Movies, cartoons, and animated features all begin with storyboards that tell who the players are, what happens to them, and how it happens.

  • Help gather and refine customer requirements in a user-friendly way.
  • Encourage more creative and innovative design solutions.
  • Encourage team review and prevent features no one wants.
  • Ensure that features are implemented in an accessible and intuitive way.
  • Ease the interviewing process - avoiding the blank-page syndrome.

Simply put, storyboarding means using a tool to illustrate (and sometimes animate) to the users (actors) how the system will fit into the organization, and to indicate how the system will behave. A facilitator shows an initial storyboard to the group and the group provides comments. The storyboard then evolves in "real time" during the workshop. So, you need a graphical drawing tool that allows you to easily change the storyboard. To avoid distractions, it is usually wise to use simple tools, such as easel charts, a whiteboard, or Microsoft® PowerPoint®.

There are two distinct groups of tools to use for storyboarding: passive tools and active tools. Passive means you show non-animated pictures, while active tools have more sophisticated capabilities built in.

Examples of passive tools for storyboarding are:

  • Paper and pencil
  • Post-it® Brand Notes
  • GUI builders
  • Different kinds of presentation managers

Examples of active tools for storyboarding are:

  • Apple HyperCard
  • Solutions Etcetera SuperCard
  • Macromedia® Director Shockwave Studio and other animation tools
  • Microsoft® PowerPoint®

Caveats and comments:

  • Storyboards need to be easy to create and change. If you didn't change anything, you didn't learn anything.
  • Do not make a storyboard too good. It's neither a prototype nor a demo of the real thing ("realware" perception).


Rational Unified Process   2003.06.13