This is an archived version of the 2017 edition of UXLx. The current event website is at

Anna Dahlström

  • Anna is a UX designer and the founder of UX Fika and She’s worked client side, for startups and agencies on a large variety of brands and projects, from websites and apps to TV UIs. She’s a regular speaker and an instructor for General Assembly where she’s taught more than 40 classes related to designing for multiple devices. She's currently helping startups and companies with UX related matters and writing a book for O'Reilly about Storytelling in Design.



14:00 - 17:30

Aud II

Storytelling in Design

To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and notifications at the right time, on the right device, and in the right way.

As the world we're designing for is becoming increasingly more complex with a growing number of touch points, ways to interact and number of devices that we use, considering each device's and touch points role at different times, situations and contexts is becoming increasingly important to ensure that we deliver good experiences and stand out from the competition. 

Our ability to control where a user is coming from and how they get around the experiences we design are fading. Yet our need to ensure we understand where they are in their journey is ever more important.

Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, this workshop gives a practical walk through of why storytelling matters. It further provides you with hands-on tools for how you can apply it to your multi-device, multi-touch point design projects and to your organisation, to ensure we create better experiences for our users and healthier bottom lines for our businesses.

Coming out of the workshop you will:

  • Understand the role of storytelling and why it matters
  • Know what makes for a good story and how it relates to multi-device design
  • Know how to apply storytelling principles and tools to better define the multi-device landscape and your project
  • Learn how storytelling helps define all the different actors and the what role they play at different points in the experience
  • Learn how to use storytelling tools to help define and prioritise content, interactions and requirements across devices and touch points
  • Learn how to incorporate storytelling tools from start to finish to create a better experience
  • Learn how to apply storytelling principles to telling, selling and presenting your multi-device design work

The workshop will use pen and paper for the exercises (all provided) and no specific prior knowledge is required.



16:50 - 17:25

Auditorium I

Because McLuhan

“What if McLuhan is right? Suppose he is what he sounds like – the most important thinker since Newton, Darwin, Freud, Einstein and Pavlov?” – Tom Wolfe (1969)

Folks from within the community of UX practice have been calling for the death of the wireframe since the early ‘oughts. And now with the rise of Agile, the death-knell is ringing from without. Just so you know: they are coming for the rest of our deliverables.

How in today’s Lean world do we situate the role of depiction and documentation in our process? If in the past we were doing it wrong, how do we go forward doing it right?

This presentation introduces Marshall McLuhan’s four laws of media, as applied to UX design and software development. Attendees will learn how to analyze the media we use to depict, deliver and approve our ideas while avoiding subtle and pernicious traps that lurk in the interplay between medium and message.