| name | design-storytelling-and-case-studies |
| description | Use when structuring the evidence-backed narrative of a design deck, pitch, portfolio piece, or case study around problem, stakes, decisions, before/after, proof, and action. Use deck-system for slide craft and never substitute narrative for a working demonstration. |
| metadata | {"portable":true,"category":"13-presentations-and-documents","compatible_with":["claude-code","codex"]} |
Design Storytelling & Case Studies
THE FENCE — read first, applies throughout. Narrative serves the authored artifact;
it must NEVER replace the working demo, and must never decorate slop. A story structure
organises the telling of real, shipped, authored work — it is not a way to make a templated
or unbuilt thing sound good. Every beat in every structure below must be anchored to real
evidence (a working demo, a measured outcome, an actual decision you made), never to fiction.
If there is no real artifact and no real outcome, there is no case study — there is a pitch for
an imaginary puppy (doctrine/references/creative-selection-and-taste.md, rule 1). A well-told
story over slop is worse than an untold one: it lends false credibility to the convergent mean
the Mission exists to defeat. Structure is the frame; the authored work is the picture.
Use When
- Structuring the narrative arc of a case study, design write-up, portfolio piece, or the
story spine beneath a pitch/strategy deck.
- You need to choose the right named structure (Freytag, Three-Act, Pixar, Kishōtenketsu,
Contrast beginning-to-end, Peak-End) for a specific story and audience.
- You are telling the story of real, shipped, authored work and need to frame the user as the
protagonist, the product as a bit-player, and anchor each beat to evidence.
- Writing a problem→stakes→authored-decision→before/after→proof→CTA narrative.
Do Not Use When
- You need deck visual craft — slide economy, action titles, builds, type/colour system,
presenter notes → use
deck-system (this skill supplies the narrative structure; deck-system
owns the deck craft and the delivery frameworks: Sparkline, S.T.A.R. moment, Big Idea).
- The deliverable is a long-form DOCX/PDF report whose architecture (not narrative arc) is the
question →
docx-report-and-document-formatting / pdf-proposal-and-bankable-document-design.
- There is no real artifact or outcome yet. Then there is nothing to narrate — go build the
demo first (
creative-selection-and-taste.md). Do not use this skill to dress up the unbuilt.
Required Inputs
| Input | Source | Required? | Evidence |
|---|
| Real problem, users, constraints, decisions, and outcome | Project evidence | yes | Source artefacts and chronology |
| Audience and desired action | Sponsor or publisher | yes | Narrative brief |
| Permission and confidentiality boundaries | Project owner | yes | Approved disclosure scope |
- The real work being told: a shipped artifact / working demo / outcome you can point to.
- The evidence available at each beat: the original problem, the decision you made and why,
the measurable before/after delta, proof (metrics, screens, quotes, the live thing).
- The audience and the one action the telling should produce (the CTA).
- Who the protagonist is (the user, not you, not the product).
Workflow
- Confirm there is a real thing to tell (the fence). Name the shipped artifact / working
demo / measured outcome this case study is about. If you cannot, stop — there is no story
yet, only an imaginary puppy (
creative-selection-and-taste.md rule 1). Do not proceed.
- Cast the protagonist. The user is the protagonist; your product is a bit-player in
their drama — it must fit the contours of their existing story, not star in its own
(the "story is the thing" thesis,
references/case-study-structure.md). State who they are and
what they were trying to do.
- Establish the Contrast, beginning-to-end. Name the before (the problem with real stakes)
and the after (the outcome). The size of this delta is the narrative; if you open on the
solution you erase the transformation. Do not open on the filtration system — open on the
drought. (
references/narrative-frameworks.md §Contrast.)
- Choose the structure from
references/narrative-frameworks.md using its decision table —
match it to the story's shape and audience (Three-Act for a clean pitch; Pixar for a relatable
change; Kishōtenketsu when there is no villain/conflict — an explanatory product story; Freytag
for a full dramatic case study; Peak-End to design the climax + close of any of them).
- Lay the beats and anchor each to evidence. Map the story onto the chosen structure's beats
(
references/case-study-structure.md gives the six-beat case-study spine:
problem→stakes→authored decision→before/after→proof→CTA). For every beat, name the concrete
evidence that proves it. A beat with no evidence is fiction — cut it (Kill Your Darlings).
- Make the authored decision the turning point. The climax of a design case study is the
specific, defensible choice a skilled human made (the heuristic resolved by taste, not a
metric) — show the decision and why it, not a feature tour. This is where the Mission lives.
- Design the Peak and the End deliberately. Memory is shaped by the most intense moment and
the close (Peak-End rule). Place your strongest piece of evidence at the peak; end on the
transformed "after" + the single CTA — never trail off on a credits-roll of features.
- Cut to top tasks. Strip everything the audience did not come for; one clear through-line
beats a complete but cacophonous record (top-tasks / long-neck,
references/case-study-structure.md).
- Hand off. If this narrative sits under a deck, pass the arc to for slide
craft; if it is a written case study, format per the docx/pdf skills. The is done
here; the is theirs.
Decision Rules
| Condition | Story choice | Wrong-choice failure |
|---|
| Audience must approve a decision | Problem–stakes–options–recommendation | A portfolio arc delays the decision |
| Shipped work has measurable change | Before–decision–after–proof | Process theatre displaces outcomes |
| Evidence is incomplete | State limits and use a conditional ending | Invented certainty damages credibility |
Capability Contract
Read and search are required for project evidence and permissions. Editing is allowed for an authorised narrative deliverable. Publication, client identification, or confidential disclosure requires separate authority.
Degraded Mode
If required evidence or tooling is unavailable, use the scoped fallback below and mark the result unverified.
Without outcome evidence, produce a process case study labelled accordingly. Stop before publishing claims, quotes, or metrics that cannot be sourced; recover through anonymisation, omission, or a named evidence request.
Anti-Patterns
- Narrative as decoration over slop — wrapping a templated, unbuilt, or convergent artifact in
a Hero's-Journey arc. The cardinal sin this skill is fenced against. Story never launders slop.
- Fictional beats — inventing stakes, a "journey," or an outcome the evidence does not support.
If you cannot point to it, it did not happen; cut it.
- Product as protagonist — making the case study a feature tour where the product is the hero.
The user is the hero; the product is a bit-player that fit their story.
- Opening on the solution — showing the polished result first, erasing the before/after delta
so the audience never feels how big the transformation was.
- No turning point / feature soup — listing what was built instead of showing the one authored
decision and why it was made.
- Trailing off — ending on a feature list or a thank-you slide instead of the transformed
state + one CTA (wasting the Peak-End close).
- Telling everything — a complete but undifferentiated record that buries the top task the
audience actually came for.
Outputs
| Artefact | Consumer | Evidence and acceptance condition |
|---|
| Evidence-backed story spine | Deck or case-study author | Every beat maps to a source or is labelled interpretation |
| Scene/slide/section outline | Production skill | Stakes, decisions, proof, and action progress coherently |
| Disclosure and evidence register | Reviewer and project owner | Permissions, anonymisation, sources, and gaps are explicit |
- A narrative spec for a case study or deck: the named structure chosen (with the reason), the
protagonist cast, the before→after contrast stated, the beats mapped onto the structure, and
the concrete evidence anchoring each beat — ready to hand to
deck-system (deck) or the
docx/pdf skills (written case study) for visual production.
Examples
examples/case-study-kesilex-onboarding.md — a fully worked case-study/deck narrative for a real
project: the chosen framework and why, the arc beat-by-beat, and the specific evidence anchored
at each beat (incl. the user-as-protagonist framing and the authored-decision turning point).
References
references/narrative-frameworks.md — the named structures (Freytag, Three-Act, Pixar,
Kishōtenketsu, Contrast beginning-to-end, Peak-End, Rule of Three) and a decision table for
choosing among them.
references/case-study-structure.md — the six-beat case-study spine (problem→stakes→authored
decision→before/after→proof→CTA), user-as-protagonist / product-as-bit-player framing,
evidence-anchoring, and top-tasks cutting.
doctrine/design-doctrine.md (Mission — the moat is looking human-made; the Anti-Slop Charter).
doctrine/references/creative-selection-and-taste.md — the fence: the working demo is the
unit of progress (rule 1); a story must be about a real demo/outcome, never the imaginary puppy;
the authored decision (heuristic by taste, not metric) is the turning point of the telling.
deck-system (paired skill) — owns deck craft and the delivery frameworks (Sparkline, S.T.A.R.,
Big Idea, Glance Test). This skill supplies the narrative structure that deck-system renders.