A Modest Proposal II

Jun 12, 2008 Wallet-sucking on an Orwellian scale...

 A Modest Proposal

May 22, 2008 Miraculously, Bill Gates and I agree on something...

 Ultra-Overwhelming

Apr 30, 2008 Madison Avenue is still searching for a limit to hype, stomping words like Godzilla thrashed Tokyo...
 

 

The Amazing Mr. Head

drumhead Over 6,500,00 views, the darling of Crackle, Vimeo, YouTube and more...  >>>

Demolition Man

Mark Hager Mark Hager and the Brotherhood blow things up real good... >>>

Fireworking With ILA

I Love America The 110,000-Guest Church Picnic... >>>

First Grade Humor

Northland Who's there? Flash knock-knock jokes for Northland's Children's Worship Wing. >>>

I Have the Touch

touch image What do we really mean when we 'touch' someone, or when someone touches us? >>>

"Devotion's 11" House Party

Devotion's 11 The Abbey of St. Fictitious opened its doors in April... >>>

 

The Three Audiences: The Designer

audience1.jpg
SCREENWRITER WILLIAM GOLDMAN ONCE WROTE that there are a handful of people who must be at the top of their game to make a quality film. Any one of these individuals have the potential to single-handedly kill the project: the actor, the cameraman, the director, the editor, the producer, the production designer, and the writer. He also added that, depending on the nature of the film, there are other critical components, such as the make-up artist and the composer. Throw in the mine field of special effects, stunts, choreography, and costumes all ready to hobble a project, and it’s a wonder any quality films are made at all. And we’re not even talking about the crucial business of promotion and distribution. Just open your movie the same weekend as an episode of Star Wars and see what I mean.

Like films, creative communications projects are usually a collaborative effort. There are three positions vital to the quality and success of a creative communications project. They may be one in the same person at times, or representative groups.

They are Designers, Patrons, and Participants. The more evenly balanced the needs of these three “audiences” are, the more successful a project is for all concerned. But just who are these “audiences”?

IN BROAD STROKES, a Designer is the one who expresses a creative point of view derived from his or her life, talent, training, and observations (note that we’re using the term ‘designer’ an a generic sense, not specifically in a graphic art, fashion design, industrial design or architectural context). The Designer generally provides the creative direction for the team, and often the ideas and innovations as well.

Design is all about selection. The term designer even comes from a Latin word meaning “to mark out” or designate. A designer takes influences from a wide range of sources and chooses the best approach for a project, or synthesizes a new, novel approach by blending previous ideas.

Kevin Roberts (head of Saatchi & Saatchi) has written that the three things that draw people’s hearts are mystery, sensuality and intimacy. The Designer is the most likely of the three audiences to produce these in a project.

Designers are imaginative (which draws attention and promotes interest), humble, inspired by the world around them, totally invested in the worthiness of their art, which they consider a gift from God. Or they can be deluded, self-aggrandizing fools with massive ego-chips on each shoulder. Or any strata in between. The more unprofessional among them may be erratic when meeting deadlines, and whiny and temperamental about schedule, costs and input from others. Designers can be geniuses, your best friend, marginally talented, well-meaning hacks, or total monsters with an overabundance of self-esteem. Or all of the above.

THE LARGEST SUB-SET of the Designer is the Facilitator (although a Patron may sometimes be a Facilitator as well). They are essentially the same, but Facilitators have the drawback that they are entirely at the service of the Patron. Their opinions seldom matter. They don’t usually scale the lofty heights of starving-artist Creativity with a capital “C”—they just try to do their job day by day. They produce signs and programs and newsletters and events and put together teaching materials for kids in their charge. Their work is like any craft. Craft demands at the very least a workmanlike adherence to standards and a commitment to quality. On the top end of the scale, craft becomes real art, like a Shaker cupboard or a Tiffany lamp. On the bottom of the curve it’s tomorrow’s yard sale.

A 2005 New Yorker article by Malcolm Gladwell entitled “The Bakeoff” profiled three groups of “food scientists” which were given the task of engineering “the perfect cookie” (at least from a commercial standpoint). Each team used a different approach; Team One was an experimental team of A-list food engineers, bakers and confectioners; Team Two was run by a group of product-developmment experts; and Team Three was known as the Dream Team, a staggeringly talented creative group of high-level geniuses in exotic flavors, tastes, textures, baking methods, etc. Of the trio of competitors, Team Three was the favorite to win big.

The winner wound up being Team Two, the product development team, because they were thinking across borders. One of them wondered if some of the same baking processes used in tortilla chips could be applied to something that tasted like a strawberry cobbler? The result was a delicious, satisfying cookie with reduced calories that could be manufactured at a good price. A win-win-win for the competition.

You know what’s coming, right? The so-called Dream Team was a miserable failure. They just couldn’t seem to get any traction and finally gave up because of one obvious problem: there were too many designer-visionaries in the room. How do you lead a task force of a dozen equally matched 800-pound gorillas who all wanted their pet idea to be the dominant one?

The boundaries of creative work are often so seamless that few people can tell them apart, sometimes not even other “creatives.” But there are significant distinctions that can kill a project if allowed to run amuck. How do artists, producers, creative directors and visionaries need to work together? With great respect and without preconceived ideas. The alternative is gorilla gridlock.

NEXT TIME: The Patron

Posted by Loyd at July 3, 2006 07:08 PM

Comments


Post a comment

Thanks for signing in, . Now you can comment. (sign out)

(If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting.)



Remember me?



Send to a friend

Email this entry to:


Your email address:


Message (optional):


Recent Comments
A Modest Proposal (1)
Immortal Invisible (2)
Innovation Invasion 2 (3)
Graphics To Dance To (2)

Recent Entries
A Modest Proposal II 
A Modest Proposal 
Ultra-Overwhelming 
Immortal Invisible 
Harry Potter and the End of Days 
The Amazing Mr. Head 
Advertising Eats Itself 

The Catacombs
Archives

Sideshow Attractions
Relevant Magazine
Design Observer
Speak Up
Typographica
The Matthew House Project
Catalyst Conference
Effective Web Ministry Notes
OrangeJack.com
More >>

If you're reading this far, you obviously have far too much time on your hands. Silently contemplate the folly of your misspent life and recite the ancient Miranda Warning text twenty-seven times.







DEVOTION teaches a variety of seminars on creativity and creative technology, branding, design, church communications, and a smorgasbord of other subjects. For information on how a real live WonderMonk can come to your door, housetrained and everything, contact stgarrulous@devotionmedia.com.