The Scientific Method
Every experiment is a story.
An investigation begins with something that needs explaining. A proposed answer leads to a test, and the result changes what can reasonably be believed. This lens helps you build stories in which discovery alters the next action.
How it works
The scientific method has no single author. It grows out of the experimental approach that runs from Francis Bacon’s Novum Organum (1620) onward, and Carlson put it on the chart because it moves like a plot. Its claim is that every experiment is a story. Someone asks a question, makes a guess, tests it and gets a result, and that result usually raises the next question. Detective fiction sits comfortably inside that loop.
Six steps share the timeline in equal sixths. Problem (0–17%) is the moment something doesn’t fit and someone notices. Research (17–33%) gathers what’s known and hunts for patterns. At 33% the investigator commits to a testable guess, the Hypothesis, and holds it to the halfway mark. Experiment (50–67%) puts that guess at risk. Analysis (67–83%) reads the results, including the ones nobody wanted, and it’s where the lowest point usually hides. Conclusion (83–100%) delivers an answer along with a better question.
No hero or villain appears in the labels; evidence drives everything. The guess that commits the story arrives at 33%, later than the common threshold near 25%, and the halfway point is where it goes on trial. Bad news arrives as data in Analysis, so the low point is an intellectual blow as much as an emotional one. Dan Harmon’s Story Circle also loops, bringing its hero home changed; this loop closes on a fresh question instead.
Any story driven by figuring something out fits it, from the detective novel to the heist. The most useful discipline is making the guess specific enough to fail. A detective’s first theory works well as the Hypothesis when the audience can see how it might be wrong, and the Experiment plays best as a scene with real risk. Let Analysis turn up at least one result the hero didn’t want; that finding often becomes the low point. In a series, the Conclusion can settle one case and open the next.
The framework, part by part
Positions are illustrative comparison references, not universal timing rules.
- Problem (0%–16.7%, Inciting incident): Something doesn’t fit, and someone notices.
- Research (16.7%–33.3%, Hesitation): Gather what’s known and look for patterns.
- Hypothesis (33.3%–50%, New world): Commit to a testable guess.
- Experiment (50%–66.7%, Pressure mounts): Put the guess at risk.
- Analysis (66.7%–83.3%, Lowest point): Read the results, including the ones nobody wanted.
- Conclusion (83.3%–100%, New normal): An answer, and a better question.
Use it for
Mysteries, procedurals, heists and investigations.
Watch for
Real inquiry loops; an ending that reopens the question sets up a sequel.
See how your story works.
Explore 30 approaches to story structure through short films and illustrated guides. Bring an idea or a draft, build your outline, and compare how different frameworks organize its events.
Free to use. No account needed to write. Save a backup to keep your work.
A short film on every structure
Each of the 30 structures has a 90-second animation that draws its shape beat by beat, and a page with every beat, how its parts work, questions to try, and when it can help. Start with one you’ve heard of.
All 30 structures on one timeline
Each row is one structure. The story runs left to right, from the first page (0%) to the last (100%). Bars are beats that last a while; diamonds are single moments. Drag the red line to any point, and the list below shows the nearby beats in each structure.
- Bar: a beat that lasts a while
- Diamond: a beat at one moment
- Red line: the point you’re reading
- A blank stretch: that structure names no beat there
- Act II-A and II-B are the two halves of Act Two, split at the midpoint.
Rows 1 to 13 follow Robert Carlson’s Ultimate Story Structure Chart (2015). Rows 14 to 21 are the structures readers of that thread asked him to add, and rows 22 to 30 are nine more we added. Positions combine source conventions and editorial estimates. Use them to compare approaches; they are not universal timing rules.
† Credited on Carlson’s chart. We found no primary source; the tree line is also credited to George Abbott and George M. Cohan.
Outline your story in any structure
Choose a framework and give its prompts a few sentences. Compare suggested placements in other frameworks to find a useful question or a different way to develop an event.
Pick a structure you know
Not sure? Try one of these, or any of the 30.
Write a sentence for each beat
A beat is one turn in the story, like the Catalyst that knocks your hero’s life off course. Each beat comes with a question to help you answer it.
Compare another framework
The comparison suggests where your notes could fit. Review each match. You decide which prompts matter to your story.
We wrote The Wonderful Wizard of Oz as a Save the Cat! outline. These excerpts from our outline of Baum’s 1900 novel show how suggested placements change between frameworks. Unmapped prompts describe this partial outline, not a flaw in Oz. Pick any structure you know and try it with your own story.
Sketch your story’s ups and downs
Kurt Vonnegut drew stories as a line that rises when things go well for the main character and falls when they go badly. Draw yours from left to right and we’ll name the classic shape it’s closest to.
Take it to the page
The free 91-page guide has the full chart, a chapter on each structure, printable worksheets and beat calculators for films, episodes and novels.