John Howrey
Available for new work

Essay · March 2025 · 4 min read

Designers Should Own the Narrative

Storytelling is the spine of the entire process

A designer once told me, frustrated and exhausted: "I don't understand why product keeps telling me what to design. Why are they writing the requirements?"

My answer was blunt: "because you didn't."

If you don't own the story of the work, someone else will. Not because they're trying to steal it. But because there's a vacuum, and nature, like teams, hates a vacuum.

Product managers will define the problem space. Engineers will define the edge cases. Marketing will define the customer narrative. And none of them are wrong to do so. They're trying to make sense of something that hasn't been clearly shaped yet.

That's the designer's job.

And when we abdicate narrative, we also give up influence, coherence, and sometimes, truth.

The Narrative Is the Work

Designers often think of storytelling as a final phase, a presentational layer. We storyboard at the end. We write decks. We "position" the work.

Storytelling is what holds the design together.

An environmental mockup of two rows of Palm Springs Book Fest posters wheat-pasted to a wall, alternating typographic headlines and black-and-white photographs.

Every Book Fest poster was the next sentence in the same conversation. Have a novel experience. Reading is cool. Page turners are head turners. The design carries the story because the story was designed first.

See Palm Springs Book Fest →

From the first moment we meet a user problem, we are building a narrative:

  • What's the human situation?
  • What's happening that shouldn't be?
  • What needs to change?
  • What would resolution look like?

That's design logic.

And if you're not carrying that logic throughout the work, testing it, refining it, adapting it to different audiences, you're not really designing. You're decorating.

Our Work Is Time-Based. And So Is Our Responsibility.

Designers build journeys, not moments. We create movement through screens, states, emotions, expectations. Our work is time-based, and so is our accountability.

A user experience unfolds. It's sequenced. What do they see first? When do they feel clarity? When do they feel friction? When do they feel trust?

A typographic poster of every letter of the alphabet arranged in a tight cluster on a charcoal ground, each letter paired with the show, performer, or word it stands for.

Twenty-six choices, in order, by hand. The whole alphabet is one long sentence about Broadway. That is design as journey, not moment.

See Broadway A to Z →

If you're not consciously shaping those beats, someone else is, probably in a spec doc, probably with no real sense of pacing, tone, or emotion.

Don't let someone else define your sequence.

Try this: In your next kickoff, draw the user's journey first. Not the flowchart, but the emotional arc. Where's the tension? Where's the relief? Where's the moment that makes the whole thing worth it?

That's storytelling. That's design.

If You Can't Explain It, It Doesn't Matter How It Looks

A beautiful UI that can't be explained in plain terms is just ornament. You should be able to walk someone through your work in human language. Not buzzwords. Not design jargon. But real narrative:

  • "Here's what we learned."
  • "Here's the moment we're designing for."
  • "Here's why this matters."
  • "Here's what we're asking the user to understand or believe."

If you can't explain your work with clarity, it's not ready. If you wait for a PM to write that story for you, they will, through their lens, in their language.

And then you'll be back where we started: wondering why no one gets what you built.

Storytelling Is Infrastructure

Narrative is how we align teams. It's how we know what we're building and whether it's working. It's how engineering prioritizes. It's how marketing positions. It's how leadership advocates.

And it's how users understand what the hell we've made for them.

So why are designers still being trained like storytelling is a "plus" instead of a core skill?

Storytelling is essential.

We Translate Truth

The best design storytelling is reported. We don't invent narratives. We distill them. From research. From real experiences. From conversations, workarounds, pain points, aspirations.

The most compelling design stories are honest.

And they're tailored. We don't tell the same story to everyone. We shape it based on what each audience needs to hear to act with confidence.

  • To engineers: we clarify sequence and logic.
  • To PMs: we clarify tradeoffs and purpose.
  • To users: we clarify value and timing.

This is translation.

Storytelling Is Design Leadership

You want to lead? Start telling the story.

Don't wait until it's done. Don't wait for the deck. Don't ask someone else to translate it for you.

Start narrating the work from day one. Give people a reason to care. Give them a reason to trust the direction. And give yourself the authority that comes from being the one who actually knows what's going on.

Designers who own the narrative get more clarity, more alignment, and more impact, because they know what they're saying and why it matters.

Call to Action

Try this tomorrow.

In a meeting (kickoff, sync, critique) don't show the artifact first. Tell the story. The human story. The problem, the insight, the turning point. The stakes.

See what happens when the team understands the experience before they see the interface.

See what happens when you narrate the work, not just unveil it.

You are the director. Own the narrative.