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8 min readPresentation DesignStorytelling

Your Deck Has a Story Problem (Not a Design Problem)

Most presentation problems are not design problems.

That sounds counterintuitive coming from someone who gets paid to make slides look exceptional. But it's the truest thing I know about this work. Before the typography, before the layout, before the color palette — there's a more fundamental question. Does this presentation have a story?

Most don't. And when they don't, no amount of visual polish will save them.

I've lost count of the number of times a client has sent over a deck that looks fine — clean fonts, consistent branding, reasonable structure — and asked me to "elevate the design." I open it and within five slides I already know the problem. It's not the design. It's that I have no idea what this presentation is trying to do. What it wants me to believe when it's over. What should change as a result of experiencing it.

The slides are trying to inform. They're not trying to move anyone.

What a story problem actually looks like

Here's what a deck with a story problem sounds like when you describe it out loud: "We cover our history, then our capabilities, then the services we offer, then some case studies, and then we close with next steps."

That's a tour. Not a presentation.

A presentation with a story problem mistakes coverage for persuasion. It believes that if you show someone enough information, they'll reach the conclusion you want them to reach on their own. But that's not how persuasion works. It's not how memory works either. People don't remember what you covered. They remember how you made them feel and the one or two ideas that changed the way they see something.

I worked with RAPP on a pitch to win the Evolus account — a pharmaceutical aesthetics brand that was genuinely trying to break out of the clinical, sterile category norms. The agency had a strong sense of the creative direction they wanted to take. They had case studies, credentials, strategic thinking, creative examples. What they didn't have was a story. The deck opened with agency credentials, moved to category analysis, then to the creative concept, then to production capabilities. It was comprehensive. It was also forgettable.

We rebuilt it around a single idea: Evolus isn't selling a product. It's selling confidence. And RAPP isn't pitching services. It's pitching a partnership that understands what confidence actually looks like in this category — which is nothing like what every other pharma brand in this space was doing.

That reframe — from "here's what we do" to "here's what we understand that everyone else is missing" — changed everything about the deck. Not the visual design. The story underneath it.

The test I apply to every brief

Before I touch a single slide, I ask the client one question: what do you want the room to believe that it doesn't believe right now?

This question is deceptively hard. Most people struggle to answer it in one sentence. They give me compound answers — "we want them to understand our approach and see our track record and feel confident in our team." That's not an answer. That's a list of things you want to cover.

The clearest version of this test is what I'd call the "room shift" question: what has to be different in someone's mind when you're done? What belief, decision, or perspective needs to shift? If you can't name it in a single sentence, you don't have a story yet. You have content looking for a container.

On the Chevron New Energies project, the client faced a version of this challenge at enormous scale. Chevron needed to present its sustainability strategy to a room of stakeholders who were, depending on who you asked, either deeply hopeful or deeply skeptical. The room was divided on the fundamental question of whether an oil major could credibly lead on sustainability, or whether any such effort was performative.

That tension was the story. Not "here's our strategy." But "here's why we've earned the right to lead — and here's the evidence you need to believe it."

Working with the team at Fivestone Studios and strategist Tim Polder, we built the entire arc around proving credibility before asking for belief. Past commitments met, current investments deployed, future targets grounded in specific actions. We didn't ask the room to take a leap of faith. We showed them the landing zone first, then walked them backwards to where they were standing.

The difference between that approach and a standard sustainability deck is entirely a story decision. It has nothing to do with design.

Why "more information" makes presentations worse

There is a direct relationship between the amount of information in a presentation and how much the audience retains. It's inverse.

Every slide you add is a dilution. Every data point without a frame is a distraction. Every section that doesn't advance the central argument is a tax on the audience's attention — and attention is the only resource you cannot recover.

I see this most often in pitches where the team is understandably nervous about leaving something out. What if they ask about X? What if they want to see Y? The deck gets built as a safety net, with slides for every contingency, every objection, every possible direction the conversation might go.

The result is a presentation that goes everywhere and lands nowhere.

For the University Startups pitch, we faced exactly this trap. The founding team had a rich and complex model — academic partnerships, mentoring pipelines, funding access, go-to-market support, platform infrastructure. They'd built something genuinely comprehensive, and they wanted the deck to show all of it.

But investors don't fund comprehensiveness. They fund conviction. The deck needed to make one strong argument — that there's a broken system, that it leaves real economic value on the table, and that University Startups had built the only credible fix for it. Everything else was evidence in service of that argument. Not the argument itself.

We cut the deck by a third. Consolidated four separate "how it works" sections into one clean visual. Removed a section on competitive landscape that, while accurate, interrupted the emotional momentum the deck had built. What remained was sharper, faster, and more persuasive — because it had a point.

The design conversation becomes easier once the story exists

Here's what most clients don't expect: once the story is clear, the design almost designs itself.

When you know what the presentation needs to do emotionally — build tension, then resolve it; build trust, then ask for it — you know what each section needs to feel like. You know when to slow down and let a single idea breathe across a full-bleed visual. You know when to accelerate through evidence. You know when a chart is the right choice and when a chart is a place to hide.

Design without a story is decoration. Design in service of a story is amplification.

I spent roughly twice as long on the narrative architecture for the Chevron project as I did on the visual execution. That's not unusual for me — and it's not because I'm slow at design. It's because the quality of the story directly determines the ceiling of what the design can achieve. A brilliant visual treatment on a muddled story is still a muddled story. A clean, sharp story in a modest visual treatment will outperform it in a room every single time.

The most effective deck I ever worked on was also, visually, one of the most restrained. Almost no decoration. Tight typography, simple grids, two colors. But every slide made exactly one argument, in exactly the right sequence, in the right emotional register for the moment it appeared.

The room didn't say "nice slides." They said yes.

Where to start

If you're building a presentation right now and something feels wrong — too long, too scattered, too flat — the first thing to do is not to redesign it. Write out what you want the room to believe when you're done. One sentence. No compound clauses.

If that sentence is clear, the structure becomes obvious. You're building a case for that sentence, and every slide either advances the case or doesn't belong.

If you can't write that sentence, stop working on the slides. Work on that sentence until you can. Because until you know where you're trying to go, every design decision is arbitrary.

The story isn't the last step. It isn't even one of the first steps.

It's the only step that the rest of the work depends on.