The Forma guide.

Great presentations aren't decorated. They're built.

The real job at work is to move people — to a decision, to a yes, to action. This is the craft behind it: how to structure an argument, design slides that carry it, crack the problem underneath, run the meeting where it's decided, and win over the people in the room.

5 chapters ~25 min read Built on the classics — Minto, Zelazny, Bacon & the consulting canon
Chapter 01

Build the storyline.

Before a single slide, decide what you're actually trying to make people believe — and lay the argument out so it's impossible to lose. A storyline is the spine; everything else hangs off it.

Start here

A business presentation has one job: to persuade.

Not to entertain, not to inform — to change what people think and what they do next. Name that outcome first. If you can't say "by the end, they will agree that ___ and approve ___," you're not ready to open a deck.

Entertain

They enjoy the time. Rare in business, and never the real goal.

📖

Inform

They learn something. Useful — but information with no ask goes nowhere.

Your job

Persuade

They change a belief and take an action. Every choice you make should serve this.

The three ingredients

Persuasion needs logic, emotion, and credibility — together.

Logic alone doesn't move anyone. Emotion without proof isn't trusted. And both collapse if the audience doesn't believe you. Great presenters land all three at once.

Ethos CREDIBILITY Logos Pathos Persuasion all three, at once
The arc

Every strong talk moves the audience through three acts.

Think of it as changing someone's mind on purpose: unsettle the view they walked in with, install a better one, then lock it in. Introduction, body, conclusion — but with a job to do at each step.

Act 1 · Introduction

Disrupt

Unsettle the worldview

Open on common ground, then reveal the change that makes the status quo untenable. Raise the stakes and the single question that must be answered.

Act 2 · Body

Replace

Install the new view

Answer the question with your recommendation up top, then the reasons and evidence beneath it. This is where the argument lives.

Act 3 · Conclusion

Reinforce

Lock it in

Recap the message, name the risks you've handled, and end on a concrete, time-bound ask. Leave them ready to act.

🧠
Why three acts? People remember beginnings and endings best (primacy & recency), and real persuasion is a process, not a moment — you unfreeze a belief, change it, then re-freeze it.
The opening · S-C-Q

Open with Situation → Complication → Question.

Start where the audience already nods along. Introduce the disruption. Then let a single question fall out of it — the one your whole talk will answer. The bigger the gap between the calm situation and the complication, the more the question demands an answer.

Situation

"We've led our market for five years."

→ "OK, I'm with you."
Complication

"A well-funded challenger just entered — and is winning our newest customers."

→ "Wait… really?"
Question

"How do we defend our lead in the next 12 months?"

→ "Yes — let's answer that."
One question, and make it provocative. The same situation can spawn very different talks depending on the complication you choose — a threat, an opportunity, a mandate. Pick the one that frames the decision you actually want made.
The body · answer first

Lead with the answer, then support it — the pyramid.

Put your one key message on top. Below it, a small set of arguments that say why (reasons) or how (actions). Below those, the evidence. Read top-down, every level answers the "why or how?" of the level above.

Key messageDefend the lead by winning back new customers within 12 months.
▲ why / how ▲
Argument 1Close the feature gap they're winning on
Argument 2Cut onboarding time to first value
Argument 3Lock in accounts with switching cost
Win/loss analysis, feature parity map
Funnel data, activation cohorts
Retention curves, contract terms
Bottom-up · hard to follow

"On Monday we looked at churn, then we surveyed 200 users, then we ran the numbers, and after three weeks we concluded…" — the audience has no idea where you're going.

Top-down · easy to follow

"We should win back new customers in 12 months. Here's why, in three parts…" — the answer first, the support second. Always this way.

Quality tests

Pressure-test the message and its arguments.

A strong key message…

  • 1
    answers the question you posed
  • 2
    fits in one sentence
  • 3
    is overarching — it covers everything below it
  • 4
    is powerful, not a hedge
  • 5
    resonates with this audience

Strong supporting arguments…

  • 1
    each support the key message
  • 2
    use one logic — all why or all how, not mixed
  • 3
    come in about three (rule of 3)
  • 4
    don't overlap
  • 5
    run in a deliberate order
Delivery

The storyline is written. Now carry it into the room.

Before

Prepare the ground

Choose the format, limit presenters and give each a role, and anticipate the hardest questions and the real risks — with answers ready.

During

Open strong (PIP)

State the Purpose, why it's Important, and a Preview of what's coming. Never read your slides — speak to them. End on a high.

After

Steer to a decision

Run Q&A one-at-a-time, drive toward decisions and next steps, and close with a clear ask and a positive mood.

The one rule no framework replaces: practice, practice, practice. A clear storyline delivered flat still beats a brilliant one you're reading for the first time.
Chapter 02

Design slides that carry the argument.

A storyline is a sequence of points. A slide's only job is to land one of those points, fast and unmistakably. Everything on it either helps that or gets in the way.

The core rule

A slide makes a point — it doesn't display data.

The title is where the argument lives. Write it as a full sentence with a subject and a verb — the takeaway, not the topic. If someone read only your titles, top to bottom, they should get the whole story.

Topic title · says nothing

"Q3 production costs"

…so what? The audience has to work out the point themselves.

Action title · states the point

"Mechanising the line cut unit cost 30%"

The takeaway is delivered before they even read the chart.

Head drives body

Decide the message first, then choose the visual that proves it.

Never build a chart and then hunt for something to say about it. The same dataset can support several different points — the message you've chosen tells you what to highlight, what to strip, and which visual to use. Message is the head; the visual is the body; the head leads.

One market-share pie, four different titles — "we're third," "the leader is vulnerable," "a merger makes us #1" — is four different slides. Same data, different point, different emphasis.
Two demands at once

Every slide must be self-explanatory and visual.

Self-explanatory so it survives being forwarded without you in the room. Visual so it lands in seconds and sticks in memory. Most people pick one and lose the other — the craft is doing both: a clear message up top, a clean visual below, minimal text.

A slide is like a joke. If you have to explain it, it isn't a very good one.
Numbers → charts

Every data message contains a comparison. The comparison picks the chart.

You almost never need more than five chart types. Find the comparison hiding in your message — the words give it away — and the right chart follows almost mechanically.

When your message says…The comparison isUse
"X is a share of the whole"ComponentPie
"X is bigger / smaller than Y"Item · rankingBar
"X rose / fell over time"Time seriesColumn or line
"X clusters in this range"DistributionColumn or line
"X moves with Y"CorrelationScatter (dot)
Craft rules

Keep it clean, keep it consistent.

Do

  • One message per slide — no more
  • Write the message as a full sentence on the slide
  • Use colour to point at the one thing that matters
  • Label units and cite the source
  • Keep formats, fonts and one palette consistent across the deck

Don't

  • Death by bullet-list — walls of text, no visual
  • Dump a raw data table with nothing highlighted
  • Use more than ~three colours on a slide
  • Add animation that doesn't earn its place
  • Leave the audience asking "so what?"
Chapter 03

Solve the problem underneath.

A great deck can't rescue a weak answer. Before you present, crack the problem properly — and structure the thinking so the recommendation is one people actually adopt.

The method

Seven steps — and most of the clock goes to just one.

The trap is jumping straight to gathering data. The leverage is in the cheap early framing: get steps 1–4 right and the heavy lifting in step 5 is aimed at the right target.

1

Define the problem

~7%
2

Structure the approach

~7%
3

Prioritise & hypothesise

~8%
4

Design the analyses

~8%
5

Run the analysis

~60% of the effort
6

Synthesise & recommend

~5%
7

Build the story

~5%
Step 1 · define it

A problem is one specific, action-oriented question — about someone.

Most projects go wrong here. Four words keep you honest.

1

One

One problem = one question. Not a tangle of three.

Specific

So precise that everyone reads it identically.

Do

Prescriptive — "what should we do", not "why is this happening".

Someone

Name the protagonist. Whose decision is this?

Good vs bad"How can we grow profit by €190k in two years?" beats "Why is profitability declining?" — and never smuggle the answer into the question ("…through better marketing").
Step 2 · structure

Break the big question into a tree — and keep it MECE.

Split the question into two to four smaller, answerable ones; split those again. The buckets must be Mutually Exclusive (no overlap) and Collectively Exhaustive (no gaps). MECE is what turns a messy problem into a manageable one.

✕ Overlaps

"Weekends" and "Saturdays" as separate buckets — Saturday is counted twice. Confusing.

✕ Gaps

Listing Mon, Tue, Thu, Fri — Wednesday quietly disappears. Incomplete.

✓ MECE

"Weekdays" and "weekends" — no overlap, nothing missing. Clean.

Passing the MECE test isn't enough — a split by day of the week can be perfectly MECE and completely useless. The last test is judgement: is this breakdown actually insightful?
Steps 3–4 · aim before you fire

Prioritise by impact and feasibility. Then design the proof first.

You can't test everything, so plot each branch on impact (if solved) against feasibility, and spend your time top-right. Then, for each hypothesis, ask "what would have to be true?" — and sketch the exact chart that would prove or kill it before you gather a single number.

Impact
high
low
InvestigateHigh value, hard — worth a serious look
Start hereHigh value, feasible — your best bets
DropLow value, hard — let it go
Quick winEasy but minor — do if cheap
harder
easier
Feasibility
Step 6 · synthesise

Turn results into a recommendation by asking "So what?" — relentlessly.

Data isn't an answer. Keep climbing from fact to insight to recommendation until there's something someone can actually do.

Data

New customers churn within 60 days; onboarding takes three weeks.

So what?
Insight

They're leaving before they ever reach value.

So what?
Recommendation

Cut time-to-first-value to under a week — and defend it as priority one.

→ act
The mindset

Five attitudes that keep the work honest and fast.

Start from the end-goal

Know exactly what you're trying to achieve before any time-consuming work.

Chase impact, not activity

Only do work that could actually change a decision.

"Good enough" on data

Imperfect information is normal. "Probably" is usually fine.

But rigorous in logic

The reasoning is the part you fully control — never get lazy there.

Keep it simple

Correct and easy to grasp. Always simple, never simplistic.

Where projects die

Get past the three ways to lose the room.

The failure ladder

  • "I don't understand."
  • "I understand — but I don't care."
  • "I care — but the answer's wrong."

You've won when they can say…

  • you worked on the right problem
  • I understand the solution
  • I agree with it
  • I know how to implement it
  • and I plan to
Chapter 04

Run the meeting that decides.

The presentation usually lives inside a meeting — and the meeting is where the decision actually happens. Most are won or lost before anyone walks in.

The one number to remember

Success is 60% preparation, 30% the room, 10% follow-up.

The invisible work outweighs the visible work two to one. Time spent planning has far more leverage than trying to wing it well.

60%
Prepare
30%
Conduct
10%
Follow-up
If every meeting had to justify itself on the spot — its purpose, and the salaries it's burning by the minute — most would never be held at all.
The case for treating a meeting as something you have to earn, not default to.
The 60% · prepare

Seven things to lock down before you send the invite.

  • 1
    Audience — who's in the room, their power, and what success looks like for them.
  • 2
    Objectives — what must be true when everyone leaves (see below).
  • 3
    Agenda — every item mapped to an objective; ordered on purpose.
  • 4
    Risks — what could go wrong, each with a countermeasure ready.
  • 5
    Roles — only essential people, each with a job.
  • 6
    Document — the right material to carry the message.
  • 7
    Logistics — room, tools, invites, ground rules.
The biggest lever

Most meetings have an agenda but no objective. That's the #1 cause of failure.

An agenda says what you'll do. An objective says what must be true when you leave. Set objectives on three levels — and agree them with key people beforehand.

IT

The task

What gets decided, committed, actioned or asked for. The content outcome.

WE

The relationship

The trust, credibility and rapport you want to build in the process.

I

Yourself

How you want to show up — calm, courageous, curious, in command.

Then the agenda is just the vehicle: every item must serve at least one objective, sequenced by priority or by how controversial it is. No orphan topics.
Pre-mitigate

Name what could go wrong — and have the answer ready.

RiskCountermeasure, prepared in advance
Someone hijacks the agendaAgree objectives & agenda up front
Running out of timeStart with the priority items
Drifting into tangentsRestate the objective; use a "parking lot"
A disagreement flares upUnderstand the position; postpone resolution
An unexpected attendeeAsk their role and what they expect
A hostile roomExplore the concern before defending
The 30% · conduct

Open, run the middle, close — with someone recording throughout.

Open

Set the frame

Welcome the room, recap last time, agree the objectives and agenda, write the objectives where everyone can see them, set the ground rules.

Middle

Guide the work

Capture points visibly, read the dynamics, pull everyone in, summarise often, check for consensus, park tangents, watch the clock.

Close

Land it

Summarise decisions, revisit objectives and the parking lot, agree next steps — who, what, by when — and set the next meeting.

The last 10% — follow-up — is what makes it stick. Send the decisions, insights and next steps promptly; debrief key people one-to-one; note what to do better next time. Skip it and the meeting evaporates into email.
Chapter 05

Move the people who matter.

A flawless argument still has to travel through people — some busy, some sceptical, some who'll decide your fate in thirty seconds. Influence is the skill that carries it across.

The foundation

People act only when they both want to and can.

It's a multiplication, not a sum — if either side is zero, nothing happens. When someone isn't moving, diagnose which one is missing: is it a won't (motivation) or a can't (ability)? Then work that lever.

Behaviour
=
Motivation
do they want to?
×
Ability
can they?
Who to move

Map stakeholders by power and interest — and where they lean.

Not everyone deserves equal effort. Plot each person on how much sway they hold against how much they care, mark whether they're for or against, and match your energy to the cell.

Power
high
low
Keep satisfiedPowerful, not yet engaged — don't let them sour
Engage closelyYour key players — involve them actively
MonitorLow sway, low interest — light touch
Keep informedKeen but limited power — useful allies
low interest
high interest
Interest
Where power comes from

Authority is only one of five sources.

You have more leverage than your title suggests — most of these you can build.

Position

Formal authority — the power of the role and title.

Relationship

Who you know; the alliances and trust you've built.

Knowledge

Expertise and information others need.

Resource

Control over the budget, tools or access people depend on.

Personal

Character, presence and charisma — earned, not granted.

How to move them

Twelve tactics — start at the top, move down only if you must.

Every step down the ladder costs a little more of the relationship. Reach for the negative ones and you win the moment but lose the person.

↑ Builds the relationship
Model itShow the behaviour you want — strongest when you're already respected.
Appeal to valuesConnect to what they already care about — but be sincere and walk the talk.
TradeOffer something for something — then always deliver.
ConsultAsk for their input, genuinely — and let it shape the outcome.
Lean on the bondDraw on an existing relationship — sparingly, or it wears thin.
Build a coalitionBring allies and social proof — without it reading as "ganging up."
— State & explain —
AssertSay what you want, plainly. Tacking on a justification only weakens it.
ReasonFacts and logic — but useless when emotions or egos are running the room.
LegitimiseCite authority or rules — every use spends down your own standing.
↓ Destroys the relationship
ManipulateThe con artist's move — wins short-term, poisons trust.
IntimidateThe bully's move — compliance without commitment.
ThreatenThe despot's move — the relationship rarely recovers.
The two micro-skills

Collaboration is holding your view and theirs at the same time.

Listening

Let their view take hold in your awareness — which is not the same as agreeing. Attend fully, release your agenda, reflect back what you heard, and amplify it with questions that build on their thinking.

Asserting

Make your view take hold in theirs. Clarify your intent up front, express it clearly and concisely, stay centred (calm, not aggressive), and persist — which, unlike insisting, keeps looking for a solution that works for everyone.

Hold both at once and a better answer emerges from the tension. To influence others, you also have to be willing to be influenced.
Why people say yes

Seven levers behind almost every "yes."

Decades of behavioural research — most famously by Robert Cialdini — keep surfacing the same shortcuts the mind uses when deciding whether to go along. Knowing them makes your ask land; using them honestly keeps it clean.

Reciprocity

People repay what they receive. Give something of real value first — insight, help, a head start — before you ask.

Commitment & consistency

A small early "yes" pulls people toward a bigger one. Start with a modest, public step they'll want to stay true to.

Social proof

People do what similar people do. Show that peers they respect have already chosen this path.

Authority

People defer to credible expertise. Make your relevant experience — and your evidence — visible early.

Liking

People say yes to those they like. Find genuine common ground, give real credit, and work toward a shared goal.

Scarcity

People value what's rare or slipping away. Be honest about the real cost of waiting or the window that's closing.

Unity

People favour their own. Speak from a shared identity — "us," not "you and me" — that you both actually belong to.

These are accelerants, not tricks. Manufacture fake scarcity or hollow flattery and they backfire the moment they're seen through. Use them where they're true. (After Robert Cialdini, Influence & Pre-Suasion.)
The line that matters

Influence with integrity — not against people's interests.

The difference is simple: with integrity, the person knows they're being influenced, consents, and has full information. Undue influence hides information or removes any real way to say no. What actually makes influence work is POTS — your Personal power, your Organisational standing, the right Tactic for the person and moment, and the Skill to carry it off.

It's situational

No universal move — it depends on the person and the moment.

It's a process

Not one event — many interactions over time.

It's a mix

One tactic is rarely enough; the wrong blend fails too.

It's two-way

Be open to being moved yourself — that's what makes it real.

The craft is the hard part. Forma handles the rest.

You bring the argument; Forma makes it professional by default, pressure-tests it before the room does, and keeps the record of what was decided.

Open Forma