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  Managing Creativity
by Timothy Ryan on 11/22/09 07:07:00 pm   Expert Blogs
6 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 11/22/09 07:07:00 pm
 

In my ongoing effort to regain employment, I occasionally get asked to do a design test or fill out a questionnaire. Here's a portion of one I thought I'd share. The questionnaire asked me to describe a problem and a solution in various areas of my expertise. In this case it was Designer Management.

Problem:

I'll pull this from my own experience being managed as well as my experience managing people. There's a fundamental problem when trying to manage creative people. Innovation, brilliance, the spark of a good idea doesn't always happen on demand, nor will it necessarily take the game in the direction you want it to. Give him total freedom and no direction, and you shouldn't be surprised if he gives you something you don't like. Stick him into a box where he can only produce within the parameters that you tell him, and he could fail, get frustrated and quit or be a total tool and give you exactly what you asked for, no more, no less, and be totally uninspired.  Either way, the designer's performance is in question.

Solution:

I've found that sometimes putting an under-performing designer in another situation or area of the product will turn him into a star performer. So fitting the right designer to the right role sometimes solves it. But this raises the question as to whether his previous situation was fair.

If you put the designer in a situation where the goals are too vague, or they change, or they conflict, then of course the designer can fail. If the goals are too restrictive then you'll dampen their creativity and you'll get uninspired work devoid of passion.  Proper goals should provide a framework within which designers can exercise their creative passion.  Innovation requires goals that leave room for interpretation and license to experiment.

 
 
Comments

jaime kuroiwa
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I've come to realize that a challenge is always welcome by "creative people." However, as a manager, you have the bigger responsibility of *managing* these people. This means you must handle all of the things that the creative doesn't want to think about (i.e. distractions from the task at hand). Things like money, lifestyle, and environment should never be on the designer's mind if you want them to produce quality work. It is (or will be) your job to ensure that your designer is not only challenged, but taken care of.

Actually, ALL managers should think that way...


Good luck on your job search, BTW. Welcome to the club!

Bo Banducci
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This kind of makes it sound like designers are little magical creatures that need to be kept in special cages and tended to night and day SO WE CAN MAKE PROFITS!!!

Michael Fitch
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Greetings:
I fundamentally disagree with the problem. Giving designers a "box" and well-defined parameters is not the antithesis of creative freedom. Restrictions can be generative of creativity. A designer who "could fail, get frustrated and quit or be a total tool and give you exactly what you asked for, no more, no less" needs to be coached and mentored because their understanding of design is juvenile and impractical. On the other side, total freedom can be completely disabling; without a solid frame of reference, design is likely to be overwhelmed by ideas. A good designer will find a way to create freedom within restrictions, or appropriate restrictions within freedom. The answer is not one or the other but both.

Much like gameplay, the key is the appropriate tension between guidelines and freedom, not all of one or all of the other. If the person asking the question does not understand this, I suggest you keep looking.

Best,
Michael.

Eric Carr
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@Bo, But we *are* magical little creatures, didn't you get the memo?

I'm with Michael, in that a container of some kind is the best way to leverage creativity. Be they technical limitations or gameplay pillars. It provides some kind of push to the designer to work against and a boundary, otherwise the process can (and will) devolve.
I think that same thing can apply to any specialization in our industry, not just designers, but artists and programmers too.

Timothy Ryan
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Eric / Bo: You are right that designers need to have boundaries spelled out to them and sometimes limitations form the basic of an idea - a flavor if you will. There are extremes though which I'm guessing neither of you has experienced where a designer can be micromanaged to the point where they are not making any decisions at all, simply implementing, in which case they aren't really being designers but technicians or data entry people.

Alexander Brandon
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This problem really depends on what kind of designer you're looking for. A designer with less experience will either fall apart when presented with less information than they need, or they'll go digging and get what they need.

A more experienced designer (actually, anyone in a creative field) will almost always ask just enough questions to get themselves going and create something that they feel will accomplish the goals of their managers. More often than not, managers don't know what they want, so iteration on a concept comes into play. A design manager will run this iteration and follow the boundaries set by the producer and tech lead (time, money, manpower, tools, etc..)


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