Posts Tagged ‘process’

Hey Unitards! What about TV?

Thursday, July 24th, 2008

Andy Says: I think everything is a valid inspiration for designers (said another way, validity’s got nothing to do with it). I’ve drawn design inspiration from everything from a fishing magazine to a park bench. I certainly think that television is ripe source for inspiration. And while the artsy shows you’re talking about often create a direct relationship to creativity and design-y elements and issues, I think that when it comes to inspiration, it can come from any moment you might observe. I don’t think it matters what sort of show creates the trigger, since inspiration is something that often springs forth from some secret and invisible place. Inspiration also seems to strike most often (for me at least) when one is filled with positive emotion. So if you’re watching a show you really like or if you witness something especially interesting or pleasing, you’re often very close to the inspiration “vent.”

Angela Says: Short answer ? yes, TV inspires me. As a self-proclaimed TV addict, I could probably write a book about the shows I love to watch and that inspire me as a designer, but I’ll stick to some of my favorites. I love being able to see each contestant’s creative process in “Project Runway” and “Design Star”. With reality shows like this, it is interesting to see how they approach the design challenge and what questions they ask their clients when they are given the opportunity to do so. Another of my favorites is “Get Color” on HGTV which takes color theory and applies it to interior design. I’ve actually used some of the color palettes I’ve seen on that show in my own design. Finally, I have to mention “Pushing Daisies”, which is obviously not a reality show, but it is whimsical, imaginative and fantastical which simply puts me in a creative mood.

Nathan Says: I try my best not to watch TV. Not that I have a particular bias against TV, I just have found that it is a major time suck with very little return for my investment. Nonetheless, I find myself planted in front of it most evenings, and I have found some bright shiny spots in the mire of current programming. I enjoy the “artistic” reality shows, both for the creative processes, and the parts where contestants must defend their work, work with others, or just communicate their ideas in general. Watching both the good and the bad of creative interaction can be enlightening. In addition, well written, psuedo-non-formulaic dramas such as “Heroes” and “Mad Men” charge my brain up for future ideas and just make me excited to be a creative professional. Oh yeah, and pro-wrestling. You can learn a lot from pro-wrestling.

Hey Unitards! Creative Brief?

Friday, July 18th, 2008

Andy Says: It sounds like you’re suffering from a couple of problematic situations here. Firstly, if you’re routinely doing design work for clients you’ve neither met nor talked with, you are in a bad spot. I suggest you work to change things in your agency or move on to a better one. Furthermore, if you’re not the one writing the creative brief for your client to approve, you’re at a grave disadvantage and so are your clients. The creative brief (or strategy brief as we more aptly call it) is something that should be an effective yardstick for how closely a designer is addressing the client’s needs. It is a form of commitment; something you craft that demonstrates to the client how well you understand their needs and your mandate. You need to appreciate this sort of commitment and the client needs to perceive this commitment from you. All involved are better for it.

Angela Says: As a designer, you should have an active role in the discovery process and in developing the creative brief, so if this isn’t the case, I can see why you don’t see the use in them. Creative briefs should not be internal documents, but a milestone in the project between the project’s designer and the client. This document serves as a written summary of the discovery meeting and the basis for what the site should communicate. Upon approval, the client can be assured his business aims are fully understood and the designer has a basis to form design decisions upon. A creative brief solidifies the site goals and can be used as a standard to measure whether or not the design meets those goals.

Nathan Says: I have been exactly where you are. Working without a well crafted strategy brief [that’s what we call it in the land of Unit] is kind of like playing capture-the-flag on XBOX Live. There is absolutely no game plan, no forward momentum, and everyone on the “team” seems to just be doing whatever they feel like. From my perspective, the strategy brief is an agreed upon direction in which everyone can go forward together, and is integral from the first step towards trying to solve any creative need. It should encompass all goals, and it helps if it prioritizes the project needs as well as smaller things, like target markets. The strategy brief is not only a plan of action, but it gives everyone involved, from the client to the creative, a stake in the eventual output, and this can often have the nice side-effect of a client receiving your creative efforts more positively. Thus your team can pwn together.

International Affairs

Wednesday, July 16th, 2008

Even though we’re based in Texas, Unit has had the opportunity to work with clients all over the world, which has posed some unique challenges for us regarding time-management. Depending on the distance, the differences in time can greatly affect workflow and deadlines. For instance, working with a client in Tokyo, who is fourteen hours ahead of us, would mean that our phone meetings would have to happen after 6pm our time, unless the client is a very earlier riser. And, if we both work a “normal” 5-day business week, the time difference only allows for four days to be in contact. Our Monday evening is their Tuesday morning; our Thursday evening is their Friday morning?so a day is lost for one on opposite ends of the week. This tends to become more of an issue during the review/revision stage, especially if there is a group approval involved. If we review comps on our Monday and we schedule a meeting for feedback as early as our Tuesday, a whole day of work could theoretically be lost by having to wait the entire day to get direction for revisions. And, since the meetings are in the evening, actual work on the project would not take place until the next day on Wednesday. While email can work to remedy this in certain situations and at certain points in the project, there will always be the need for clarification and/or discussion over the phone.

Becoming aware of these time considerations can help to accurately bid and schedule projects, plan the workday and manage cash flow. Without a doubt, diligently scheduling meetings and setting realistic deadlines is especially important to make sure the project runs smoothly when working with international clients.

Coffee-thirty

Thursday, July 10th, 2008

We have a regular practice here in the Unit Interactive office that we find very helpful in our work, and a positive addition to our daily regimen. We call it coffee-thirty. Each day at around 2 or 2:30pm those of us who can find any way to do so stop work and gravitate toward the reception area of the office. Some of us grab a snack or a cuppa or whatever and we spend some time just hanging out together?on the sofa, at the table, whatever?and just chill.

Sometimes we just hang out and talk about our respective projects or what was on TV last night. Sometimes we grab the UniBall and shoot baskets (perfecting our already formidable scoring technique). Sometimes we brainstorm on some upcoming project or idea that one of us had. And sometimes we do very little, or some combination of any or all of these things.

The point is, we kick back and just hang together for 15 minutes to an hour. Whatever happens happens. No itinerary, no pressure to participate, no nuthin’ that’s scheduled. Even the time varies from day to day. Interestingly, we find that we often get important things accomplished in those laid-back breaks. Now, while accomplishing things is not the point of coffee-thirty, we just find that when you get a few creative and restless minds together with no structure, interesting and sometimes valuable things come of it.

For those of you at agencies, big or small, I highly recommend something like this; a refreshing, full cleansing breath in the latter part of the day to lubricate the work process. Are some of you already doing something similar?

No Compromise Required

Wednesday, June 11th, 2008

Fallacies abound in the design community, especially when many designers treat design as a business rather than as a profession. One of these fallacies is that when dealing with clients, compromise is inevitable.

When designers treat design as a business instead of a profession, our clients tend to regard design as a commodity rather than as a vital and powerful professional service. In this unfortunate context, it might be assumed by all involved that compromise is inevitable. But what really fuels the fallacy of inevitable compromise is when designers approach client design work with preferences rather than with actually relevant basis for design decisions.

If you’re a designer and you prefer that the design have certain elements, while the client prefers it didn’t, compromise is indeed inevitable. But only because you’ve polluted the design with your preferences rather than with contextually sound decisions that are meant to support the client’s needs and the users’ desires and expectations.

If you’ve used contextually relevant factors as the basis for your design decisions, and you’ve got the full confidence of your client, there’s no room for compromise. In this case, client requested changes will more likely fall under the heading of augmentation or different means for achieving ends. This is not compromise?unless you fail to gain the client’s trust and allow diminishment of the design’s strength. In this case, compromise is your fault, meaning you’ve failed your client and your professional mandate.

Regardless of what others may suggest, compromise has no place in professional design. If you regularly experience compromise, you’re doing it wrong. Do it right and work to eliminate compromise from your profession.

Do You Know Who You are as a Designer?

Tuesday, June 10th, 2008

I’ve started watching the latest season of Design Star, a reality show on HGTV looking for their next network host. The first episode showed the auditions of those trying to get on the show, among which was a 23-year-old designer who self-described himself as “amazing”. While his presentation board was nice and he had some impressive work to show, he was unable to answer any of the questions asked by the judges.

The judges asked the young hopeful why he chose a certain floor tile for the design he presented, and his answer was, “because I like it”. When asked, what is your design style, his answer was, “whatever the client wants.” When asked, who are you as a designer, nothing but a blank stare. His inability to communicate his design or even answer basic questions was disappointing to say the least. For goodness sake, he was given a $400,000 budget for this particular project! If I were the client, I would be more than hesitant to trust someone would couldn’t talk to me about design or tell me why the design I am paying for even works.

Being able to support your design and know why the decisions you made are the right one are critical for any real designer. Having an eye for what looks good is only a small part of a foundation to build on and without reasoning and function, there is no design, just decoration.

Much to my chagrin, this man made it into the final nine who actually get to be on the show. Hopefully he’ll learn a lot!

Too Many Cooks Spoil the Dish

Monday, June 9th, 2008

I’ve heard other designers say, and I know from my past agency life, that agencies sometimes have an odd policy for generating designs for client websites. I’m referring to the practice of having several designers create designs independent of one another, to be submitted for consideration by either the client or the creative director.

This is a harmful practice that is a holdover from the days before websites, when the main product design/marketing agencies sought after was creativity. In the quest for the coolest idea and most interesting creativity, a “design-pageant” can pay healthy dividends. Not so much, however, in the context of Web design.

I said that this practice is harmful for Web design and here’s why. First, this approach takes the focus away from what is actually relevant to the Web. Lots of ideas submitted by separate individuals works pretty well when one only needs to produce compelling visual design. A website is about far more than graphics, though. Instead of focusing exclusively on the client’s needs and aims and the site users’ needs and expectations, this scattershot, competitive approach is more about focusing on the designer’s need for success?to win the design contest, as it were. No matter who wins, it is likely that the client loses.

Additionally, this approach may keep a flock of designers busy and each feeling like he’s engaged, but the results may not often address some other very important issues. For instance, someone must have their feet held to the fire; someone must be ultimately responsible for the design. This person must be a designer (not a project manager or agency principal). And it cannot be several designers at once because when everyone’s responsible, no one is responsible. Further, it’s far better for the client’s project experience and peace of mind if she knows who is responsible for the quality of the site’s design and user experience. Trying to obfuscate on this matter is simply unprofessional and makes the agency look silly and irresponsible.

Lastly, the designers are also the losers with this approach. Aside from competition robbing focus from the actually relevant factors, it fosters an antagonistic environment. In a multi-designer environment designers should be in the practice of working together, not against each other. Each should support and work for the success of the other?for that is how a great agency is built.

We have 3 designers at Unit Interactive, but each project has only one designer assigned to it. That person is ultimately responsible for the success of the project. We regularly make a practice of collaboration, with varying degrees of involvement (determined by the one responsible) and we find that individual ownership allows for far better collaboration. Without responsibility there cannot be success, or even an excellent effort. Excellence demands responsibility and ownership, not consensus, and it is success (not “winning”) that we’re after for our clients.

Would you agree or disagree? How does it work in your agency?

Creating Great Online Experiences

Monday, June 9th, 2008

There’s a great post over at the UIE Blog about designing for user expectations. A designer asked the UIE folks where users generally expect to find the login box on a Web page. Jared rightly saw this as an interesting conundrum and, as usual, made an interesting and valuable study out of it.

The article has some excellent examples for comparison as well as worthwhile data from case studies. And he leaves us with this astute observation: “When creating great experiences, it’s not so much about doing what users expect. Instead, it’s about creating a design that clearly meets their needs at the instant they need it.” Indeed! Read the article.

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