Posts tagged “creativity”

ChittahChattah Quickies

  • Segmenting the Hendrix fan [NYTimes.com] – “We believe that there is a Jimi Hendrix fan out there at 99 cents and at $9 and at $20 — all the way across the spectrum,” Mr. Block said. “We want to make each fan an appropriate offering. Is the complete Jimi Hendrix on vinyl something every music fan would want? Absolutely not. Would there be a market for it? Absolutely.”
  • Jerry Seinfeld on ideas [NYTimes.com] – Whatever happens to “The Marriage Ref,” Mr. Seinfeld said that he was out of ideas now. “Ideas are a terrible obligation,” he said. “Who needs something else to take care of? I have kids. I’d rather nurture them than another idea.”
  • The Disposable Film Festival – In recent years a new kind of film has emerged: The Disposable Film. It has been made possible by new media (webcams, point and shoot digital cameras, cell phones, screen capture software, and one time use digital video cameras) and the rise of online distribution (YouTube, Google, MySpace, etc.). These films are often made quickly, casually, and sometimes even unintentionally. Everyone has become a Disposable Filmmaker: directors of Saturday night cell phone videos, actors under the eyes of security cameras, and narrators before their webcams. Let's face it – we live in an age of disposable film. Now it's time to do something creative with it.
  • How to Kill Innovation: Keep Asking Questions – Scott Anthony [Harvard Business Review] – Resource-rich companies have the "luxury" of researching and researching problems. That can be a huge benefit in known markets where precision matters. But it can be a huge deficit in unknown markets where precision is impossible and attempts to create it through analysis are quixotic. Entrepreneurs don't have the luxury of asking "What about…" questions, and in disruptive circumstances that works in their favor.

    So what's the alternative? Substitute early action for never-ending analysis. Figure out the quickest, cheapest way to do something market-facing to start the iterative process that so frequently typifies innovation. Be prepared to make quick decisions, but have the driver of the decision be in-market data, not conceptual analysis. In other words, go small and learn. Pitch (or even sell) your idea to colleagues. Open up a kiosk in a shopping mall for a week. Create a quick-and-dirty website describing your idea. Be prepared to make quick decisions.

URF10: Research, Creativity and Astonishment

Many thanks to our friends at Bolt|Peters for hosting an energizing User Research Friday last week! Dan and I heard a recurring theme of research and creativity, both in method and mindset. Dan noted that several people spoke about research and creativity as though they were separate, and that combining them was somehow novel. But research done well, from framing the problem through storytelling, is creative by nature!

In particular I was struck by how Michal Migurski of Stamen (see his annotated slides here and video here) framed his discussion on their creative visualizations of information streams for Digg Labs and the Twitter Track for the Olympics (to name just a couple) as research-free, when we saw their work as a terrific illustration of a pretty standard method: Using stimulus (in this case the visualizations themselves) to do rapid prototyping based on immediate user feedback, all as a way to guide development. He even talked about Digg Labs as a “wide-open playing ground” for this kind of cycle of experimentation.


One of many visualizations on Digg Labs


NBC Olympics Real Time Twitter Tracker

Even beyond that, Migurski implied that Stamen’s visualizations have become research tools that help people to understand, navigate and make use of vast swathes of data, such as the journalist who keeps the Digg example up on his screen as a snapshot of what’s got buzz. So Stamen’s gorgeous visualizations are really a product of research as well as possibly a nascent research method. If their creation doesn’t feel to Migurski like deliberate research methods are being employed that may be because it’s just so embedded in their process. I’d argue that’s the best kind of research: an integral part of the process.

Now, terms like “User Research” are slippery, but I do object to his definition:

“User research, to me, is an attempt to mitigate and control astonishment by determining what an audience believes or expects, and where possible delivering on that belief and expectation. User research promises stability and predictable outcomes, and I think that we’re at a curve in the road where the idea of stability is just not all that interesting.”

This sounds like the objectives of conventional focus group or usability testing, not the front-end discovery methods that are at the core of our discipline. Our goal is not simply to determine what consumers believe or expect and then use those observations as marching orders, but to creatively synthesize these discoveries into insights about what people need and value, in order to drive the development of experiences and products that delight and (why not!) astonish.

Overall, the content at URF10 left us hungry for more discussion about how creative research methods are used as a set of inputs and methods that complement and inform design and business strategy at many stages of the development process.

Finally, a tip of the hat to presenter Ed Langstroth of Volkswagen for telling us about the “Party Mode” button (which turns up the bass in the back of the vehicle) on the new Toyota 4-Runner:

For more User Research Friday goodness, check out Steve’s 2008 User Research Friday presentation: Research and Design: Ships in the Night? (slides, audio, and video here) and the subsequent articles in interactions: Part I and Part II .

With a name like Murder, it’s got to be good…

Business strategist Nilofer Merchant presented her branded “MurderBoarding” process at the IxDA SF monthly meeting last night.

While brainstorming generates lots of ideas, you still have to discern the right choices to win. AND you have to get a group of people to believe that IT is the right solution.

The opposite of whiteboarding, the MurderBoarding™ decision process ensures teams creatively generate many potential options before “killing off” options one-by-one until there is single best solution for a specific organization and situation.

Merchant is certainly right that companies often have as much difficulty dealing with the aftermath of idea generation – What do we do now? – as the divergent exploration itself. There’s no question that for many organizations, moving forward from idea generation in a grounded way is a challenge, and it’s great that Merchant has structured a process for establishing decision-making criteria and prioritizing ideas for development. We’ve had to create this type of process too, and have increasingly been working with our clients from research through ideation to evaluating and prioritizing ideation results through the lens of what we’ve helped them learn about their customers.

Merchant’s book, The New How, just came out a month ago, and it’s quite possible that her presentation was intended to serve as a teaser for the book, rather than a standalone piece, but at the conclusion of the talk I felt like I was still waiting for it to start – for me, there was a bit of the “no there, there” feeling to it.

When a process comes along with a provocative new name like MurderBoarding, it can be both affirming and disappointing to find out it’s more or less in line with what you’ve already been doing.

It’s a bit like looking at the ingredients list on your sports drink and realizing that “Electrolytes” are just salt.

If you’d like to know more about our approach to generating ideas (if not murdering them), check out Steve’s BayCHI presentation, Well We Did All This Research…now what?, or catch it live at the Interaction10 conference next month in Savannah.

ChittahChattah Quickies

  • Japanese cultural norms – asking about weight – Insightful little culture-clash story; an American working in Japan isn't sure how to deal with blunt (especially from the Japanese!) questions about his increasing weight
  • Clive Thomson on Bruce Bueno de Mesquita, renowned for his use of mathematical game theory models for prediction – Those who have watched Bueno de Mesquita in action call him an extremely astute observer of people. He needs to be: when conducting his fact-gathering interviews, he must detect when the experts know what they’re talking about and when they don’t. “His ability to pick up on body language, to pick up on vocal intonation, to remember what people said and challenge them in nonthreatening ways — he’s a master at it,” says Rose McDermott, a political-science professor at Brown who has watched Bueno de Mesquita conduct interviews. She says she thinks his emotional intelligence, along with his ability to listen, is his true gift, not his mathematical smarts. “The thing is, he doesn’t think that’s his gift,” McDermott says. “He thinks it’s the model. I think the model is, I’m sure, brilliant. But lots of other people are good at math. His gift is in interviewing. I’ve said that flat out to him, and he’s said, ‘Well, anyone can do interviews.’ But they can’t.”
  • New York Times Magazine on the Beatles’ Rock Band videogame – This is a fantastic article that spans many big issues: gaming, music, performance, art, history, culture, product development, authenticity, creativity, entertainment, technology. It's a must-read.
  • Brian Dettmer turns books into sculptural pieces – Contemporary visual artists see opportunity in what many bemoan as the twilight of the age of the book. John Latham (1921-2006), Hubertus Gojowczyk, Doug Beube and others have treated books as sculptural stuff. But no one whose work I have seen tops that of Atlanta artist Brian Dettmer at Toomey Tourell.

ChittahChattah Quickies

  • Exercises in Style – 99 visual retellings of the same story – Matt Madden's visual version, where the same one-page story is told in graphic novel form 99 different ways.
  • Exercises in Style – 99 retellings of the same story – Exercises in Style, written by Raymond Queneau is a collection of 99 retellings of the same story, each in a different style. In each, the narrator gets on the "S" bus (now no. 84), witnesses an altercation between a man (a zazou) with a long neck and funny hat and another passenger, and then sees the same person two hours later at the Gare St-Lazare getting advice on adding a button to his overcoat.
  • Wally Wood’s 22 Panels That Always Work – "Wood created this piece not for others, but as a reminder to himself to not become bogged down in unproductive eddies" – like Oblique Strategies or McLuhan's Distant Early Warning Cards, this is another go-to set of tools for a creative problem (in this case, how for comic illustrators to present information in different ways)
    (via waxy)

Full Nelson

A fun read at Metropolis on the ‘good old days’ at Nelson & Company.

Irving Harper tells a story about developing his iconic Marshmallow sofa:

How did the Marshmallow sofa come about? One weekend, I thought about doing an upholstery unit, and wondered, Is there any way to do a sofa out of reproducible parts that could be done as if fitted out to a frame? I cooked up this model out of a checkers set, and I stuck the checkers disks on a metal frame, and it looked good to me. So I drew it up, brought it in, and that was the birth of it.

Harper’s story is testimony to the power of mocking up an idea. So when you or your team are in an idea-generating mode, go for it. Make ideas visible. Try things out. You never know where the exploration might lead…

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Prototyping a body-mounted interface device using coat hanger, rubber bands, and Logitech mouse

Building on what isn’t there

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Sketch for curved shelf ©2007 Dan Soltzberg

There’s a testament to the power of openness as a spur to creative participation nestled in Scott Brown’s piece on early fan fiction in this month’s Wired.

Brown writes about the works Sir Arthur Conan Doyle’s more avid readers created around his Sherlock Holmes novels, and how what were really continuity errors provided these folks with points of entry:

Sir Arthur, God bless him, didn’t write with an eye to what today’s nerd would call “continuity.” Crafting Holmes stories bored him, and he frequently lost track of details like the exact location of Watson’s Afghan war wound (was it the shoulder or the leg?) and the precise status of Mrs. Watson. But Sir Arthur’s table scraps, his inconsistencies and random allusions, made for a fan feast. From a throwaway line-a hilariously oblique reference such as “the giant rat of Sumatra, a story for which the world is not yet prepared”-scores of amateur yarns have been spun.

Conan Doyle’s omissions and errors left space for others to contribute. Less-than-fully-speced inputs–raw sketches, concept directions, overarching themes–can often leave more space for creative participation than a finely honed departure point.

Of course it depends on where in a development process one is and what the objectives are. (Sing, “a time to diverge, a time to converge” to the tune of The Byrds’ “Turn Turn Turn”).

In semi-related news, San Francisco IxDA will be exploring the use of prototypes at their May 26th event.

Related Posts:
Giving Away Time, and Moving with a Magic Thing (Quickies)
Human Behavior
Trying to find out things we didn’t even know to ask about

ChittahChattah Quickies

  • The “Raiders” Story Conference – Sure, there's a 125 page document on the interwebs now that transcribes the meetings that Spielberg, Lucas, and Lawrence Kasdan had to plan out Raiders of the Lost Ark, but even better is this post chock-full of analysis (with examples) of that document, finding principles of storytelling, screenwriting, and collaboration.

    "7) No idea is a bad idea when you’re brainstorming.

    These guys were all over the place with ideas and there’s nothing wrong with that. As I mentioned earlier, many of the ideas discussed, like the plane crash sequence and mine cart chase, were used in the second film. So what helped determine which sequence should be kept and thrown away? Redundancies in concept. You already had a chase scene here, so why have another one here? Let’s come up with something different. You know? That kind of thing."

Speed of Innovation: Steve Portigal featured in Lunar Design podcast

Inspired by my interactions column Hold Your Horses, I was interviewed for a Lunar Design podcast.

How do speed, creativity and innovation intertwine in the design process? In this Connections episode, Gretchen Anderson and Lisa Leckie talk with Steve Portigal of Portigal Consulting about getting results through design research.

Listen to podcast:

Get our latest article: Hold Your Horses

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My fourth interactions column, Hold Your Horses, has just been published. I talk about the creative process of uncovering insights and the need for gestation and reflection time.

Get a PDF of the article here. As the interactions website only has a teaser, we’d like to offer a copy of the article. Send an email to steve AT portigal DOT com and (if you haven’t given us this info before) tell us your name, organization, and title. We’ll send you a PDF.
Other articles

Words

A writer is a person for whom writing is more difficult than it is for other people.
Thomas Mann

writing-artifacts-processed-4.jpg

Poet Kenneth Goldsmith calls himself an “uncreative writer,” and his works include: everything he said for a week; every move his body made during a thirteen-hour period; a year of transcribed weather reports, and the September 10, 2001 issue of The New York Times, transcribed.

My first reaction to Goldsmith’s work was that it seemed like a good piece of conceptual art scamming, but then I heard him read one of his transcribed weather reports on the radio.

Before he read the piece, Goldsmith explained that the process of transcribing these artifacts creates an experience for him of the poetry in everyday language use. And it was true-as Goldsmith read the weather report, in a fairly rapid, uncadenced style, I was struck by how vividly evocative the place names, the verbs of wind and temperature, the homey advice to “stay indoors” all were.

I think what Goldsmith is doing is a word-focused parallel to what we do in contextual research practice: we carefully observe and document the everyday, as much as possible suspending our own preconceptions of what is and is not significant, in order to see in new ways.

When I was younger, I effortlessly seemed to think in a more lyrical and poetic way than I do now. My hypothesis has been that this change is a result of being more involved with “putting my hands on things” than I was in my 20s. My creative energy now goes much more towards describing and solving problems-juxtaposing complex alternatives, articulating ideas that have the potential for real impact-and there’s just not the same kind of energy available for playing with language.

I’m happy with the direction my way of thinking has evolved, but at the same time, I feel a certain sense of loss for that earlier version of myself, and the ease with which I used to make words do tricks.

Hearing Goldsmith reminded me that I needn’t draw a hard line between between playing with language and solving problems, between the lyrical and the practical-that it’s all out there, evocative and full of potential.

The Box That Is Not A Box (But Is Still A Box)

Chip and Dan Heath write in Fast Company about the power of constraints

Keith Sawyer, author of the insightful book Group Genius, spent years studying the work of jazz groups and improvisational theater ensembles. He found that structure doesn’t hamper creativity; it enables it. When improv comedians take the stage, they need a concrete stimulus: “What if Romeo had been gay?” The stimulus can’t be: “Go on, make me laugh, funnyman.”

“Improv actors are taught to be specific,” Sawyer says. “Rather than say, ‘Look out, it’s a gun!’ you should say, ‘Look out, it’s the new ZX-23 laser kill device!’ Instead of asking, ‘What’s your problem?’ say, ‘Don’t tell me you’re still pissed off about that time I dropped your necklace in the toilet.'” The paradox is that while specificity narrows the number of paths that the improv could take, it makes it easier for the other actors to come up with the next riff.

This is something I’ve emphasized in my talks on improv and ethnography (which always end up being a workshop on improv/ ethnography/ design/ creativity)…the energy that comes from working on problems that are extremely constrained along some axes (i.e., each successive utterance must begin with a successive letter of the alphabet, from A through Z) and utterly open along other axes (i.e., what the actors say can or be anything they want).

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