Posts Tagged ‘process’

  • Agile as a ‘Cargo Cult’

    Magic Hands by ShironekoEuros under a CC licence

    Magic Hands by ShironekoEuro's under a CC licence

    In our rapidly converging media world, we hear the word “agile” bandied around a lot these days – sometimes, it has to be said, by people who don’t actually have a scooby about what it really means to work in an agile way. From the outside, agile can look simply like a process for getting things done really fast within less silo-ed teams.

    Rapid, iterative, profitable, engaging… blah blah blah. Who doesn’t want to put a thick ‘done’ tick next to each of these on their to-do lists? Saying “agile” is like casting a spell. It’s another one of those words with talismanic power – investing its speaker with the magical puissance of understanding digital production, as if its utterance causes the scales to drop from ones eyes in a singular transformative moment of ‘getting it’. It’s like the “open sesame” of integrated thinking, design and development – literally opening a treasure cave. It’s like a silver bullet. It’s as easy as swallowing the red pill.

    Actually that’s bollocks.

    Where many fall down is in understanding that there is a huge gulf between the idea that agile is a process (which it isn’t) and the need for a philosophical understanding of its potential benefits. It’s all too easy to adopt the outward form of agile without understanding the underlying philosophy at all.

    This reminds me of the phenomenon of Cargo Cults, described by Wikipedia as:

    …A type of religious practice that may appear in traditional tribal societies in the wake of interaction with technologically advanced cultures. The cults are focused on obtaining the material wealth (the “cargo”) of the advanced culture through magical thinking and religious rituals and practices

    The best examples of Cargo cult activity are known from the Pacific region and are recorded in the aftermath of World War II when military bases were closed and the flow of goods and materials ceased. In an attempt to attract further deliveries of goods, indigenous followers of the cults engaged in ritualistic practices such as building crude imitation landing strips, aircraft and radio equipment, and mimicking the behaviour that they had observed of the military personnel operating them. Sadly, the bases, troops and good times never came back.

    My favourite example is from the island of Tanna in Vanuatu, where cult members worship none other than HRH Prince Philip. The ancestral story of a pale-skinned racist son of a mountain spirit venturing across the seas to look for a powerful woman to marry mutated into the Prince Philip Movement – a myth only reinforced by a royal visit in 1974 when they finally got to meet him.

    Stuart promises to follow this post up with another that he says will be about the framework of agile methodologies and philosophies we use, and which we kind of believe are both important.

  • “Get Excited And Make Things”

    That’s the line that unpacks ‘Planning-ness‘ – an ‘un-planning’ conference held recently in San Francisco.

    The idea of “making” things as a way of exploring ideas and developing and articulating strategy is close to our hearts at Made by Many and Planning-ness sounds like a veritable Festival of Awesomeness. I’d love to go next time.

    But it was this provocative deck by Jason Oke and Gareth Kay that got us really excited. It’s about the failure of ‘Connections Planning’, the discipline’s historical context, and what it seems to be mutating into – or at least needs to turn into in order to continue mutating.

    As someone who is not a planner of any description and doesn’t even work in advertising, I’m not sure I am that entitled to talk about it – although that’s never stopped me before.

    It feels like we (the MxM ‘we’) have lots in common with the kind of problems Jason and Gareth are trying to solve, and with the agenda of Planning-ness in general. We come at these problems from a slightly different set of perspectives: Interaction Design, Service Design and Agile Methodologies, but everything is converging – seemingly even our job titles, what we do, and certainly the industries we work in.

    Here’s the deck, below. I’ve also picked out some of the highlights (from our MxM perspective). I’m hoping it will provoke a debate inside our company about what we do and how we talk about it – and so, I’m not going to comment too much right now.

    I’m also hoping to write something more about the ways we’ve been working experimentally with BBH in very integrated teams on some projects. Mixing what BBH call Engagement Planning up with Interaction Design and Software Development, all within a broadly Agile process, has been really rewarding – and is very relevant to ideas Jason and Gareth set up in Connections Planningness.

  • Pulling Off The Optimal Platform Job

    Another week, another blog post on the subject of “why creative advertising folk need to embrace ‘technologists and their geeky ways’” once again ignites vigorous debate.

    The post in question is by Joe Mele, VP Client Partner at Razorfish, and received a great many comments and a huge number of re-tweets of the @BBHLabs‘ tweet that contained a link to it. The citizens of Twitter seem to react with a combination of self-loathing and schadenfreudian glee to the disruption that social technologies are wreaking on advertising. It’s a little bit dull and frankly misses the point – and it wasn’t quite (I don’t think) what Joe was saying.

    Of course, how advertising responds to the digital challenge is a roasting hot topic. Joe’s blog post quotes a recent article from Ad Age provocatively titled ‘Agencies Need To Start Thinking Like Software Companies’ that talks about hybrid creative techies bringing digital know-how to Madison Avenue. If only it were that easy. It seems overly simplistic to claim that everything will be okay if they hire in some digital savvy, perhaps even ‘developers’ – let them attend client meetings and, you know, even help out with creative ideas and stuff.

    Unfortunately, I think it’s a lot more complex than that – and whilst I totally agree with everything Barbarian Group Co-founder Rick Webb, says in the Ad Age article, I’m not convinced he *totally* nails it either:

    What they should have been taking away all of this time — and have increasingly begun to — are the concepts of the constant beta and agile development. Marketers need to abandon the time-limited campaign online and start to think of it as a constant application of a rigorous discipline.

    Rick’s completely right about needing an agile, adaptive, evolutionary approach, but I’m starting to believe that you need more than that to deliver the kind of long-term living platforms and platform-campaigns – and value – that clients need and agencies must get better at creating. I’m starting to believe you need four things, the first two of which are well-known and increasingly often quoted:

    Read full post

  • Agile measurement

    Anjali’s blog post on ‘Measurement versus engagement‘ made me think.

    We’ve spent a great deal of effort over the last two years smashing painstakingly integrating Agile thinking into the strategy and design practices, but at the other end – the delivery end of the process – Agile is too often neglected soon after launch.

    This shouldn’t be surprising.

    It’s difficult, if not impossible, to keep all that innovationism going for extended periods of time. Often, the innovation team within a client organisation moves off onto new projects and hands the service to less risk-friendly teams, where people have KPIs set by line-managers who don’t know about very much about the project and almost certainly have no idea of probably much less understanding of the Customer Value.

    Sometimes the fervent adoption of Agile methodologies that happened during the Vision and Service Definition phases turns out to be superficial and temporary. Who doesn’t like Agile when there’s tons of new code and excitement being demonstrated on a daily basis, and when you can get things done with less pain and far more rapidly than you ever did before? It’s definitely more difficult infinitely more challenging to adopt Agile as a culture, over the long term. “Iterative” and “emergent” are best intention ideas that make total sense during the Vision phase – but are VERY difficult to do on an ongoing basis, especially if the culture at large within the client business doesn’t get it, which is a big ask let’s face it!

    But occasionally, even on innovation-geared projects, it’s the metrics what kills it.

    Typically, there may have been a conversation early on in the project where you were asked to make some guesses about traffic and registered users. You may have been reassured that these would not be treated as promises, and you probably made the point that it’s very risky to make those kind of predictions with an innovative and emergent service like yours, I mean – how could you possibly predict these things, and they’re not the right things to measure anyway..? Whatever. A metrics time-bomb has started ticking.

    Agile gets rid of fixed scope/fixed budget which is great – but that means nothing if you replace them with some dumb fixed metrics. So, I’m arguing here not for less measurement or no measurement, but for an Agile approach to measurement – which, obviously, I absolutely understand the need for.

    Agile measurement should focus on simplicity and Customer Value. It should make it easier to measure the things that matter to make the service better for its users – to improve the value exchange. Instead of asking what success looks like, ask what value looks like.

    It follows then that Agile measurement should measure fewer things. There is a risk – especially with all the new tools and dashboards and diagnostics – of measuring far too much. Measurement is in danger of becoming an end in itself. A smaller set of metrics and diagnostics – “just enough”, in exactly the way as Agile methodologies treat other types of documentation – should help. Even trying to find the “one key metric” that rules them all – and is tied to the economics investment and supported by executive management – is suggested in this awesome paper I found online and have plundered ruthlessly for this blog post. That makes so much sense.

    You should also try and measure “outcome” rather than “output”. It’s not about big numbers, it’s about having the biggest impact on Customer Value. A small community of incredibly engaged, high-value customers is much more valuable than 1 million people who registered to win a car. Obviously, you’ll have first needed to have defined upfront what Customer Value actually is – for you, your project and the business sponsoring it. If you’ve been working Agile from the outset, you should have a pretty good idea of your customer/end-user and their needs, and the value exchange that’ll get them returning hopelessly addicted.

    Maintaining a living, ongoing dialogue with users will certainly help – and is essential where the one key metric is for example a softie, like brand perception. But you should generally focus on a small set of engagement health indicators: like the number of visits per user per month, dwell time,  participation, recommendations to friends, positive buzz across other social networks leading to sustained referrals. I’ll also add receiving offers of help from partners and people wanting to be involved, and good ideas from users – and the holy grail: people start using the site for purposes never envisaged. Remember, EBay realised there was an online market for cars when they found customers selling grown-up cars in the toy section.

    Lastly, you should be able to review targets, metrics and diagnostics to optimise your ability to understand Customer Value as the service evolves. Within an emergent, iterative innovation-geared project, you may not even understand the true value and how to achieve it until much later.

    What does anyone else think?

  • What is a browser?

    I found this on Mike Laurie’s ace blog the other day – it’s a video put together by Ji Lee, Google’s Creative Director at the Google Creative Sandbox (just launched). The video demonstrates how much real people know about the Web. It’s a salutory reminder for anyone whose job it is to discuss complex ideas with customers and end-users: despite the nodding you shouldn’t assume they understand *anything*.

    What I like most about Mike’s post is this bit, about inviting a bit of creative destruction into the design process, something we feel very strongly about at Made by Many:

    No matter how clear, simple, relevant, engaging, interesting, entertaining, usable or smart you believe your communication or interactive media is, the end-user will always destroy it for you in a heartbeat. Which is why you need to get people destroying your ideas before they grow so that you can get on and create something that really does make sense to the people you want to interact with.

  • The future of wireframes?

    I have a love hate relationship with wireframes. In the last 10 years they’ve been a part of every web project I’ve worked on. There have been times when I can’t imagine how we would have solved a particular problem without them. Yet there are also times when I’ve been completely exasperated at the amount of time and energy they’ve consumed, seemingly to very little reward.

    This frustration has forced me to change the way that I approach wireframes. And as my approach has changed, I’ve been able to extract more and more value from black key lines and grey boxes…

    From functional to visual

    Functional wireframe

    10 years ago the first wireframes I used were about as functional as you can get – a long list of page elements: static text, dynamic text, input text, radio button and so on. They were universally awful. About the only concession to help people understand how the page worked was to group common functionality into individual tables.

    The wireframes were functional rather than visual as they were used to describe how the page should be built. Certainly, when you consider the screen from a developer’s perspective a list of different functional elements is probably quite logical.

    However, from a user experience point of view this was a killer. Functional wireframes are incredibly difficult to read – the method of presentation gets in the way of being able to translate the information into a real screen, especially at the review stage.

    Side by side comparision

    Looking at this image it seems obvious that wireframes should be visual, however, IA was in it’s infancy ten years ago. Everything was new.

    Wireframes also took a long time to produce. Changes to one wireframe often meant updating countless others. Change to the global nav? Certainly. Just one moment whilst I update 120 wireframes with that one.

    Understandably, this hampered attempts to create wireframes that more closely represented real life screens. To help get around this, when they did become visual, they also become modular.

    Modular wireframes

    The modular approach to wireframes also reflects the reality of building sites. Functionality and snippets of code are built once and then reused over and over again. So why not create wireframes in the same way?

    Visual wireframes also started to break down a belief that information architecture can be considered in isolation to information design. The information is the interface. How can the two possibly be separated? Join them together and you start creating wireframes that can be read and understood by everyone on the team, including the client.

    Of course, this can raise the problem of clients expecting the final screens to be identical to the visual wireframes. “In the wireframes the submit button is on the right of the drop down, but in the designs it’s below. Why?” This requires careful client management, but it can be largely avoided if the wireframes concentrate on getting the ideas and thinking across, rather than just laying out a page.

    Early visual wireframe

    Once wireframes are created using information design as a technique rather than just a visual conceit, they can be used to explain how a site will be experienced by the end user. In the example above the different colours represent different areas of content, targeted at different types of users. The client and the team can then get inside the screen and understand how it works and what the priorities are. It’s a very different world from 1999 – a list of functional elements that only be read by the one person – the author of the original wireframe.

    As wireframes have evolved, the methods behind creating them have changed too.

    Fail fast

    Create wireframes in layers

    Several years ago I can remember working on projects where the wireframes felt as if there were merely a documentation or cataloguing tool. The object was to create as many wireframes as possible, of every screen in the entire site, in big, monolithic and hugely detailed chunks. Rather than exploring different approaches to the information and structure of the site, the emphasis became entirely focused on using all of the time available to build a collection of wireframes, regardless of whether they were the right wireframes.

    At Made by Many we practice a very iterative and rapid approach to wireframes. We create the smallest number of wireframes to explore a concept before stopping and reviewing. Does the idea hold up? If so, add on another layer of information and see whether it still stands. If it doesn’t, change direction and explore another route.

    As we start off by only doing enough to prove the idea (and no more), the cost of change is so small that you can very easily change direction without having lost time or money. Ideas are allowed to grow or fail fast.

    Explore interactions, don’t just specify software

    Prototype

    For many years the primary role of wireframes was to specify software. We now use wireframes to investigate and explore how people will interact with a site. Using a ‘just enough’ approach, we often create a series of simple interactive prototypes to try out a variety of approaches to solving a problem. These prototypes can be made in HTML or they can be as simple as a series of Keynote slide for someone to click through.

    This is a very different approach to wireframing. Rather than simply documenting where a link goes, the goal is to model and start experiencing what moving around a site feels like as quickly as possible. The prototype can then be tested and the results used to iteratively improve the end solution.

    Of course, sites still need to be specified, but wireframes aren’t always the right tool for doing this.

    Nobody likes reading wireframes

    Annotated wireframe

    No matter how much love and attention is poured into a wireframe, they’re cast aside as soon the screens have been designed. Nobody likes reading wireframes, especially when there’s a picture available.

    I’ve yet to meet a developer who would choose to build a screen from a wireframe over a Photoshop document, regardless of how many helpful and important details the wireframes may contain. Realizing this is human nature, we now annotating our PSDs rather than wireframes. Why hold the information in a document that’s no one wants to read?

    The best before date keeps getting shorter

    Revision history

    For a long time wireframes were seen as one a project’s major deliverables. The client was paying for them as part of an agency’s ‘set piece’ best practice. Because of this they were constantly updated throughout the life span of a project, regardless of whether they actually needed to be. I’ve seen perverse instances where a set of wireframes have been updated after the site has been designed, merely to ensure that the wireframes match the finished site. Why update a document that’s never going to be used again?

    As more projects are developed using agile methodologies, where the working software is the spec rather than a set of documents, the useful working life of a wireframe is getting shorter and shorter.

    The right approach

    Sketch and grey wireframe

    In a previous life at a big ‘old style’ new media agency, there often seemed to be a one tool fits all approach to projects. This applied to information architecture too – there was a set way of creating and delivering wireframes, regardless of the individual needs of the client.

    In contrast, we’re now lucky to have a wide range of tools and techniques that allow us to approach a problem from the best angle. A sketch, a grey wireframe or a full on keynote prototype. These tools allow us to develop a solution in iterations, slowly adding on more detail as the solution becomes closer to a design that can be built.

    Whilst there’s a natural progression from sketch to a detailed wireframe, it’s important to never feel constrained by the life cycle of a project. A sketch can be done at any time (and by anyone), regardless of where you are in the process.

    Wireframes aren’t the keystone

    Arch

    In the same way that the guild of stonemasons kept the secret of building arches to themselves, wireframes shouldn’t be the preserve of a select group of information architects. As wireframes have become more visual (and more useful) the number of people able to contribute to their development has increased. This isn’t just a list of designers and developers, it’s also clients and business analysts who are becoming more and more involved with the process.

    We often involve all of these people in collaborative sessions around a whiteboard to gradually ‘build’ the interface of a site. It’s a different way of working that involves people in a very different way to help create a better service. It’s also a way of working that’s slowly demystifying information architecture, changing the way that we interact with it and, ultimately, who creates it.

    The designer as information architect

    Roles are converging

    As wireframes have developed the role and skill set of information architects have developed too. The most effective wireframes are now created by people who can see how a site fits together as a series of connected interactions. Who see the information as the interface, and understand that these two can’t be separated but yet can be affected by time and place.

    The more that I appreciate these skills, the more that I believe that wireframes can (and should) be created by designers.

    The best sites are those where there’s a seamless divide between the look, the content and the experience. Being able to model an interaction and understand how someone moves through a site are crucial skills in this trilogy. It’s time designers stepped up to the plate and claimed wireframes as their own.

  • Behind the scenes of LOVEFiLM’s new product pages

    We’ve been working with LOVEFiLM for some time now. They’re a very exciting client whose business model is built around the internet. They’re also a very successful client, having just passed 1 million subscribers to their DVD rental service.

    One of the projects we’ve been working on recently is the redesign of their film pages. These are absolutely at the heart of the service – they contain all of the information about each title that LOVEFiLM has, including user reviews, recommendations, interviews, news stories and cinema listings. Seeing as LOVEFiLM have over 65,000 titles on offer it’s important that they work hard.

    Rather than simply showing you the great work that one of our Senior Designers, Julia, has created, I thought it might be useful to show the process behind the project…

    1. Requirements wall

    Requirements wall

    Our first step on this project was to get under the hood of the current site. Using the existing film pages as our starting point, we collected together all of the content, interactions and functionality in one place.

    This ‘wall of requirements’ allows us to see everything in one view and therefore helps us gain a better understanding of the problem. The process of breaking down the site, freely annotating and then rearranging and grouping components together is invaluable.

    Having a physical representation of the problem we’re trying to solve also makes it easier to talk around. It’s not long before a requirements wall becomes overlaid with layers of notes, questions and answers – either from ourselves or from the client.

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    2. Block diagrams

    Colour block diagrams

    Once discovered, the finer details then allows us to take a step back. Rather than being constrained by details, we now want to open things up and explore a wide range of approaches.

    Assigning a colour to each block of content (purple = video player, light blue = user reviews, cerise = pack shot etc) we then used Keynote to create a series of block diagrams.

    The simplicity of these diagrams allows us to experiment freely with a wide variety of layouts, without being constrained by time. Keynote is a perfect tool for this approach – we can be creative, quickly.

    We then reviewed these layouts (and an analysis of the competition) with the client. The consistent colours across all the layouts makes it easy to compare the relative merits of one approach against another.

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    3. Photoshop design sketches

    Initial design comp

    Once an initial route had been chosen we start sketching the page in Photoshop. Whilst it may feel unfamiliar to hear the term sketch used in conjunction with a program known for producing highly polished, finished designs, sketching is exactly what we’re doing.

    At this stage we’re not excessively worried about the look and feel, or the details being pixel perfect. It’s all about getting the design to a sufficient level to prove that the chosen approach works and feels right.

    Sketches are created by laying out the new page using found elements and elements of the existing site to save time. Only elements of the page that are specific to the new approach are created from scratch. This ‘just enough design’ method allows us to get to a working proof of concept as quickly as possible. We can then get feedback from the client and continue to develop the page in an iterative way.

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    4. Detail exploration

    Design exploration

    As part of the design, we also wanted to introduce a new type of interaction metaphor that hadn’t been attempted on the existing site. (In this case, using an accordion to hide and reveal the different options for renting, purchasing and/or watching a film).

    As this functionality handles some of the most crucial interactions on the site, we wanted to elaborate our thinking here to prove that the solution would work. We created a series of comps we could use for testing that showed off the interaction and all the different data sets the accordion would have to handle.

    It’s important to note at this stage that the designs we’ve created are still not branded. The designs are polished enough to prove their viability, however, not so polished that we can’t make changes quickly based on the client’s feedback.

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    5. Sketch and fail fast

    Design sketch

    As is often the case with the design process, as the screens become more real so does the understanding of the project’s requirements. Sometimes the very process of design can also uncover requirements that haven’t been fully expressed before.

    Although change can be intimidating, we embrace it. One of the joys of sketching is the ability to visualise ideas quickly and, if necessary, fail fast. By concentrating on idea generation and then adding sequential layers of look and feel, we’re able to adapt and change quickly.

    In this case, as well as our own sketches, the client created some of their own to try out a new idea. This was then added into the designs we’d created so far.

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    6. Production designs

    Production designs

    Once the route had become firmer we started to turn the pages into production designs. As you can see from the above image, the design now begins to take on the shape of LOVEFiLM. Although the look and feel has been at the back of our heads throughout the entire design process, here it really comes to the fore. For example, the black was introduced as a background colour to help the video player feel more cinematic.

    Regular meetings with the client team helped keep the project running smoothly – both to review progress and to collect any specific, detailed requirements and feedback. These continual review points also meant that we were able to hand over the screens in batches throughout the production design phase, rather than in bulk at the end.

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    7. The streaming player

    Streaming player

    The page also includes a streaming media player for trailers, interviews and films. It was very important that this was integrated fully into the design – both from a functional and visual perspective. Using wireframes and requirements from the client, we designed the player at the same time as the film page.

    The designs for the player included all of the rollover states and interactions, such as dialogue boxes and ‘more like this’ recommendations screen that appears at the end of each trailer. These were specified fully and then handed over to another development agency to be built.

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    8. Specification

    specification

    AJAX overlays, message boxes and different rollover states were specified for the film pages as well. Whilst this can be a laborious process, it’s often in these small details that the design comes alive – those finishing touches that can seduce a user into falling in love with a service or product.

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    9. Build, test, iterate…

    final

    The new film pages have been live since the middle of March. (The screenshot above is a pre-release design that uses German for the tabs – the new pages also have to work in Danish, Finish, German, Norwegian and Swedish as well as English.)

    As with all agile projects, new iterations are planned for the future, as well as rolling in any feedback and comments from LOVEFiLM’s active community of subscribers. Hopefully, we can continue to share the process with you as it happens.

  • How to be better at digital, or interactive, or new media or whatever it’s called…

    This post has been brewing inside of me for some time. It’s has finally been burped-up precipitated by Ben Malbon’s provocative post at BBH Labs (yes, we are genetically related – he is my uncle).

    Ben asks the question, “Why isn’t there more great work in the interactive space?”, and it sparked rabid debate at the BBH Labs blog – in no small way helped by his Twitter ‘outreach programme’.

    I’m not taking the piss when I say that it’s gathered a posse of mainly advertising folk – strategic planners and digital creative brains – in one place. It’s a kind of ‘dirty’ several dozen. It’s like Mad Men two-dot-oh without the cigarettes. But it’s generated a fascinating open conversation about a big problem: what do advertising agencies need to do about digital, or interactive, or whatever it’s called? The really interesting thing is that this conversation is happening in the open. The problem is both bewildering and widespread enough to have convened an itinerant community of interested people from competing agencies in discussion. The power of networks, eh?

    We at Made by Many obviously come at the problem from a different direction. We’ve been creating web applications for almost a decade and avoided interactive advertising, banners and buttons. As we work increasingly closely with advertising folk I thought it might be useful to contribute some of the guiding thoughts we’ve collected along the way. As an adjunct to Ben’s post I’ve jotted some of these down. I stress that this is not a magic formula for getting interactive (or digital or whatever…) to work better, it’s just a set of observations based on our experiences of delivering lots of the kind of projects we think ad agencies are going to want to be better at in the future.

    So here goes:

    Remember, it’s software. To most above-the-line folks software is a black box. You put great ideas in one end and disappointing stuff (compared to their inflated expectations) comes out the other end. The black-box model treats technology as a kind of grubby witchcraft. There is little or no idea of relative complexity, cost, resource or time implications of building the software to make the great ideas happen. A brilliant Technical Director once said to me, “Remember, whatever you’re trying to do has got to be delivered over HTTP”. Lesson painfully learned: you can *only* do this stuff successfully by involving technical people fully in the creative process. I’m not talking about the IT Crowd, or your network people, or hackers, or weirdos – they are all *the wrong kind of techy*. I’m talking about people with social skills and rounded personalities, people who are actually quite like you but just just happen to know a great deal more about how technology and creative work together. This relates to points 6 and 7 of Ben’s list. I’ve put this as number 1 once because once you’ve got a good technical leader working with you all else will fit into place.

    It’s a ‘copy and paste’ world. You are legally required to act like a magpie. You have a god-given duty to plunder the Web for what works and to remix, recombine and reinvent it to be better. I’ve been amazed and horrified recently to hear above-the-line creatives say things like, “Let’s try and create the new Facebook…” or “Maybe we can come up with the next ’social networking’”. Yeah – big ask. Good luck. This relates to Ben’s point 8, “Not invented here…” In our opinion, you should try to use as much as possible of what’s already out there and built, and try to create as little as possible yourself.

    Do as little as you can. I remember how freaked out prospective clients were when we started telling them we try and do “as little as possible”. It still scares them. I think we must have got it from 37 Signals’s web book Getting Real. I strongly recommend this book/philosophy to anyone who really wants to know how to be better at digital. It’s all in there, many of the themes picked up in Ben’s blog post and the conversations rippling outwards from it: ‘Less Mass’, ‘Half, not Half-Assed’, ‘Race to Running Software’, ‘Start With No’, ‘Rinse and Repeat’ – it just goes on and on. Changed my life that book. I remember the old school Chief Technical Dude at a national broadsheet shouting at us once, “I didn’t come here today to discuss philosophy with you”. He’s not there any more. First they laugh at you. Then they hate you. And then you win.

    Embrace change. Also covered extensively in the 37 Signals bible and utterly obvious to anyone who has ever built anything digital. Change is inevitable. Yes, change, *during* the course of development. So, instead of trying to contain change with shed-loads of useless specification documents and the Damocletian threat of change requests, why not embrace it? It’s a good thing. In fact change is just about the the **best** thing about the Web: you can change it at practically zero cost – it’s not like making something physical and then having to re-make it all over again. If you’re not leveraging this wonderful quality of web software then you’re in trouble. Having a lower cost of change makes you competitive – and as you are competing for eyeballs, attention and engagement with a trillion other websites in an environment that’s still evolving faster than most organisations can handle, you’d better start loving change: change is your best friend. Hug change. This relates to Ben’s points 1, 6 and 10.

    Work fast. Fail fast. Clients are often amazed at how quickly we work. We created the Telegraph blogs platform in 5 days from scratch – note: we didn’t use WordPress (wish we had btw but this was a couple of years ago) we designed and coded it in .NET. And then we did the same with MyTelegraph in 17 working days. I don’t think I’d like to work quite that fast again but it shows what you can do with a tiny team of specialists following a process they totally own with a very clear idea of what they were trying to achieve (and permission to fly under the radar). We work in tight iterations that involve team members in committing individually to small parts of the bigger project and delivering again and again. At the end of each iteration we have a demo to the whole team and the client. There’s nowhere to hide. If it doesn’t work, we think again. Best to find out as early as possible if you need to change direction. And in order to keep the velocity high and the feedback as real-time as possible we try and involve the client in ‘live’ decision-making. The time required to develop anything is approaching zero (of course, it will never actually be zero!) so you can now design and develop in near real-time, instead of sequentially. We think this provides a fascinating opportunity to apply Agile software development methodologies to the entire process, from strategic vision through delivery, ongoing management and further releases. You’ll need to experiment to find your optimum rate, but it’s incredibly exhilarating to work fast and we’re convinced that this contributes to better work. Use as few people as possible. Small teams are more productive. Use multi-disciplinary people not just multi-disciplinary teams. This relates to Ben’s points 1 and 10.

    The people selling it must in some way be responsible for delivering it. At my last place, we used to have a Sales and Marketing Director who knew practically nothing about the Web. He would go out and sell ridiculous things that could never be built within budget and were probably crap ideas. He would promise anything to get a sale, with no thought for the consequences. He had no responsibility for delivery at all. That unhappy situation may be analogous to the layer of account management one might find inside some ad agencies. We dealt with it by getting rid of account management and giving clients access to the teams delivering the work. The clients were happier, the teams were happier and the work was better. I know this is a difficult one and people often criticise digital agencies for having fairly shoddy client services, probably fairly, *but* this is not in itself an argument for having a layer of people in the way. It is an argument for making sure that people who look after clients not only know what you do and how you do it – in detail – but also share responsibility for delivery. This relates to Ben’s point about risk-taking. Great to take risks – but everyone should have a stake in them, on the upside and the downside.

    User experience is much more important than you think it is. It’s hard to exaggerate the importance of having the right attitude to user experience. It’s impossible to imagine all the people who will ever use the thing you design and build, to conceive of how how different they are to you, to understand what their lives are like and how your thing fits in, or to see the world – and your work – through their eyes. However, unless you try relentlessly to do this you can never produce stuff other people will use habitually. We use a lot of storytelling techniques to capture user needs and business objectives in a format that we can turn into software. And then we obsess about the user experience, and we keep on obsessing about it long after the site is live and make constant upgrades and new releases. It can always be better – user experience, behaviour and expectations are constantly evolving, and your intended audiences always spend more time at other peoples’ websites than they will ever do at yours. They will judge what you’ve done against the last best experience they’ve ever had. Which is harsh, but it’s a fact. Getting a lot of people there on day one is fairly easy. Frankly, you can pay for that and it’s no measure of success in the new skool. Getting people to come back repeatedly, inveigling your service in their lives: very, very hard. Ask yourself the following questions: Why does what you’re doing matter? Why will it bring people day after day? What’s in it for them? What will make people recommend it and talk about about and bring their friends? These are the toughies, and that’s before we’ve even started talking about revenue.

    Be generous. Give it away. I hope this doesn’t sound too hippy, but we’ve found that working in an open way and sharing things with a broad network online has really worked for us. We use a lot of Open Source Software – and we obviously also open source some of the stuff we make. Recently, we’ve been sharing presentations on SlideShare. In the past we’ve found that blogging about the way a project is coming together helps to generate useful feedback and interest. Everyone is trying to work this stuff out – and will be for some time to come. The kind of thing we’re seeing at the BBH Labs blog, and at We Are Social’s blog – with competitors sharing thinking and debate – is only going to grow.

    Create a shared visual language. Technology is often very abstract, intimidating and difficult for clients and even some of the people working in a multi-disciplinary team to understand. This is why we always try and create a shared visual language for the project team: diagrams that explain what we’re trying to do and how it all fits together. We sketch, we use collage, we build models and tangible representations of the things we are trying to create and the way the end-user will experience it. Traditionally, software development has been heavy on written documents and opaque diagrams. We’ve tried to smash that apart and make it accessible to everyone regardless of their experience or background. We totally believe a big part of our job is “translation”.

    Act like a start-up. Ben talks about a lack of great interactive (or WhateverTF it’s actually called), but there are many, many examples of great interactive created not by agencies, but by start-ups: small teams of people working out of garages or similar grotty premises to make disruptive and game-changing new digital services like Delicious, Last.FM, YouTube, Blogger, LiveJournal. Start-ups seem to be able to do what ad agencies find very difficult. This is interesting, as ad agencies will soon be making many of the things that connect brands and people in new ways in the new skool – traditionally the bread and butter of the eager little start-up. We always *try* and run a project like a start-up. It’s not always possible, but even if you can only manage it partially you’ll find yourself doing a lot of the things above quite naturally: working small, fast and Agile; stealing ideas inspiration; being obsessive about user experience and treating it like software.

    Creativity is slightly different online. Digital horizons and possibilities are still opening up so rapidly that it’s difficult for all but the most insanely passionate to keep current. This isn’t like having a personal interest in style or fashion, or art – it’s about getting in there and trying countless numbers of services out. It’s about being registered at a thousand social networking sites just so you can compare the interactions around sign up, or how they deal with recommendation. Clearly, there isn’t actually enough time in the day for one person to do all of this – which is why we employ a whole bunch of loonies and do it together, using a whole set of social tools. We also lean on a network of many thousands of people outside the business: people in our own blurred personal/private networks. And we always look for people who understand that this isn’t just another channel, but a change in the way human beings operate at a fundamental level. It’s kind of bigger than communications, advertising or marketing for us (which sounds terribly embarrassing and weird but I hope you know what I mean). I think that being *that* engaged with it all allows us to zoom in and zoom out, and think about strategy and creative in parallel with executional thinking. This is, I think, very different to the linear way of approaching a problem where you sort the strategy out first upfront and then work your way down to executional issues. In Digital (or WTF it’s called) that would risk getting far too far in a project before realising the awful truth about cost or complexity.

    As I said upfront, this is not meant to be an exhaustive list of ‘how to do great digital’, just us sharing some of the things that work for us. We learnt most of them the hard way!

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