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Made to Stick
Chapter 6 · 1.5 min · 6 of 7

Stories

A chapter summary from Made to Stick by Chip Heath & Dan Heath.

The simulation builds capability in the listener; when a similar situation arises later, the story is the reference.

— From Made to Stick by Chip Heath & Dan Heath

The final S in the SUCCESs framework is Stories. Stories function as cognitive simulations — they let the listener mentally rehearse a situation, including the actions and outcomes, in a way no analytical framework can. The simulation builds capability in the listener; when a similar situation arises later, the story is the reference.

The Heaths catalog three story patterns that work reliably. The Challenge plot (David vs Goliath) teaches that obstacles can be overcome. The Connection plot (people from different worlds find common ground) teaches what bridge-building looks like. The Creativity plot (the breakthrough that solves the impossible problem) teaches that the problem space is larger than it appears.

The chapter's deeper insight is that good stories are usually found, not invented. The communicator's job is to look — at their organization, their customers, their colleagues, their own life — and notice the stories that already exemplify the principle. Found stories beat invented ones because audiences detect manufactured narratives, and the detection corrodes trust.

The practical move is to collect stories deliberately. When something happens in your work that demonstrates a principle, write it down within a week, while the details are still concrete. The collection will be invaluable when you need to communicate the principle later. Most professionals don't collect; they reach for invention in the moment and produce thin material.

The final S is Stories, which the Heaths describe as doing two jobs no analytical framework can. First, a story is a simulation: it lets the listener mentally rehearse a situation, walking through the actions and consequences, so that when a similar moment arises in life the story serves as a ready reference and even builds the capability to act. Second, a story is inspiration, supplying the motivation to do something. They identify three inspirational plots that recur reliably: the Challenge plot, in which a protagonist overcomes a daunting obstacle, the underdog and David-and-Goliath stories that make us want to work harder; the Connection plot, in which people bridge a gap across difference, in the mold of the Good Samaritan; and the Creativity plot, in which someone solves a problem in a novel, MacGyver-like flash of insight. Crucially, they argue you rarely need to invent stories — the more important skill is spotting the powerful ones already happening around you and learning to tell them well. A good story, especially one that also runs the other SUCCES elements, is retold by the audience and functions as a flight simulator for whatever it teaches.

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The Curse of Knowledge
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