Like two pugilists in a ring, creative collaborations require passion, ambition and a good dose of competitiveness if they’re to deliver results that matter.
I’ve been giving ‘collaboration’ a lot of thought. I guess that’s inevitable when you work in a company that’s partner to one of the longest running collaborative gigs in design consulting. In design circles, especially around award time, collaboration gets a lot of airplay—but what happens to it the rest of the time? Why is something we praise as being so conducive to design success so infrequently discussed in design forums? More to the point, what is it about collaboration that makes me giddy with optimism on one hand while forcing me to contemplate popping an antacid with the other? I guess, when I come right down to it, it’s that collaboration, by definition a joint enterprise, is often invoked by persons or interests having very little patience for the stuff. Sure it’s nice to make a lot of noise about it, but should you act on it, or call upon it in earnest, you’d better be sure collaboration is what the folks sitting across the table have signed up for.
As a young designer, I always believed that when someone spoke to me at length about collaboration it was some veiled reference to my impending need for behavior modification. Alternatively, when I found myself in cultures that used the term liberally—my gut shrank up trying to determine if ‘collaboration’ was code for ‘the client-is-always-right.’ Three and a half years after returning to the world of consulting, I’ve come to believe that collaboration is quite possibly THE pivotal dynamic in generating great design results. No big surprise right? But when I think about collaboration, what I increasingly imagine is something I like to call competitive collaboration, an all out, skin-in the game style of cooperation that requires real commitment from both parties, not the whimsical feel-good stuff that so easily dissipates at the first sign of trouble. With that in mind, I thought I’d share a few observations on behaviors that I believe lead to successful collaborations and, when we’re lucky, great design programs.
WORK HARD aka ENGAGEMENT
As Philippe Starck has eloquently observed “Design hates lazy people” and it does. Design is hard work for clients and consultants alike. The best results stubbornly defy us by the elliptical fashion in which they arrive. You can work your ass off on a given problem and move it an inch or, you glance out the studio window and move it a mile. The rub of it is you can’t count on either track to yield consistent results. Instead we work. And work again. Some might say it gets easier with experience, and it does, but the fact of the matter is, if you find design problems getting easier—you are most likely repeating yourself. Attacking a problem with fresh eyes means daring to start fresh—and that is hard work. Beyond the adrenaline rush of the creative chase, the thing that makes this otherwise intolerable process bearable is engagement; the zone in which we find ourselves fully committed to the pursuit of that first spark and the subsequent journey with which we eek out its promise. The only way I know how to get there is through deep engagement—my own, my colleagues and my clients. Without it, programs drift leading dangerously toward indifference, which in design most often leads to mediocrity and crap.
GET DIRTY aka PROTOTYPE
While you’re doing this ‘hard’ work, you will of course get dirty. Which is just another way of saying you’ll need to check your ego at the door, roll up your sleeves and be willing to fail—more importantly, be willing to make. Making is an inextricable part of good design exploration. PowerPoint is an abstraction of an abstraction. Things don’t fail quickly in abstract. Nothing brings clarity faster to an abstract conversation like a ‘thing.’ If you want to drive powerful, effective decision-making with your client, the type that leads quickly and brutally to decisions—my advice is to MAKE. Whether we are talking about things, experiences or otherwise—prototyping, putting your ideas into action so that they might (more often than not) prove you wrong, is critical to the mechanism of design. Today we have an arsenal of tools at our disposal to make and fab: Dimension machines, Aruduino boards, After Effects, you name it. There is little excuse not to make. Which begs the question, if the team you’re collaborating with isn’t bringing ‘things’ to the table, what are they bringing? Talk? If a picture is worth a thousand words, I’d be willing to bet a prototype is worth two thousand, easy. The difference between a good idea and a great idea is execution. My advice: make.
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