As a product manager, creating features and products that can excite people and improve their lives has always been one of the main goals of my job. In order to achieve this goal, I am constantly finding ways to understand users better and come up with better solutions to solve their problems.
Nowadays, there are many 'buzzy' tools in the market (e.g. design thinking, use cases etc.) that purport to help me do so. But this book goes one level deeper to highlight the fundamental principle underpinning all these tools - one that is not novel by any means but that all product creators would do well to remember: Humans make sense of the world using stories. We learn new things by weaving stories about them. We construct our memories in stories. We communicate and pass on knowledge in stories. We enjoy books, films, tv shows, music when they tell a good story. We enjoy using certain products in our daily lives because they help us achieve things and make us feel like a hero in our own story. So really, design thinking and use cases are just methodology (among others) that help us uncover the stories of our users.
The author then goes on to introduce the stages that make up every story's narrative arc: the exposition (the main character's current situation, where the story starts), the inciting incident (an event/problem that changes the main character's situation, giving them a want/need), rising action (events that occur as the main character seeks to overcome the inciting incident), crisis (the make-or-break problem that the main character faces in their journey), climax (when the main character successfully or unsuccessfully achieves their goals), falling action (the aftermath of the climax), and finally the end.
In the context of our user's life story then, the "rising action" stage is when users will typically encounter our product, because they are looking for tools to help them solve a problem/want/need ("the inciting incident"). Our product needs to successfully overcome other competitor products during the "crisis" stage and successfully help users to achieve their goals during "the climax". And our product should offer well planned "falling action" that will ideally keep users engaged on the product even after they successfully achieved their goals.
Now in order for our product to do all of the above, they need to be well designed. And how can we do that? You guessed it - more stories. The author elaborates on three main types of stories that we need to pay attention to when designing a good product:
1. The concept story i.e. our product's overall value proposition
2. The origin story i.e. how we get users to see the value of our product (the channels in which we reach out to them/promote ourselves)
3. The usage story i.e. how we get users to experience the value of our product (the user experience throughout the entire product)
Each story has their own narrative arc, often sharing the same exposition and inciting incident, but with different rising actions, crises, climaxes, falling action, and ends.
The whole book read like a story-ception, there were stories within stories within stories, but it's credit to the author writing that I was able to follow along without getting confused. I also appreciated that the author used real world examples from movies and tech industries (apple, twitter, slack etc.) to illustrate her points, as it really highlights how much thought and effort goes into every good product. In addition, I liked that the author always calls the user "she" instead of "he" in her examples - it was a refreshing change. The only negative point was that some portions in the book felt a little draggy, despite it being quite a short book.
Overall, a solid book that was well worth the time reading, especially for people who are interested in creation of any form.