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Design as Storytelling

Article in TechTrends · August 2006


DOI: 10.1007/s11528-006-0072-7

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Design as Storytehling
By Patrick Parrish

is "learner empathy." This ability is central to


by
hat an instructional
is the designer?
most critical Having
skill required ID because it is needed to understand how
worked with many IDs over the years, instruction would be experienced - including
and having been responsible for hiring more how text will be interpreted, how instructional
than half of a dozen of them (and of course softwvare will be navigated, what willbe discerned
interviewing many more than that in the in illustrations, what will engage or bore learners
process), I've thought during the course of instruction and what they
about this question quite a will take away from the experience. This is
"The most criticalID bit. In my own practice, I've different than learner analysis, which typically
skill is the ablity-• to also wondered what has focuses on systematically considering only a
seabi y to contributed to my being few important qualities identified in a sample of
step outside one's own successful on particular questionnaires, interviews and discussions with
projects and less so on the client organization. Negative capability, on
perspective and see others. Of course, as in the other hand, implies a willingness to explore
any design discipline, less obvious implications of the analysis, free
"success" is a multi-layered of "fact and reason," and open to unexpected
judgment. I suggest that findings.
learner'seyes." it includes much more This isn't a textbook answer to the question,
than simply whether or and it doesn't quite fit in the list of Instructional
not learners achieve the stated objectives. It Design Competencies published by ERIC
also includes whether or not the product can (Fields, Foxen, & Richey, 2001). But I suspect
engage learners, treat content in a meaningful that I'm not unique in placing a high value on
way and foster an interest in the subject matter, empathy. However, this aspect of ID is not often
all of which contribute directly to the quality of talked about explicitly, and most likely is simply
learning. Given this broad definition of success, assumed to underlie good design practice.
the answer I've arrived at to the question posed In the past year, I have pondered much more
is this - the most critical ID skill is the ability about the quality of empathy and its place in the
to step outside one's own perspective and see the design process. How do IDs exercise empathy
design through the learner's eyes. as they design? Can they do it intentionally, or
I liken this skill to poet John Keats concept is it simply a trait they possess that shows itself
of "negative capability,' or the ability to be in in the quality of their work? Can they learn to
"uncertainties, mysteries, doubts, without any practice empathy more effectively? This article
irritable reaching after fact and reason" (Keats, summarizes an initial proposal for how we can
1817/1992, p. 494). Keats attributed this quality better utilize and nurture learner empathy in
to literary geniuses like Shakespeare, who could instructional design. To do so requires a shift
lose their personal identity at will and see the from emphasizing the technical problem-solving
worldoftheir characters throughthose characters. nature of ID. Instead, we might view design as
But perhaps a more direct term for this ability, more a process of composing a story of learner
suggested to me by my colleague, Scott Switzer, experience.

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72 TechTrends Volume 50, Number 4
Design as technical problem a universal human capacity? What thinking
process is it that can reconcile these apparent
solving: a dead end? opposites, drawing from both analysis and
ID as technical (or rational) problem solving synthesis in equal measure?
has always been the traditional viewpoint, and
nearly all models of ID reflect this orientation Storytelling in the design process
(cf. Gustafson & Branch, 2002). In this view, One process that bridges analysis and
an initial analysis phase allows us to create synthesis is storytelling. Stories are always
a depiction of the "problem space" (Simon, drawn from life, from both the general qualities
1999), including the goals and constraints of the we distill from experience and the particular
problem, and designers then work within this qualities we discern in careful observation, but
space to generate potential solutions. This view they get their power from
has led ID theorists to call the task analysis phase going beyond this basis in 'How do IDs exercise
"the single most important component process fact. Stories are not simply
in the instructional design process" (Jonassen, reproductions in words of empathy as they
Tessmer, & Hannum, 1999, p. vii). As conceptions
of instructional design problems have evolved
fullyunderstoodsituations. design? Can they learn
From the standpoint of a
and grown to encompass broader social systems, reader or listener, stories to practice empathy
the recommended kinds of analysis have grown are revealing journeys
as well. In addition to task and content analysis,
these now include learner analysis and context
that we can take multiple more effectively?"
times, discovering new
analysis, for example (Tessmer & Richey, 1997). things in each telling. But storytelling itself
Better solutions reflecting our broadening is also a process of discovery for the teller.
conceptions of learning systems are assumed to Stories have been seen as important modes for
require more thorough analysis in creating the storing knowledge and assigning meaning to
problem space. our experiences (Polkinghorne, 1988; Schank,
While this viewpoint represents a logical 1990), but for storytellers, they also perform an
ideal, it doesn't appear to represent the realities investigative function. In telling fictional stories
of practice. Design studies have shown that we use imagination to create scenarios that help
instructional designers (and designers in other us learn things about our world that would not
fields, as well) do not rigidly divide analysis become apparent through analysis. Story can be
and synthesis into separate phases, and can at seen as a form of inquiry in which, rather than
times even appear to skip an explicit analysis dissecting through analysis, we bring elements
phase (Lawson, 1997; Rowland, 1992; Visscher- of the world together in the imagination to
Voerman & Gustafson, 2004; Wedman &Tessmer, discover the potentialities of their interaction.
1993). Rowland's (1992) study of IDs showed It is this quality that makes story a likely tactic
that experts often generate a tentative solution used by designers in formulating their designs.
quite early in their analysis of a design task, Authors have been known to say that
and that they consider and evaluate this initial writing fiction is often a matter of first creating
solution as they learn more about the problem. characters and then merely placing them in
This finding recalls the work of Darke (1984), situations to "watch" how they react. In other
who found that architects tended to begin their words, not all of the character's reactions
process with a "primary generator,' a seed to a are necessarily plotted out in advance, but
solution that provides a more productive way only narrowed by their prior experience as
into problem exploration than would a list of imagined by the author. It is only in the process
constraints. Lawson (1997) considered viewing of composing the story that the full range
design analysis as separate from synthesis a dead of possible constraints, conflicts and desires
end, and preferred instead to speak of "analysis inherent in the situation come into play. The
in synthesis' "backstory" that authors create, which contains
But the mechanism for this form of details about the characters' lives prior to the
thinking remains mysterious. Analysis skills timeframe of the story, is analogous to the
are traditionally viewed as opposite those of analysis details used by a designer in composing
synthesis, and it is often assumed that good a design solution. Analysis provides enough
designers must be somewhat unusual in their information to seed the process of imagining
possession of high levels of both. Do good a story of user experience, a story that forms
designers truly possess a unique capability? an important test of a design. But the analysis
Or do designers, as practitioners of "the first by itself doesn't predict user experience in any
tradition" (Nelson & Stolterman, 2003), exercise useful detail.
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Volume 50, Number 4
Design stories can be seen as a form of dra- ten to explore an episode of use of some key or
matic rehearsal,a stage in the process of delib- problematic design feature, or it might be told
eration that John Dewey described as part of his at a much higher level, about a path to expertise
effort to naturalize the concepts of logic and in- that takes place over a long period of time, and
quiry (e.g., Dewey, 1922/1988). Dewey rejected through many different learning experiences.
the formal logic explored by most philosophers For example, consider the following story and
of his time, and instead sought to describe a the role it could play during the design phase of
natural form of deliberation, the kind people a course that teaches weather forecasters how to
carry out in everyday life as well as in more for- improve their written forecast products for avia-
mal activities like scientific inquiry. Dewey saw tion customers (specifically, their Terminal Area
deliberation as including a Forecasts, or TAFs).
"In tellingfictional dramatic rehearsalof com- "After nine years on the job, Dave
peting courses of action, a considers himself a well experienced
stories we use process akin to a thought weather forecaster. Both his accuracy
imaginationto experiment in which choic-
es are played out to see
and scientific knowledge are as good as,
if not better than, many more seasoned
create scenarios that what might result if they forecasters. In fact, he often finds himself
are taken, A deliberation explaining subtleties of the science to his
help us learn things that takes the form of dra- more senior colleagues and sharing the
matic rehearsal can be seen implications of recent research articles
about our world that as the story of an imagined he has read. His MS degree gave him
would not become journey that continues past
obstacles until arriving at a
a good grounding in meteorological
science for diagnosing and forecasting.
apparentthrough decisive, positive outcome
(Dewey, 1922/1988).
He had considered continuing his
education and pursuing an academic
analysis.It is this Dramaticrehearsalgoes position, but the limited job prospects
quality"that makes llong way in explaining led him to take a National Weather
the outcomes of research Service position when it became
story a likely tactic into ID practice mentioned
above. The reason expert
available. Now he feels that forecasting
is probably the best way to enjoy what
used by designers IDs perform a less pure he loves most about the science, and
analysis phase may well the tedious process of writing research
in formulating have to do with their use papers was never going to be enjoyable
their dsgs
theird-esigns." of the more productive and anyway.
efficient process of dramatic Taking a course on WritingEffective
rehearsal. In this process, TAFs over the Internet would not
analysis and synthesis merge as the designer uses be Daves first choice for spending
both while imagining the journey of a learner's his very limited free time, especially
experience in engaging with a finished design. not during an evening at home. But
completing the course is necessary for
Uses of design stories his professional development plan, so
Design stories can be useful tools in here he is launching the online course
several phases of the design process, including on his laptop in dining room, the TV
the design phase, the design communication audible from the family room where
or documentation phase and in formative his kids are enjoying a relaxing evening
evaluation. This section will examine each of after completing their own homework.
these uses. He often completes web-based training
modules, and frequently does them
Stories in the designphase from home. Typically this training is
The first place to use design stories is during about the science, which interests him
the "analysis-in-synthesis" or design phase of a enough to keep him engaged even
project. Brief, imagined stories are likely used under these conditions. The objectives
by all designers in evaluating possible designs of this course, however, say that it will
or design features during and immediately fol- focus on understanding customer needs
lowing analysis, but actually writing out a design and communicating aviation forecasts,
story may be a useful step in any instructional and that leaves him a little cold. It's not
design project. A design story might be writ- that he doesn't appreciate the customer
perspective. He enjoys interacting with
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74 TechTrends Volume 50, Number 4
the aviation community and respects with Dave, actually inhabiting Dave, taking
his service role. But writing a forecast his actions with him, hearing his thoughts and
is just a matter of putting into words feeling his feelings. This immediacy is critical to
what the science tells him about the achieving a level of veracity in the design story.
day's weather potential. Where is the Writing the story encourages empathy
need to take an entire course on the on my part for learners like Dave. I don't just
topic? His time could be much better end my analysis by determining that because
spent learning more about what creates a large portion of my learner population has
the weather conditions that affect a certain characteristic
airlines-or enjoying the evening with X, that I will do Y with
his family. my design. I explore the I amthere with
When he launches the course, he is result of a potential design
taken to the course orientation, where decision by watching, in Dave, actualy
he learns that the course consists of a my imagination, a learner's inhabitingDave,
series of scenarios that include practical response to it. I can honestly
exercises in writing a TA. He thinks say that I did not anticipate taking his actions
this isn't a bad approach, until it dawns Dave's negative reaction to
on him that the scenarios will likely not the decisionto beginwith an withhim, hearing
include any real weather forecasting. In analogy ofwriting a forecast thoughts
fact, in the first module there is a section to giving driving directions. his and
on Writing for Understanding,which That was a surprise, and it feeling his feelings
apparentlyis not even about weather! He might encourage me either i f
clicks the link to confirm this, and after to take another approach, This immediacy is
launching the site, he indeed finds that or to couch that section
the first section is about communicating carefully to avoid a negative criticalto achieving
directions for driving somewhere. Now, response.
the connection between writing good I wrote the story a level of veracity
directions and writing a good forecast rapidly, not allowing myself in the design story."
is not lost on him, but this feels like a too much time to control
condescending approach for teaching what was happening, but
professionals. His slim motivation is trusting intuition as a better means to uncover
getting slimmer... " the thoughts and feelings of my imagined
learner. I wanted the writing to be somewhat
While this story doesn't promise to land automatic and improvised. Writing in this way
me a place on any bestseller list, it serves a very
is likely to capture a truer emotional response,
useful role by exploring a learner's response to
and less likely to allow myself opportunities to
the structure and scope of the proposed course.
rationalize the validity of my design idea.
Other design stories, or extensions to this
While a design story isn't necessarily a
one, might explore in more detail a learner's
complete narrative in the sense of having a
experience with a proposed web interface, the
beginning, middle and end, and containing a
embedded interactions, or the final assessment.
denouement, it does followmanyother principles
Another might further explore how this
outlined by Aristotle in his Poetics (trans. 1984).
particular course fits into the larger context of
For example, it demonstrates condensed action.
Dave's developing professional practice. While the action is presented at an immediate
level, the story is very condensed - only key
Qualities of design stories in the design
dramatic details and moments central to the
phase. The rather clumsy exposition at the start design being investigated are portrayed. Dave's
does more than list learner analysis details - it story also demonstrates organic unity, or
puts the storyintoplay. Dave's character is drawn consistency of theme, as aided by its condensed
from aspects of many forecasters I've met over action. Rather than telling a tedious story of
the years, but bringing him to life and watching every aspect and detail of use, the design story
his reactions helps me understand some details focuses on a particular research question, as it
about the possible learning experience for some were: How will a forecaster who views himself
subset of my target audience. Notice that once first as a scientist react to a required course
the action does begin in the second paragraph, centered on improving communication skills?
the description is of immediate experience. This question is the story's animating idea, not
It is not an objective description of events as simply the takifig of the online course. However,
seen from a distance, or in the past. I am there within the bounds of their designated context,

Volume 50, Number 4 TechTrends 75


design stories should explore as many aspects and an exercise of imagination that contributes
of learner experience as possible-including to the process of composition. In this section,
considerations of the job or learning site, as I will focus on their use as a communication
well as learner personalities, motivations, tool that makes a design sufficiently tangible to
frustrations, ambitions, and desires. They should allow judgment by others and provide guidance
attempt to embody the learner's intentions. for the development team.
Writing design stories in the design phase In architecture, the use of stories to
doesn't replace the need to gather information articulate, refine and even conceptualize (as
on the learning and performance environments, described in the previous section) design
the task or content to be learned and the solutions is relatively common (Lawson, 1997).
learner. That research is essential to building the In such stories, the architect may describe
"backstory." But analysis has diminishing returns, users of the building carrying out routines
and it can be difficult to know exactly which of everyday life within the structure, helping
information will be important until it is tested. to reveal how and why design features would
Too much of a good thing enhance or detract from their experience.
"Written stories have can lead to the problem
of "analysis paralysis," in
Lbwgren and Stolterman (2004), both
information systems designers, also describe in
the advantage of which a novice designer can some detail the process of creating a "scenario"
get lost in the complexity about "how the intended system is used" (p. 80).
becoming a document of conflicting analysis Instructional designers can borrow this tactic
details and become stalled. for their own practice to better communicate
for creatingshared In addition to providing a their design solutions. Design stories could
vision within the design path forward, imagining
the implementation of
remain thought experiments and still serve in
design deliberations. But written stories have
team ... andfor particular solutions or the advantage of becoming a document for
solution details through creating shared vision within the design team,
better communicating stories can actually uncover reminding SMEs about the instructional goals
constraints (like the extent and end-user, for example, if they are providing
the rationaleand value to Dave's resistance to the script drafts, and for better communicating the
of a design to clients." TAF Writing course design
or specifics about his
rationale and value of a design to clients.
The following example is an excerpt from
learning at home) and desirables that may not a design story describing a complete learning
otherwise become obvious. As design theorists experience with a self-paced, web-based
have often expressed, a full understanding of learning module. It was used in a project plan
the problem space does not truly emerge until to demonstrate to the client how key concerns
solutions have been proposed and tested for were being addressed by the design.
validity (Dorst, 2004; Lawson, 1997; Sch6n,
"Kim is a weather forecaster coming
1990). Design stories, whether written, told
to the module as a required training
or played out only in the imagination, provide
assignment. Kim has less than a year of
an early test of solutions during a process of
experience in the field, and feels she has
analysis-in-synthesis. had onlylimitedpreparation for amodule
on Numerical Weather Prediction
Design stories in design through her education. While she is
communication dedicated to perform competently, she is
Nelson and Stolterman (2003) describe a little skeptical about the need to learn
the need for imagination and judgment in the what might be perceived as unnecessary
design enterprise. Imagination allows us to details about numerical models. She
create the "not-yet-existing" through a process is somewhat reluctant to complicate
of composing parts, functions, structures, her forecast process, with its already
processes and forms in way that fits the design significant time constraints, by including
situation. Judgment is used to evaluate that the need to analyze the performance of
composition to determine how well it fits. But more than one model.
the enterprise also requires additional skills Section 1. In the opening section,
in design communication (both internal and the first thing Kim encounters is a
interpersonal) to bring the composition into realistic case, the type a forecaster might
a perceivable form that allows judgment to experience in the field. She immediately
occur. Design stories are both a form of design perceives the relevance of the content
communication that allows us to judge designs
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76 TechTrends Volume 50, Number 4
and becomes engaged with the problem role as weather forecaster even more than
of sorting out the discrepancies of before, and motivates her to take up the
global vs. WRF model performance. She challenge with new energy, armed with a
attempts the interactions, which she finds deeper knowledge of NPW models."
challenging because they ask her to think
about the implications of the differences Qualities of design stories for design
between global model and WRF guidance communication. You will notice that this
(which she is unfamiliar with). But design story, although written for a different
because the presentation of the exercises purpose, demonstrates most of the qualities
is instructional, rather than test-like, she called for in stories for the design phase of
feels game to make the best guesses she projects. It is a story about a broad range of
can. What also adds to her comfort level thoughts and feelings of a typical learner, told in
in approaching this new content is that first person, describing immediate experience.
it supports what she already understands Its action is relatively condensed, although in
about the need to use a forecast funnel-to this case it is meant to describe experience with
start with the large scale (including global all portions of the final product. While design
scale model guidance) and working down communication stories still require imagination
to the Mesoscale, or more local issues. and empathy, they are likely more controlled
After reviewing the case, she feels she and pointed, and less exploratory, ensuring that
knows what to expect to learn from the they document a desired vision for the product.
rest of the module.
Section 2. Kim enters the second Design stories informative
section and finds it conveniently divided
into 4 subsections, each addressing a
evaluation
key forecast problem (like the effects of A final use of design story is to prepare for
topography, which she knows frequently formative evaluation, or to provide an additional
makes model forecasts suspect), and how form of formative evaluation when it might be
the WRF model offers improved guidance otherwise limited. More than just storyboards
for the problem. The small divisions make of the product that serve as limited models
it easier for her, because she is unsure for formative evaluation, design stories are
whether she will get through the module "prototypes" of the final design outcome-the
in one sitting today.... Kim begins to learner experience. In this way, they can provide
feel a growing, deeper understanding a rich source of information about a design in
about how and when the WRF model will lieu of immediate user feedback. One traditional
make a difference due to its more realistic purpose of storyboards is to depict content
depiction of topography. In the final page, sequencing and interface design in providing
her new understanding is confirmed as she a limited prototype for clients and testers to
reads about a few operational scenarios envision the finished product and comment on
describing how other forecasters like her how the design is proceeding. However, design
might use WRF data in their forecasts. stories can be combined with storyboards
Section 4. Breathing a sigh of relief, to better flesh out an episode of use before a
Kim enters the final section and is pleased review. For example, a design story could be
that it is also relatively short. It appears to combined with sketches that depict the learner's
be merely a few pages of content about a actions in using computer-based instruction,
problem thatwas introducedin the opening or at minimum the learner's on-screen choices,
section-how does a forecaster deal with as well as depictions of the computer screens.
a situation in which a long range forecast A segment from a combined storyboard and
is needed, but the global model forecast design story focused on a learner's experience
beyond 48 hours disagrees significantly with a case-based, learning-object-supported
from the mesoscale model at 48 hours (its web module is included in the Appendix (also
longest range forecast), which typically see L6wgren & Stolterman, 2004, p. 84 for use in
makes the best forecast in this kind of the context of software application design).
situation? She's already experienced such When formative evaluation doesn't or
situations. In fact, they're the norm rather can't happen, engaging in design storytelling
than the exception. So Kim easily sees its can be highly motivating for IDs, who might
relevance and hopes the section will help otherwise remain quite removed from the end
... This section, and the module as a whole, user. The story can help make user experience
makes her appreciate the complexity of her more tangible, and can round out the design
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Volume 50, 4 TechTrends 77
Guidelines for design stories
1. Write design stories during the design phase of a project to explore an episode of use
of a) a key or problematic design feature, b) a complete, coherent learning experience,
or c) an entire learning path.
2. Write design stories to communicate the design to clients and others in the design
team. These can become part of the project plan or design document.
3. Write design stories as apart of the formative evaluation phase of a project. Use these
stories to explore a wide range of learner responses during an episode of use.
4. Use analysis details as the backstory.
5. Include sufficient exposition to establish character and setting.
6. Inhabit the learner in the story as you imagine his or her responses during the
learning experience.
7. Improvise and allow yourself to be surprised with the outcome.
8. Write rapidly, almost automatically, to avoid rationalization. However, stories written
for design communication purposes should be done with more care to document a
desired vision.
9. Maintain unity by sticking to a single animating idea or research question, however
narrow or broad.
10. Give the action immediacy. Use present tense and include learner reflections only
as a response to tangible elements of the design.
11. Explore as many aspects of the learner's experience as possible, including setting,
motivations, desires, ambitions and frustrations. Consider how values (ofthe designer,
client, and learner) and political factors come into play.

Table 1: Guidelinesfor design stories

experience by broadening its significance beyond merely of screen and interaction mockups,
the mere act of building a product. along with roughed out content scripts, and
One might argue that design stories are apoor formative evaluation of these prototypes often
response to the need for formative evaluation, happens in unrealistic settings. The goals
and that they are no replacement for testing of formative evaluation are often narrow as
prototypes with real learners. Alternatively, one well, focused on finding the degree to which
could argue that good prototyping and formative objectives are met and whether the products
evaluation are outward forms of dramatic demonstrate good usability. However, the final
rehearsal, and that their value is similar. Rapid impact of instruction comes from more than
prototyping, or "successive approximation" these; it depends on all qualities of the learner
(Allen, 2003), and formative evaluation of any experience, including its practical, aesthetic and
type can contribute substantially to improving a ethical dimensions, all of which may be more
design. Design stories are not a replacement for completely understood when design storytelling
these activities, they are companions. Without accompanies formative evaluation.
prior inward dramatic rehearsal, the prototypes
Qualities of design stories for formative
used in outward formative evaluation begin in
evaluation. The desirable qualities for design
worse condition, and the improvement process stories in the late phases of the ID process are
may be more challenging as a result. the same as those required in the design phase
Furthermore, just as writing a design story
- including first person narration, immediacy,
is an imaginative activity, good prototyping and
condensed action and rapid, improvisatory
formative evaluation also require a high degree
telling to avoid rationalization. Stories at this
of imagination to compare them to real learning
stage are once again exploratory and the learner
experiences. Unfortunately, because of cost and
reactions described should result from a high
time constraints, prototyping often consists

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degree of empathetic imagination, attempting to be good designers, there are clearly things we
discover a wide range of learner reactions to the can do improve our powers of empathy.
product. However, like design communication
* First, we need to know our audience. By
stories, stories written in this later phase of a
this I am suggesting we do more than a
project will likely cover a complete experience
formal "learner analysis" that documents
with the product, unless only a limited number
characteristics we think are useful to
of elements of the design are of concern. (For a
know about. I'm suggesting we need to
summary of all the guidelines for design stories
socialize with them when we can, to learn
described in this section, see table 1.)
what motivates and frustrates them about
their work and learning experiences. This
Cultivating empathy is difficult for consulting IDs, but IDs can
It is easy to see how empathy and negative
cultivate effective interviewing skills to
capability become important in the dramatic
quickly connect with
rehearsal, or storytelling, processes of design.
A designer must use his or her imagination, of
individual learners "When formative
during interviews to
which empathy is one form, to anticipate the
authentic experience of a user. What is most
draw out much more evaluation doesn't
than can be achieved
important about explicitly cultivating empathy in
instructional design is that its use broadens our
through surveys or or can't happen,
demographic data.
conception of what we are designing and what
* We need to do more
engagingin design
our designs are meant to achieve. Simply using
logical reasoning in an attempt to fit together,
than run formative
evaluation activities
storytellingcan be
puzzle-like, what is known through analysis will
often miss critical aspects of user experience, and
and collect surveys highly motivating
to understand how
even the value of that experience. A technical
problem solving perspective can tend to focus
learners use our de- or IDs, who might
signs. We need to
on immediate needs and goals, the measurable
participate in learn-
otherwise remain
achievement of outcomes attributable to isolated
instructional activities. However, experiences
ing events and ob-
serve how learners
quite removed from
have continuity with one another, and the quality
of one experience, not merely its immediate
react when they aren't the end user."
test subjects. We need
outcomes, impacts our future ability (and
to see how learners use our designs in
willingness) to learn from and perform in similar
their natural settings, if only vicariously
situations (Dewey, 1938/1997).
through reports from those in a position
Alternatively, allowing one to vicariously
experience through empathy not only the to observe learners.
cognitive processes of learners, but also their
"We need to be learners ourselves, using the
kinds of materials we are developing for
personalities, motivations, ambitions, desires
our learner audiences. For example, using
and the things that frustrate these, opens us up
a self-paced CBT module or participating
to a fuller conception of how our designs fit into
in an online course with a genuine intent
the learner's world. It allows us to be supported
to learn from it, rather than critique it as a
by each of what Wilson (2005) calls the "Four
designer, will help us understand learner
Pillars of Practice' including knowledge of
experiences better.
individual cognition, connection to the practice
environment, values and political considerations
"*We need to become more adept at creating
rich design stories through practice and by
and aesthetics.
reading the stories of other designers. We
Empathy, or our ability to put ourselves
could benefit by looking to the strategies
in the place of other individuals (Eisenberg
and tactics authors use in the creative
& Strayer, 1987), is a central component of
writing of stories and backstories. These
dramatic rehearsal, and it is essential for creating
tactics may help us better capture human
valid design stories and successful designs. What
experience in design stories and provide
can be done then to enhance our empathy, and
guidance for exercising our negative
how can we foster it in students of instructional
design? Is empathy a quality we are born with or capabilities.
a trait we develop in our formative years, or is it a
"* In a similar vein, IDs could benefit
from learning basic acting techniques,
skill we can enhance purposefully? I suggest it is
a combination of the three, and that while some particularly improvisation skills, because
design stories are fundamentally an
people might lack sufficiently native empathy to
exercise in improvisation. "Method" acting
Volume 50, Number 4 TechTrends 79
skills could help increase negative o Finally, we should do more to saver, rather than time sink. If my
capability, allowing IDs to let go share actual stories of learners' dictum is true, and rapid is better
of preconceived notions of how experiences with instructional when it comes to writing design
learners will use their instruction designs. As in design stories, stories, one wouldn't spend any more
and to inhabit the worlds of their these stories should pay atten- than an hour or so on any one story
learners. tion to the holistic experience of anyway, and probably much less.
In teaching instructional design learning, not just achievement of Furthermore, I suspect that after a
students, we can ask them to in- objectives. time, the practice of writing design
dude design stories as part of stories may improve the quality of
their ID project assignments. At Conclusion our internal deliberations as well.
minimum, we might ask them to Writing a design story takes time, With practice, we can increase our
defend their design decisions by and IDs should always be wary about ability to slip into and out of the
citing considerations of the full adding complexity to an already time- viewpoint of our learners, improving
experience of learners. Such prac- consuming process. However, the our decision making at every point in
tice might instill an understand- benefits may be numerous. Any tactic the design process.
ing of the value of the empathetic that improves our design deliberations
imagination. should ultimately be seen as a time

Appendix
Design Story Excerpt with
Storyboard S.... D! ' .i

The following excerpt skips the Geographic: SettinT.


The Canadian miaritime Provinces
exposition stage of the story, present- The sett"ng ftv tFe case sthe Mantrn e
ing only a few key learner interactions Pruvrices wxch hickdes the Provirces of New
&unswsck, tfva Scotia and Rine Edward Islad,
told through a first-person internal At]ntc Ocean They have a
z! borderig the_
ccmrnhed population of cbse to 2 rr6mn F-eeple
monologue. (This module is available vatti the major pMhtionkcenters ben SaTrnt
lohn, MWncteoad Fredericton in W-.wE&unssvck,
at http://meted.ucar.edu/norlat/snow/ Wefax "dSydney int42va Scotia,
ard
ý
clirttetawn inpRces Edward istwid The
preciptype_case/index.htm) prmary xiutries are ferestry, adiculture,
fiKrig, and tiram Al of these are •rity
weatfe depernet
"... I really like these case-based .6lthuXK the event n thiscase e•ercise
also
modules because it's easier to see affected pats of Nova Scotia and Prce Edw•ad
isad, wel he fceusM on te P ,ov-c
e of Wlw
whether the content I'm learning really
applies to my work. I like the fact that
right off the bat I'm doing something,
and not just reading or getting a
lecture. It's great to see a case in New ..
............
Brunswick this time. Too much of this
training is so U.S. centric. I appreciate
the audio narration as well because
it means I can save the eye strain for
easesees -7
studying the graphics, not the text. So Currentt,mn 120
eUTU UiFLb 'V4 M
far, the interface seems pretty clear, Question 1. Synoptic Setting and Current Issues

but I haven't clicked on everything yet. V,-w the r6e,,rat Supporting Topics to he you %th yotr answer
Model Output
I'll wait and see if I really need it all. GEM Reclonal and Eta Loops
The "ises-ate forecast prdem isthe precprtatbn ctwrenJy fWq ove extre•e OGRe"COA ad Eta 48 h fait
A lot of times, these extra buttons are swJthern NwwErunswick as can be seen-rtnhe Sant .M and hiiiornctonobservabts ja_;d
M e000
UTC 01 Feb 2003 (MSLP,
orehpa teihsts)
After ccorsderilg the surface doservat,ýrs, me*l, and sateMte data, wlKch ccuse_ of
kind of superfluous." actien waLd you •ae for the SE_t Xft regbrv See the Precipitation Types and
"Well, the first question looks MSCWarning Criteria in the Supporting Topics for wwiDg cnitera Observations and Forecasts
Station Observations
simple enough, but like forecasting, o issuea freezrg ran warmVgand anndst tfe fcoecast accrtdrr4y. 06OD-U2D UTC 1 Feb 20W3fw-
o Amend the forecast *,igJt amig a frEezng ran warmg zrd Smt _Vn
Frt-rednte, Wvt-lrs_,
it's deceptive. I'd better look through o Ta.;, na actiLi Issued Forecasts
all the data products they are making e50e (a9MUT-c)
AST 01Feciuary 20e3
the best answer, then c5ck isme
'OxcsE
available in that yellow box. I hope all Satellite Loop
UT-8 1o
Feeter R, 03615-1115
the remaining 15 pages don't make uT-Cas Feteuay2M5

me look through so much data or I'll


be here all night. Should I really use

TechTrends Volume 50, Number 4


80
80 TechTrends Volume 50, Number 4
Technical problem solving as a analysis and synthesis, and also allow designprocessesexploring the aestheticaspects of
model for instructional design has more fruitful application of empathy teachingand learning.His website can be found
its strengths, and it has done much to in design. In the end, because it is a at http://www.comet.ucar.edu/-pparrish/.
provide designers strategies for their representation the ultimate goal of
work, but it has substantial limitations design - the user experience, the Acknowledgments
as well. For one, it doesn't do a good design story may be one of the most The author wishes to thank
job in describing how designers critical interim products of the design Brent Wilson, TechTrends Editor-in-
actually think. Slavish adherence to process. Chief Elizabeth Boling, and the two
its methods can also be considered anonymous manuscript reviewers for
Patrick Parrish is manager of instructional
responsible for the proliferation of their many helpful suggestions in the
design with the COMET ' Program, a
designs regarded by many as boring, program within the University Corporationfor
preparation of the manuscript.
and therefore ultimately ineffective Atmospheric Research that provides education
(Allen, 2003). In this article, I have and training,in web-based and residenceforms, References
proposed a modification to the to operational meteorologists in government,
problem-solving model to include military and private positions. Patrick is also Allen, M. (2003). Michael Allen's guide to
storytelling as an explicitpart of design. currently a doctoral student at the University e-learning: Building interactive, fun, and
Storytelling might better represent of Colorado at Denver in the Educational effective learningprogramsforany company.
Doctorate in Leadership and Innovation Hoboken, NJ: John Wiley & Sons.
how productive designers think, Aristotle. (trans. 1984). Poetics. In J. Barnes
reconciling the apparent opposites of program. His current work includes examining
(Ed.), The complete works of Aristotle, Vol.

Appendix (continued)

Model Output
GEM Regional and Eta Loops
GEMRegional and Eta 48 hr fcst
IIew Bn m.;k
1AnetRetAi-f o1 initialized 0000 UTC 01 Feb 2003 (MSLP,
500 hPa heights)

L
MSG RPfern, oW"m d
Observations and Forecasts
Station Observations
0600-1120 UTC 01 Feb 2003 for
The lee CrysteJ ProOe•se Fredericton, Moncton, and Saint John
Wleter Glouda: Supemcoeled Droplaet or Ie CryVatei?
tnlt•lon of tcee rytals: The Nuetatiw Prcesa Issued Forecasts
0500 AST (0900 UTC) 01 February 2003
loeFonaimflludeLAcflvalTampnrturea and lmpacL, of RH
kc4.Cryal- Growth Satellite Loop
GOES-8 10.7 micrometer IR, 0615-1115
lcW'Snow Crystal Habift
UTC 01 February 2003
Operat,rial Significancu of yeta Prowes
Refertnom~

Preclphitaon Type Foreclsing


Models and Preclipialon Type
GEM Regional Model information
Model Algorithms
MWOm." Ki C..a_.. ~k..

these "Supporting Topics" they're to see what they're about. The first are presented, but I've been working on
providing, or should I just try to just background maps and things I the first question for 15 minutes now.
answer the question without them? can refer to help me understand the Is this case going to take more than
I've been forecasting winter weather case, but it looks like these others each four hours to finish?! Maybe it will get
for 9 years after all' take several minutes to study. It seems faster as I get farther in. I hope so:'
"Ok, I'll look at the supporting topics like really good content, and nicely

81
TechTrends
Volume Number 4
50, Number
Volume 50, 4 TechTrends 81
2 (pp. 2316-2340). Princeton, NJ: Princeton Gustafson, K. L., & Branch, R. M. (2002). Rowland, G. (1992). What do instructional
University Press. Survey of instructional development models designers actually do? An initial
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Dewey, J. (1988). 7he middle works of John instructionaldesign. Mahwah, NJ: Lawrence Charles Scribner & Sons.
Dewey: Human nature and conduct, Vol. 14. Erlbaum Associates. Sch6n, D. A. (1990). The design process. In V.
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Press (Original work published 1922). Keats. In H. Adams (Ed.), Critical theory from Harvard's philosophy of education
Dewey, J. (1997). Experience and education since Plato (Rev. ed.) (p. 494). Toronto: research center (pp. 110-141). New York:
New York: Simon & Schuster (Original Thompson Learning (Original work Routledge.
work published 1938). published 1817). Simon, H. A. (1999). The sciencesoftthe artificial
Dorst, K. (2004). On the problem of design Lawson, B. (1997). How designers think: (3"' ed.). Cambridge: The MIT Press.
problems: Problem solving and design The design process demystified (3' ed.). Tessmer, M., & Richey, R. C. (1997). The role
expertise. Journal of Design Research, 4(2). Amsterdam, Netherlands: Architectural of context in learning and instructional
Retrieved May 11, 2006, from http:d/www. Press. design. Educational Technology Research &
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=backRecord&rec_id=13&prevQuery=&ps Thoughyful interaction design. Cambridge, Visscher-Voerman, I., & Gustafson, K. L.
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Eisenberg, N., & Strayer, J. (Eds.). (1987). Nelson, H. G., & Stolterman, E. (2003). practice of education and training design.
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Fields, D. C., Foxen, M., & Richey, R. C. Parrish, P. E. (2005). Embracing the aesthetics Wedman, J., & Tessmer, M. (1993).
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