STORYTELLING

PRODUCT: SMART WATER BOTTLE

Challenge & selection

Product or design can use storytelling as a tool to build empathy and create a mood. The designer  needs to tell a story with visual cues like shapes, colours, and lines. A design that utilizes storytelling  helps create a story. This is a potent tool applicable in several situations of our daily lives. Thus, it is  the tool that I apply all the time. As a marketer of a bottling company, I always faced the challenges  of attracting more customers to try and know how to make our customers fall in love with our newly  launched product. I have always wanted to try something new and innovative and customer-friendly  products, so it helps them make their lives go easier because there are so many choices for  customers to choose in the markets nowadays.

Storytelling will get a deeper insight into users and reach them emotionally. The story is  straightforward for everyone involved to empathize with the users and ensure that their work  matches the story. A story about the project means marketing the design at the end of the design  process can also be straightforward, as you already know exactly which story to tell to show how  your product provides value.

There can be many challenges for this smart water bottle, like making the temperature detector and  the water quantity tracker. This may take much more effort than we think it will.

Application

Storytelling indirectly involves emotional branding. This is the practice of building brands that  directly appeal to consumers' self, emotional state, need, and aspirations. We should establish a  connection between consumers and products by consumer emotions. We have launched smart  water bottles to make people know what and track their water quantity consuming level, which  helps us be in better shape and healthy. The smart water bottle is of much use to sportsperson and  fitness enthusiasts; these are our primary users.

Smart bottles are a huge breakthrough for those who are trying (and sometimes failing to be  healthier. They track your water intake; it can be synced with a mobile phone app to keep you  hydrated all the time, and it has achievement plans with it based on our medical records so that we  are kept hydrated and be healthier.

•  Water bottle with an in-built timer - Designed to remind you to drink eight times a day,

offers personalized settings to build hydration goals, helps you develop healthier water consumption  habits.

•  Encourages people to drink water more often, help to cut back on sweet drinks and sodas,

help with weight loss, appetite control, and your fitness goals.

•   The smart water bottle is built to fit standard bike bottle holders, and adult backpacks will

have a comfortable external pocket.

While it may seem like their smart waters are helpful to keep your body healthy, the most important  thing is to keep your body hydrated and sustain an intake number of healthy fluids. It is enhanced  for sports drinks and makes their lives easier and healthier. This type of storytelling enables new

customers to be more willing to embark on their journey on our products as the review is genuine  and has high credibility.

Insight and approach

By applying this learning tool, we have come to know about the feedback, which is very helpful to  make our product more user-friendly the feedbacks play a significant role in understanding our users  and what their necessities are because we are focused to understand what the users are thinking  and feeling and design for them rather than being overly self-interested. Emphasising on bringing  ideas to life based on how real users think.

Getting a deeper insight into the product is the most important and main thing for the designer  because this feedback is the main turning point for the product by using this feedback, we can  modify the product and help create a better prototype for the target audience. This insight makes  the designers think out of the box and be flexible so that the product they are making can be  comfortable for all the users.

