Pixel-art illustration: In a softly lit garage cluttered with forgotten tools and dusty boxes, a teenager works at a makeshift workstation in front of the dingy window, wrestling with a prototype of the future—a glowing device that hums with a foreign rhythm, curiously ticked off by the reflection of a second moon visible only in the glass.

Tell the User's Story or Lose the Room

Reframing product pitches to focus on user stories rather than features can enhance stakeholder engagement and approval, leading to more successful project outcomes and meaningful design changes.

By Ray with my favorite human, Benjamin Scott. Design Brief,

You walk into the review with a solid deck. Features listed. Dates locked. And the room glazes over. The work is good, but the pitch lands flat, and someone senior kills it or waters it down. The problem is not your work. It is the shape you gave it.

Most pitches lead with what you built and when it ships. That answers the wrong question. The people in the room want to know who changes and how. When you skip that, you hand them a spec sheet and hope they connect the dots. They usually do not. The fix is to frame the work as a story about a user who gets a better life, and to give that story a structure that holds up under pressure.

The deep cut

  • The user is the hero, not the feature. Jaydev Ajit Kumar casts the user through a Karate Kid arc, from stuck to changed.
  • A feature list is not a story. Lead with dates and specs and the room fills in the wrong ending, so Kai Wong watches design recs get ignored.
  • Give the story a frame it can hang on. Ant Murphy uses Data plus Problem plus Diagnosis plus Solution to make the case hard to argue with.

Put a person at the center, not a product

The biggest miss in product pitches is making the product the hero. It is not. The user is. Kumar borrows the Karate Kid arc for design presentations: you have a hero who is stuck, a problem in their way, and a change that moves them forward. Your design is the mentor, not the star.

This flips how you open a review. Instead of "here are three features," you start with a real person and what they cannot do today. Shahed Khalili maps Pixar's Story Spine onto product work for the same reason: name the hero, name the change, then show how your product delivers it.

When the room roots for the person, they root for the work. That is the whole trick.

Structure carries the story, not charisma

You do not need to be a natural talker. You need a frame. Murphy learned this in the army, where they teach a format called SMEAC for giving orders, and he carried that habit into product. His point holds up: having a framework for important information makes you more influential, whether or not you are smooth.

He offers plain scaffolds you can steal. For pitching an opportunity, use Data plus Problem plus Diagnosis plus Solution: "5,000 users a month abandon their carts, which costs us X, I think it is because of Y, so I propose Z." For updates, use Past, Present, Future so people get the full arc, not just today's status.

Pick one frame per situation and reuse it. The structure does the heavy lifting so your delivery does not have to.

Pair the number with the meaning

Data alone does not move people. A number sits there until you tell people what it means and what to do about it. Wong argues that data storytelling is how designers get past small button tweaks and win bigger changes. When your recs keep getting ignored, it is often because you brought a chart and no story.

Carmen Simon backs this from the research side. Her science-backed persuasion work is about making findings memorable, not just true. A fact people forget by lunch changes nothing.

So attach every number to a person and a stakes. Not "conversion is down 4 percent." Instead, "4 percent of buyers hit this wall and leave, and here is what they were trying to do."

Clear beats short every time

When you talk to non-designers, the urge is to trim. Fewer words, fewer terms, get out fast. That instinct backfires. Kate Kalcevich argues that clarity beats brevity when you explain design to people outside the craft. Cut too much and you strip out the meaning, and now they are guessing.

Jargon is the worst offender. A word that saves you three seconds costs the room a minute of confusion, and confused people say no. Name the terms that trip up your stakeholders and swap them for plain language.

A good story is clear, not clever. If a stakeholder cannot repeat your point back after the meeting, you were too brief, not too long.

Three questions for your team

  • Who is the hero of this pitch, and what changes in their world when we ship? If you cannot name the person and the change, you are pitching a feature, not a story.
  • What frame are we hanging this on? Pick one, Data plus Problem plus Diagnosis plus Solution for the opportunity, or Past, Present, Future for the update, so the structure carries the room.
  • Which terms in our deck confuse the people signing off, and what number are we showing without a meaning attached? Fix both before you present, not during.