing ourselves to explore meaning in the client context, which could
potentially stimulate breakthrough solutions.
Further, due to the energising aspect of the approach, and the additional
communication layers added by visual and gestural communication, including this
as a standard part of our process should also naturally increase the level of
implication and motivation of the participants.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 37
6. Further observations/reflections/questions
i. What effect would it have to confine the storyboard into frames?
Clearly, the symbolic storyboards presented here do not precisely reflect the
storyboarding that Wikström has been experimenting with, diverging mainly in
that the stories explored are not confined to the storyboard frame. Further
research could be performed to determine whether confining these symbolic
storyboards into the traditional, framed, storyboard format would add to or
detract from the process at this early stage of exploration.
My expectation of a storyboard is that it will include images (representational by
nature), dialogue (speech bubbles), a sense of time, and economically used
captions (e.g. Later that day …). I have not extensively analysed the stories that
were proposed by the teams but my feeling is that these elements were generally
present. Nevertheless my original plan was to encourage the use of the classic
storyboard format.
The symbolic storyboards came about naturally in the context of exploring the
client domain visually with the intention of creating framed storyboards, and yet,
having seen the possibilities for creative exploration and gestural interaction
encouraged by these symbolic storyboards, I would now be reluctant to relinquish
this activity. The open-endedness, rawness and physical size of the symbolic
storyboards invite discussion and questioning, perhaps allowing a different story
to emerge. This seems to situate the activity very much in the reflective story-
making phase.
If I have the opportunity to run another workshop, I would perhaps try a further
step where the participants use what they have learned in the symbolic
storytelling exercise to create a framed storyboard format which captures,
contains and communicates a specific problem. Clearly, the classic storyboard
format seems to be extremely effective for this.
ii. Would it still be beneficial to do the written tasks?
In his text Wikström refers to Schön discussing the trade-off between rigour and
relevance. In retrospect I realise that my reluctance to eliminate the text based
exercise was perhaps because of a perceived potential loss of rigour where details
of certain tasks might be overlooked. This was not tracked in detail so it remains
undetermined however I now consider the gain in relevance (and energy) justifies
this potential trade-off.
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 38
One option could be to reinsert the phrase-based, verbally recorded, task
gathering exercise once the storyboarding exercise is complete however I am not
particularly inclined to do this. I like to think that the greater empathy gained by
the person having explored a client domain using storyboarding would provide the
motivation to return to the original research looking for the necessary details.
iii. What hurdles might need to be overcome for storyboarding to become a natural part
of the development process?
While exploring this area of storytelling and visual thinking in particular, I have
found that there is a great deal of general agreement regarding its value. Evident
also though, at least in our firm and in our clients’ businesses, is that text-based
approaches to thinking and communication are deep-rooted.
An important transition will need to take place before we will be able to
methodically and habitually adopt visual thinking methods. Behavioural change is
unlikely to occur unless a new approach is systematically introduced. Some of us,
particularly those who may have experienced a more text-based education, and
for whom drawing and sketching may feel awkward, will perhaps need specialised
training in this area to somehow rewire long established habits.
In my own case, while my colleagues took minimal interest in the fact that I was
drawing at work, I was surprised to discover that I found it difficult to give myself
permission to fully engage in this activity, despite the fact that I was simply
analysing, interpreting and documenting user research output using new media,
which of course is perfectly valid.
Tellingly, the comprehensive catalogue of office supplies that we use for ordering
stationery does not include any blank notebooks for drawing or sketching. Most
‘business’ notebooks are either lined or squared. This suggests to me that a
similar culture reigns in many businesses today.
There is, on the other hand, an almost bewildering array of ‘sticky notes’ which
could indicate increased use of these in the business environment, perhaps to
collect and group ideas. Recently I have been paying attention to photos of people
working with these sticky notes (in design workshops, for customer journey
mapping, etc - there are lots of examples online) and, with few exceptions as far
as I can tell, these notes typically contain words …
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 39
7. Bibliography
i. Books
Boje, D. M., Storytelling Organizations, Sage, 2008
Brown, Dan M., Designing Together: The collaboration and conflict management
handbook for creative professionals, Pearson Education, 2013
Brown, Tim, Change by Design, Harper Collins, 2009
Buxton, Bill, Greenberg, Saul, Carpendale, Sheelagh, et al, Sketching User
Experiences: The workbook, Morgan Kaufmann, 2011
Cheng, Kevin, See What I Mean: How to Use Comics to Communicate Ideas,
Rosenfeld Media, 2012
Cialdini, Robert B., Influence, HarperCollins, 1974/2009
Gothelf, Jeff, Lean UX: Applying Lean Principles to Improve User Experience,
O'Reilly Media, 2014
MacKenzie, Gordon, Orbiting the Giant Hairball: A Corporate Fool's Guide to
Surviving with Grace, Viking Adult, 1998
Montague, Ty, True Story: How to Combine Story and Action to Transform Your
Business, Harvard Business Review Press, 2013
Neurath, Otto, International Picture Language, Kegan Paul 1936
Quesenbery, Whitney, Brooks, Kevin, Storytelling for User Experience, Rosenfeld
Media, 2011
Roam, Dan, The back of the napkin, Portfolio, 2009
Ware, Colin, Visual Thinking: for Design, Morgan Kaufmann, 2008
ii. Academic Articles
Garud, R., Kumaraswamy, A. and Karnøe, P., Path Dependence or Path Creation?,
Journal of Management Studies (47), 2010
Goldin-Meadow, S., & Beilock, S., Action’s influence on thought: The case of
gesture, Perspectives on Psychological Science (5), 2010
Norman, D. A. & Verganti, R.. Incremental and radical innovation: Design
research versus technology and meaning change,. Design Issues (30), 2014
Wikström, A., Storyboarding – Framing and Reframing Opportunities in the Front-
Front end of Innovation, Doctoral Thesis, Mälardalen University, 2013
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 40
iii. Web references
Molnar, Daniela, Narrative Image: The How and Why of Visual Storytelling, 2011
http://www.slideshare.net/DanielaMolnar/narrative-image-the-how-and-why-of-
visual-storytelling
O'Sullivan, Joseph & Evans, Rachel, Conserve Code: Storyboard Experiences with
Customers First, 2011
http://www.slideshare.net/IntuitInc/conserve-code-storyboard-experiences-with-
customers-first
Crothers, Ben, Using Storyboards and Sentiment Charts to Quantify Customer
Experience, 2011
http://uxmatters.com/mt/archives/2011/11/using-storyboards-and-sentiment-
charts-to-quantify-customer-experience.php
Crothers, Ben, The Power of Storyboarding, 2011
http://digitaleskimo.net/blog/2011/10/24/the-power-of-storyboarding
8. Appendix
i. Research Questions - Wikström, Anders, Storyboarding – Framing and Reframing
Opportunities in the Front-Front end of Innovation, 2013
RQ1: How does design thinking, visual thinking and narrative affect the front-front end of
innovation?
RQ1.1 How does design thinking affect the specific activities involved in innovating?
RQ1.2 How does visual thinking affect the front-front end of innovation?
RQ1.3 How does narrative affect the front-front end of innovation?
RQ2: How can innovation management benefit from storyboarding at the front-front end of the
innovation processes?
RQ2.1: What is the role of storyboarding at the front-front end of innovation?
RQ2.2: What is the difference between using storyboarding and written documents to
define a brief?
(continued overleaf)
Anna van der Aa – Mastère spécialisé Innovation by Design – ENSCI–Les Ateliers – May 2014 – p 41
(continued from previous page)
Research Questions - Wikström, Anders, Storyboarding – Framing and Reframing
Opportunities in the Front-Front end of Innovation, 2013
RQ1
Discussing the sub-questions above paves the way for the answer to the main question.
Exploring how design thinking, visual thinking and narrative affect the front-front end of
innovation I have developed knowledge that design thinking, visual thinking and narrative
support reflection-in-action since they are used as different ways of sketching how to
understand a situation. The reflection-in-action is argued to be an important part of the front-
front end of innovation since it frames how professionals think in action. As discussed earlier,
the situation is explored with a human centredness that brings meaning; visual thinking
focuses on exploration and externalizes thoughts and ideas so that they are accessible to
other people involved in the process, and the narrative forces the team to pick and explore a
situation, and since stories are often emotional, humans involved in these situations become
central.
RQ2
First we conclude that storyboarding may enable a reflection on both meaning and function in
framing the problem. This could be useful since most briefs have a focus on function and
support a problem-solving approach even though there is a need for an approach more aimed
at problem finding (design thinking), bringing a human-centred design into the brief, and
therefore how humans give meaning to things.
Second, when a clear statement about a strategic direction is sought, storyboarding can be
helpful since it frames a narrow area within the area of interest. This allows for reframing the
situation and still having a focus within the area of interest. This supports innovation managers
in their leadership by providing space for reframing but still a clear pathway to follow. A written
brief describing a broad area may cause the team to pursue paths that are fixations from
earlier experience or knowledge. Instead, using storyboarding with a narrow focus guides the
team in a direction where hidden fixations are not attained.
Third, if management needs creativity and idea generation in order to stimulate new ideas or
thought that can lead to new directions in the brief, storyboarding supports this by
modularizing the situation and opening up gaps in the story. Such gaps activate the narrator in
us and start a process searching to close the story. This search triggers surprises in the
reflection of a situation and are deeply connected with the reflective practice.
Updated: 14 April 2014