The flow
story-screens
Design the story between the questions and the plan: the person's profile from their answers, the honest cost made felt, scale over years, and the good news - each beat one visual, one heading, from their own numbers with checkable maths. Use for "your results", "your profile", "the problem" or "why it works" screens, or when a story feels generic, flat or text-heavy.
The story turns answers into a reason to care. It has an angle and depth; it is never a list of facts.
The arc (4–5 beats)
- You. A profile from their answers: their rhythm, their pattern, with the brand's hero inside it (not a stock person).
- The honest part. Their own number, felt: the little losses scattered through their day, gathering into one block; the year counting up in red; a stamp that lands once. One heading. The sum is shown small underneath so it can be checked.
- Scale. A year, then ten years, in the same place. Bigger units land harder than small ones ("2,600 hours" beats "32 workdays"); the maths stays the same.
- The good news. It starts exactly where the bad news ended and fills it back in, row by row, in the brand's hopeful colour. A number that counts up and lands.
- How. The three or four ways the app delivers it, each one big motion on the ground with one bold line, in tabs or beats. No cards with paragraphs.
Rules
- One visual per beat that does the explaining. The heading names it; nothing else is needed.
- Their numbers, honest maths. Exaggerate scale, never facts. No invented statistics.
- Hopeful after honest. Never end on the bad news.
- Continue appears after a moment (about 1.5 s) so the first beat is seen; a tap moves on.
- No segmented bars at the top of story beats.
A stamp that looks like a stamp
Two nested borders, uppercase, heavy weight, rotated a few degrees, ink grain from a noise mask, dropped from 2.3× scale in 230 ms with one rigid haptic and a 240 ms shake of the page. Once.
Anti-patterns
- A stat card grid.
- "Did you know…?" facts that are not theirs.
- Persona illustrations that could belong to any app.
Merges and numbers
- A merge is one shape growing. When pieces gather (minutes into an hour, slips into a block), one block grows from where they collect and each piece slides into its edge and becomes part of it, one after another. Never fade the pieces out and pop a finished block in.
- No lines drawn across the content to show time passing; let the pieces appear in time order.
- Keep the margins. Pieces that gather inside a container stop at its inner padding, left and right alike.
- Make the default dramatic, keep the answer theirs. Default the estimate to the answer that makes the story land (two hours a day reads as ten hours a week back), and always use what the person picks.
Holding it together
A story is only as good as its joins. Plan them with continuity: what carries from each beat to the next, and which way the story moves.