Category: Creativity

Happiness Is Thinking Outside The Checkbox

 

Posted by:
Tate Linden

In a brief exchange I had with @kwheaton and @Bryan_El_Parker over on Twitter, both raised concerns about the way large companies hire their employees. They were responding to our blanket rejection notice posted previously on our blog. Bryan pointed out that the traditional system strips applicants of their individuality by making them check boxes, to which we said that “unless you’re a checkbox you shouldn’t work for large employers.” Kristan reasoned that not working with big employers may be easier said than done.

And so we slept on it. For a week. And here’s what came of it:

The issue isn’t that big companies can’t work with highly creative or visionary types, it’s that the best path to big company employment for people with these qualities is probably not a system that rigidly dictates and automatically enforces the form and content of their applications. If you’re genuinely creative or visionary then you’re better served by either finding another way in that allows you to show your skills, or by breaking or manipulating the ineffective process to show why they need what you bring to the table. Your goal shouldn’t be to do the best you can within the system, but to prove that the system is set up to solve the wrong problem or deliver the wrong result.

Daniel Pink explains part of the problem in his book (which is excellent, by the way,)  To Sell Is Human: The Surprising Truth About Moving Others:

…a few years ago, the Conference Board, the well-regarded U.S. business group, gave 155 public school superintendents and eighty-nine private employers a list of cognitive capacities and asked their respondents to rate these capacities according to which are most important in today’s workforce. The superintendents ranked “problem solving” number one. But the employers ranked it number eight. Their top-ranked ability: “Problem Identification.”

Checkboxes seem best suited to addressing a presupposed problem for which the right answer is at least intuited, if not outright known. And that’s why big companies use them. They believe that they know what they’re looking for and how to find it. If you don’t have a better way to see things, or a different problem identified, then checkboxes are probably not doing you a disservice. But if you do see a different problem that needs solving than the company does, each box you check will make your unique value less visible.

If you want (or have) to work for a big checkboxy organization and aren’t a checkboxy type you can, of course, just suck it up, check the boxes and hope for a job and role you can’t stand so you can change things from within before you have the life sapped from you. Or you can show them from the start that the problem that needs solving and the person they need aren’t a part of their checkbox system.

If you’re good, the considerable effort and insight this approach requires will be nothing compared to the pain and frustration you’ll avoid by having a job that encourages you to think, say, and do exactly as you wish rather than forcing you to be someone you hate to see in the mirror every Monday through Friday, holidays excepted.

If you’re not quite good enough, or the organization doesn’t appreciate your obvious talents? That’s a conversation for another day, I think.

Many thanks to Kristan and Bryan for their help in identifying this particular problem.

The Difference Between Good Designers and Great Designers

Posted by Tate Linden

 

Are you a good designer or a great designer?

No… Wait. Don’t answer that until you get to the end.

There seems to be a common belief that any designer can become great if they just work hard enough on their technique. Most of our design schools are built on this very premise. And of course there’s Tippy the Turtle who remains infamous (long after most have forgotten what art program he represented) because many bought into it.

I don’t believe it.

I find that in most of the interviews I’ve had with design school grads and even journeyman art directors, their big moment seems to be when they show me their mad skillz when it comes to using Adobe Photoshop or Illustrator. Or maybe it’s their charcoal technique. They’re usually truly excellent at one of these, mind you, so they’re justified in bragging a bit.

But none that went this route got a job offer, because in our world that’s not what commercial design is about.

Of course a designer must ensure that their design is strong technically before it goes into production. That’s a given. But isn’t it more important that the design is strong conceptually before advancing beyond sketch stage? A designer who doesn’t understand how to read a creative brief and develop a concept that not only fits within it, but can expand or enhance the effectiveness of the entire campaign or brand identity? Well.. that’s a designer that doesn’t work here.

And a designer that can’t stand up for what matters (at least once) with a client, creative director, or professor? You’re probably not seen as a designer, you’re seen as a tool. Most likely a paintbrush, but if you have other definitions that fit, maybe try ‘em on for size.

Pay attention to how your peers, bosses, and clients discuss your work… I’m betting that what’s true here at Stokefire may be true elsewhere:

Good designers are praised for their technique, great designers for their impact.

So, which are you? And how do you know?

Stokefire Welcomes… Truth.

Woe betide anyone visiting Stokefire HQ on a day (like today) that there’s client-involved brainstorming to be had. If you do our boss may also betide you a bunch of cheap beer and takeout food. You’ve been warned. No… that’s not quite right.

YOOOOOOOU’VE BEEEEEEEEN WAAAAAAAAAAAAARNED!

Better.

And yes, this really is on the big sign in our lobby.

Today's Welcome Sign at Stokefire

This month’s happenings at Stokefire Headquarters

September – October 2011

You’re probably wondering – what happened to the weekly happenings? Well here’s the simple answer – we’re busy, VERY busy. We know – the economy sucks, so what could we possibly be so busy with? Well I can’t exactly tell you (it’s a secret), but I can tell you that we’ve been having a blast making messes, taking photos (we may have even seen a ghost or two), and smashing things with a hammer – all for a client project. Oh and our boss Tate Linden has been writing blogs like crazy, he’s a fan of Gandhi if you haven’t noticed *wink*.

We’ve also been photographing more of our work – if you didn’t see our last website update we launched all of our client work, but that doesn’t mean we’re done. We are continuing to update our pictures and results from all of our projects. There has been a lot of media going around too – we won an award for our work on the Think Harder. Concrete brand for PCA. (If you look close, you can see Tate sporting the brand above!)

Video mark-ups #3, 4, and 5 are all in the works, so you’ll be able to see them coming out very soon. We already completed our mark-up video on the Stokefire logo (#1) and the Think Harder. Concrete brand (#2), so we’re pretty darn excited to have more on the way.

We of course can’t forget about our client work either. We’re working on advertisements, logos and a whole lot of strategy. Tate has also been off on a few speaking gigs, getting people all psyched-up about brand alignment. With all this stuff going on, we’ll be putting out the Stokefire Bellows (our newsletter) very shortly, so keep your eyes peeled.

Get More:
Posts involving Gandhi
Tate Linden: Speaker Extraordinaire
Stokefire’s Classic Rants

LEGO’s Beautiful Failure

Posted by:
Tate Linden

“When people look at LEGO, they see an innovative company; they’ve come to expect great things from it. So when LEGO put out its first official iPhone application, and people get excited, it just continues, and builds on, that brand affinity.” –  Jason Apaliski, Associate Creative Director, then from Pereira & O’Dell. Quoted in Communication Arts Interactive Annual 17.

It’s a nice sentiment, and an easily believed one, but I think it may be untrue. To build on brand affinity you have to connect with what makes the brand appealing, and with LEGO that’s more than just the look and sound of the blocks. With LEGO’s successful line of video games the look and sound of the blocks are an afterthought, not the reason for success. It’s the interactivity, nearly endless options, and creative play that take top billing. If they weren’t then the epitome of LEGO success would just be a bunch of randomly falling bricks on a screen. (I’m fairly certain a falling LEGO bricks app would not be particularly successful, but don’t quote me on that.)

Mr. Apaliski says, “Our challenge was to extend the brand to something that wasn’t just for creative people.” and the application (still available here for free) indeed gives non-creatives a chance to interact non-creatively with the visual and audible aspects of LEGO. The application lets you take pictures using the iPhone camera or images saved on the phone and convert them into flat LEGO images. It’s a nice way for people who already love LEGOs to bring that affinity with them.

But it doesn’t give you any of the joy of interacting with the LEGO brand if you aren’t already a fanatic.

I wonder what the team at LEGO believes is at the core of the brand. Here’s what a Google search turned up from fans and other folks around the Internets:

  • “[The] freedom to create and build”
  • “Being able to express something that I see in my head so that other people can see it”
  • “Combinability is the very essence of LEGO”
  • At the essence of LEGO are”products [that] can be assembled and re-assembled into something else: building blocks of the imagination
Those seem a lot closer than what LEGO’s own CEO came up with as related to the essence of LEGO:
  1. When it’s advertised, does it make a child say ‘I want this’?
  2. Once he opens the box, does it make him go ‘I want more of this’?
  3. One month later, does he come back to the toy, rebuild it and still play with it? Or does he put it on the shelf and forget about it?

To me what Jørgen Vig Knudstorp has identified isn’t the essence of LEGO at all. It would be at the core of any toy company trying to stay popular and relevant for the long term. He’s identified symptoms of having a great child-focused product that is advertised effectively, is collectible, and is addictive or multidimensional.  To Jørgen it seems that the essence of LEGO is exactly the same essence found in Barbie, G.I. Joe, Play-Doh, and Hot Wheels. Each of these brands has successfully advertised, up-sold, and addicted kids and adults around the globe using the formula. That’s not to say it’s bad, it’s just not different. And it’s not what truly attracts people to the toy.

There’s an essence beneath the advertising and playability that is missed. There’s something about structured but limitless creativity here that none of the other toys have. If LEGO’s leaders can’t define why people will select LEGO over the other iconic brands then they can’t work on making that aspect more visible and attractive. They won’t know what to put in front of the prospective user or buyer to make them want to play.

And that insight, folks, is what’s missing in the LEGO Photo app. It’s a beautiful idea, but entirely ineffective at getting anyone to buy more LEGOs. It absolutely deserves an award for visual creativity, but it doesn’t serve as a tangible business driver.

And it should have. And could have.

In the referenced article, Mr. Apaliski spoke of giving non-creative types the ability to use their ideas instead of their creativity. But any iPhone app that applies a filter to a photo does that. What LEGO brings to the table should be more tangible. LEGO’s product (and associated experience) crosses the line between imagination and reality with ease, but this app gives access to neither.

We already know that people can turn LEGOs into art – and folks like Sean Kenney do it for between $450 and $1695. So why wouldn’t we help someone with an iPhone do something similar but on a budget? Give people a way to transition from the virtual world to the real one – to embrace and share the possibilities that only LEGO can provide. How? Well, how about these for starters:

  1. A simple Email Me The Parts List button so the user could sort through their stash at home or bring it to the lego shop so they can build the picture themselves.
  2. Custom-packed and shipped Let Me LEGO Artwork boxes from LEGO.com that allow people to send a kit of custom parts and instructions (or perhaps without) for self-assembly. Maybe even include backing board and glue.
  3. For the creatively lazy you can have the high-end LEGO-Made Artwork for the sorts of prices Sean Kenney is charging – or allow him to fulfill for the brand. (Though at this level I’m fairly certain that some sort of human screening would be required or everyone will be asking for copyrighted works and naked people.)

Successfully executed that’s an app that’s not just a nifty advertisement to be tried and discarded by all but the most diehard fans, but creates an entirely new revenue stream, helps the product sell itself through viral distribution, and even off the walls of our living-rooms as well. Better still (for LEGO’s bottom line), once LEGOs are part of a glued piece of art it takes them out of circulation, meaning that if the buyers want to play with more they’ll have to buy more.

I’m pretty sure that the essence of LEGO is different for every user – and that’s the joy of the medium and maybe even the brand. It is what you make of it. And what you can make of it is constantly being pushed beyond what you thought possible. By creating an app that didn’t let us do or experience the one thing that LEGO encourages – the making - LEGO has failed (albeit beautifully) to deliver on the promise of the brand.

 

 

 

The Top 5 Reasons I Hate Your Damn List.

Posted by:
Tate Linden

Yep. I’ve had it. My incoming tweet-stream and my Google Reader are stuffed with “The Top Five Reasons To X” and “The Ten Must-Do Activities If You Want To Be Y”.  They’re shared by re-tweeters and bloggers with such frequency that if there was actual business value in the stream somewhere (and I’m not promising that there is) it scrolls by in a blur of numbers and canned advice before I’ve had a chance to notice it.

But I can’t control the path of the river without first understanding its flow. So with that in mind, I’m plugging my nose, writing my own list, releasing it downstream, and letting the current take it where it may.

And so… Here it is… The Top Five Reasons I Hate Your Damn List.

  1. They’re usually just simplistic link-bait.
    The last time I saw a tip-list not manufactured (effectively or not) to go viral was… Actually, I can’t remember. They all tend to link to famous people known to be active on social media, or talk about whatever seems to capture the day’s zeitgeist, like seven ways to meet Justin Bieber (virtually always) or the three things you didn’t know about Evelyn Lozada (on this particular day.)
  2. They’re self-promotional.
    Like USA Today’s college site telling you the five things you should be doing RIGHT NOW to get into grad school. It’s written by a guy who makes a living helping thousands of people get into grad school. And what’s this? Number five says:Ask for help. There are so many resources out there – websites, books, admissions consultants – and it can be dizzying. [...] But you must be willing to reach out and ask for help when you need it.

    Subtle. Especially with that helpful link to the site offering the services in the bio. Hmph. We at Stokefire ensure that our exceptionally talented staff doesn’t stoop so low.

  3.  They’re regurgitated
    While there might be a single gem of an idea that we haven’t seen before, most of the list is made up of stuff available elsewhere. Look at enough lists on similar topics and you end up reading the same stuff everywhere. The the thousands of lists of reasons to tweet, how many actual powerful and new ideas are really there? And are you willing to read through the 25,000+ ideas in those lists of 5 or 10 “reasons to tweet” to find the few crumbs you didn’t know before?
  4. They’re arbitrary
    Especially when you read especially when you consider lists of reasons to engage in some activity or how-to lists that start with the words, “The Top” and are usually followed by a number from three to ten. I’m fairly certain that most of those lists didn’t use a formula of any kind to figure out what order those lists should go in or what bits of information deserve to be shared.
  5. They’re irresponsible
    Using a list removes all responsibility from the list-maker. It’s usually just a random list of bromides from which people seeking help can pick and choose stuff to try. It’s ignorance disguised as expertise. Enough with the suggestions disguised as answers, people! We don’t need lists, we need systems and arguments that work.

That’s it.

It’s time to admit that lists – as effective as they are at getting people to look at your site – are pretty damn ineffective at actually helping people understand topics meaningfully, or improve their situation in any way.

It’s also time to admit that, as with almost every list out there, this one is simplistic, self-promotional, regurgitated, arbitrary and irresponsible. And other than instinctual Google searches performed as I wrote this I didn’t research a single bit of it.

If I’ve done the math right I’ll get a billion hits by tomorrow. And a comment or two from Guy Kawasaki, natch.

But definitely not Justin Bieber, nude. Because that wouldn’t be cool.

Want more? Because I rant about other stuff, too. Like strategic designacronymsbrand naming, creative evaluation, name generators, ranting with a purpose, pre-made brands, and political branding to name a slew.

The Things I Remember

Posted By:
Kaitlyn 

As a designer, art director, project manager, social media guru, and coordinator of the website I find my processes constantly changing. The other day, I started thinking about all of the ways I initially learned how to design and all of the ways I used to keep my mind creative, and I realized how much I’ve really changed.

Sometimes change is good.

Once upon a time I used  to print out pages and pages of imagery that I researched. I would use those images as inspiration, and sometimes tracing guidelines. Today I do the same thing, but I also use these images for industry competitive analysis.

The more ideas, the closer the solution. 

Once upon a time I used to spend days upon days with pencil to paper on a large amount of ideas. Nowadays I do a 20/20 (20 concepts in 20 minutes) along with other creatives and we end up with 40–60+ ideas to consider. One of the biggest problems is that about a third of those ideas end up being unusable, but still, it’s pencil to paper.

I still like to stick to tradition.

Once upon a time I was glued to a light table like it was my only friend in the world. Sketch after sketch, trace after trace. Sometimes it didn’t get me anywhere, but then I would remember to turn the paper.  What do I do now? I copy and paste, copy and paste, but what I never do is, turn the ‘paper.’  If you have a good idea, but it’s not quite working the way you’d like it to, try again. Turn the paper. Rip the paper. Disassemble your sketch and put it all back together again. Sometimes a little rearranging will turn your good idea into a great one, and sometimes it will tell you once and for all that it just won’t work.

I try not to get myself discouraged.  

Once upon a time I would complete my entire design on paper using pencil, ink, gouache even (imagine that!), before even getting on the computer. Sounds like a big waste of time doesn’t it? I worked this way because I would often get on the computer and not really have an understanding of how I should build my design. Getting everything on paper helped me to map out the build. Today, I’ve taken a step backward. I don’t get everything down on paper first, I haven’t in a long time. There doesn’t ever seem to be enough time to completely map out an idea, not even in just pencil. The world is in a rush, so computer it is.

You will never be finished. You just have to know when to stop. 

Once upon a time I would try to refine and nit-pick at every. single. little. detail. I always wanted everything to be perfect. Then someone told me that there is no such thing as being finished, it’s just knowing when to stop. Nowadays I still live by that same rule.

So what does this all mean for me today? It means things are changing and they will always change. There are only two things I can do about change. I can either agree and embrace it, or I can disagree and fight like hell to be myself.



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