Showing posts with label roles and responsibilities. Show all posts
Showing posts with label roles and responsibilities. Show all posts

Monday, October 7, 2013

UIEtips: Perspectives over Power – Habits of Collaborative Team Meetings

“Remember: there are no BAD ideas. Now, who wants to share their idea first?”
That’s how the team member started the brainstorming session. And he was greeted by silence.
At that moment, everyone in the room realized how badly this would turn out. There would be no fresh new ideas to jump on. Only the replay of the power dynamic that has plagued their team get-togethers for more than a year.

The Role of Effective Design Meetings

We saw many meetings like this as we’ve researched what prevents teams from producing the best designs. The teams that struggled all wanted to have great collaboration, but when they came together as a group, they fell into their old, familiar patterns that prevented anything from moving forward. These team’s members told us they dreaded going to these meetings and came out feeling exhausted.
Yet other teams got past this. Their meetings were full of energy. They felt a positive vibe in the room, as new ideas emerged and everyone started to see how to make their designs even better. Everybody told us they loved when the team got together and they came out energized and excited.
Interestingly, teams that reported their meetings were energizing were also more likely to produce designs that delighted their users and customers. These meetings seemed important to the design process, but only if they were effective experiences.

Meetings as a Designed Experience

As we were studying the different teams, we realized the outcomes in the more effective meetings didn’t happen by chance. They were quite intentional.
These teams had built up a toolbox of tricks and techniques that they regularly employed to get the most out of their meetings. The less effective teams tended to walk into the room and improvise how they were going to get their results. “How do we want to do this?” was a familiar starting refrain in many of these meetings.
We noticed the more effective teams spent more time preparing for the meeting than the less effective teams. In setting up the meeting, they’d discuss the approach they’d use and exactly what they wanted to get out.
It became obvious to us that the more effective teams saw their meetings as something that needed thoughtful design. Even quick problem-solving sessions had a rehearsed intentionality that was visible to everyone in the room. The process of collaboration was designed.
Out of our study, we found several habits these more effective teams displayed that were absent amongst the teams that struggled. Here’s some of what we saw:

Neutralize the Power

Role power is a great way to wreck a meeting. People who are seen as more important hold more attention. With just a simple motion, they can quash the best of suggestions and suck all the positive energy out of the room.
In a meeting to discuss new features to make a team’s design easier to use, we watched a smart support person stay absolutely quiet, even though (we later learned) they had brilliant insights into what was making their product complicated. That support person told us that they were uncomfortable sharing with the product manager present, who was notorious for shooting down any perceived criticism of the existing design. (Even when the goal of the meeting is to work through criticisms of that design.)
Meetings like this quickly devolve into a list of directives from the HIPPO – the highest paid person’s opinions – ignoring the other perspectives that could bring solid contributions. The role power of the HIPPO dominates the meeting.
The more effective teams used structure and interaction techniques to obfuscate the role power people had. They filled their toolbox with simple exercises to naturally encourage everyone to contribute equally. They made it safe for ideas to emerge, but didn’t spend time discussing things that weren’t fully formed or useful.

Ban the Brainstorm

What was notably missing from the more effective team’s repertoire was the traditional brainstorming technique. We’ve all participated in these sessions where someone stands in front of the room with a marker and writes down any idea that comes from the collected group, no matter how “good” it is. We saw a ton of these sessions amongst the less effective teams, but hardly ever witnessed one of the more effective teams use it.
A simple application of office supplies changes things. In several meetings, we heard the person running the meeting telling folks to write down their ideas independently. Then they went around the room, asking each person to share one idea they’d written down. By writing down ideas first, it had the effect of making each person’s idea feel equal, no matter what their role on the team was.
The most effective teams used more sophisticated methods, like the KJ technique or the many ideas in the brilliant book Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers. These techniques encourage people to work together independent of their role. They push exploration of the problem to the edges - where the interesting insights come from.

“There are no bad ideas” is a Lie

They may not know it, but when the person running the meeting announces there are no bad ideas, they are lying to the group. The truth is there are bad ideas and stupid ideas. Ideas that aren’t fully formed. Ideas that can’t be acted on for any number of obvious reasons. It’s important, though, to get these ideas out, because when people say them and think about them, often a good idea (and occasionally a great idea) follows.
We noticed that the more effective teams reacted to bad ideas quite differently than the teams which struggled. Much of that difference had to do with the meeting’s facilitation.
In the meetings with less effective teams, there would be discussion, editing, and judging of certain suggestions and ideas the team felt needed work. Someone would put an idea out and the person with the marker would try to rephrase it, often producing a lengthy debate. Or everyone would laugh at the idea, making it clear that it would never be valued.
Because the more effective teams often generated ideas simultaneously, such as writing them on sticky papers and putting them on the wall, those ideas that were not as important would get bundled with others. They could spawn a new thought (which would also be committed to a sticky and added to the wall), but they wouldn’t generate discussion.
All that discussion about things the team will never really consider takes time and creates a vibe of judgement that seems to make others feel uncomfortable. By eliminating those discussions, the team can focus its energy on the most exciting items.

Responsibility AND Authority

Another big difference between the two types of teams was the clarity of both responsibility and authority. Amongst the less effective teams, it was harder to pinpoint who would make the final decision and take responsibility to executing the outcome.
In many cases, we saw these teams try to reach consensus, often without success. Once all avenues to consensus were exhausted, there seemed to be a sense of resignation in the room that nothing would happen.
Coming into meetings with the most effective teams, it was clear who was responsible for everything that would be discussed. (At Apple, for example, every item in a meeting’s agenda has a DRI – aDirectly Responsible Individual – who will make the call on what will happen next for that item.) The people responsible would seek perspectives and opinions, but in the end, everyone knew whatever they decided was how things would proceed.
Knowing that there was a person who would reach a decision, even when that decision wasn’t what others might do in the same situation, seemed to keep things positive. Combined with an attitude of experimentation and learning, this kept morale really high.

Meetings as Iterative Designs

To have more effective meetings, it seemed the teams had built up their own pattern library of techniques. They practiced them regularly, exploring what worked well and what still needed tweaking. They regularly held small retrospectives, asking questions like “What worked best about using this technique?” and “What could we improve next time?”
We saw the most effective teams as focused on learning how to be more effective as they were on the subject matter of the meeting. They relished the positive energy that came from a great meeting and wanted that to happen every time. They were all about constant improvement.

Learn to hold successful and productive meetings

Having meetings as a designed experience is one of Kevin Hoffman's specialties. For several years now, he's been showing and leading teams on what it takes to make your meetings more productive, effective, and fun. At this year's User Interface 18 Conference in Boston, October 21-23, Kevin shares his expertise and insights in his daylong workshop Leading Super Productive Meetings. Kevin's workshop is a sure fire way to make your meetings better.

Share your thoughts with us

What methods do you use for successful and productive meetings? Share your thoughts with us on ourblog.

via UIE Brain Sparks http://www.uie.com/brainsparks/2013/09/25/uietips-perspectives_over_power/

Three Design Team Leaders on the State of UX

In May I wrote an article for UX Magazine called, “Why You Should Hire a VP of User Experience Design.”
For this follow-up article, I've interviewed three UX team leaders to better understand who they are, how their organizations address UX design, how they lead, and what user experience means to them.
UX has come a long way, but as you’ll read, there's still considerable room for opportunity.

Peter Merholz, VP of Global Design at Groupon

Peter Merholz is responsible for anything that gets designed at Groupon, a daily deal site with a global reach and brand. Merholz is based out of Palo Alto and became Groupon’s design chief in October, 2012. His career spans 20 years and he was the co-founder ofAdaptive Path, helping it grow into one of the world’s premiere user experience consultancies.
How do you view UX?
UX is a mindset.
Who has your favorite user experience?
Right now, I'd probably say Netflix. But it changes.
What’s the role of a VP of UX like at Groupon?
I lead all design for Groupon, both marketing and product. We don't call it "UX"—it's design. We recognize that "UX" is everyone's responsibility, not just designers’.
Describe the role that UX plays.
On the product side, we're partners with product management and engineering in defining and executing on our products and services. On the marketing side, we're key stewards of Groupon's brand and personality.
How do you define user experience?
I leave it up to Jesse [James Garrett]: “Experience design is the design of anything, independent of medium or across media, with human experience as an explicit outcome and human engagement as an explicit goal.”
How is your UX team structured: centralized, decentralized, hybrid?
Centralized. On the product side, team members are dedicated to specific aspects of the product, but reporting is all centralized.
What are the structure's strengths and weaknesses?
Strengths: helps ensure quality, coherence, and consistency of the design; keeps designers feeling like they're part of a community.
Weaknesses: At our size, I don't think there are many weaknesses. The only organizational weakness we have is not enough designers!
Does anyone have responsibility over the end-to-end customer experience?
In theory, yes: that's how I've set up our design teams. In practicality, there are touchpoints we haven't gotten to.
What core process does your team use: UCD, design thinking, lean UX, etc.?
None. I've developed a quasi-UCD process of my own that I'm trying to bake in, but, really, people just get to work.
What metrics do you use to measure the value of UX?
We use engagement, performance, and conversion.
Do you feel that UX has finally achieved its proper place in the world or is there still more work to be done?
There's more work to be done. UX/design still isn't seen as the ultimate strategic partner it should be. Folks still focus too much simply on execution.
Ad by College of Creative Studies

Daniela Jorge, Senior Design Director at eBay

Everyone knows eBay as the mega e-commerce site that has over 130 million active users every month and a $67 billion market cap. Daniela Jorge has lead design efforts at companies like Intuit, Yahoo!, Kaiser, and Kodak going back to the early '90s. At eBay, she leads the design organization responsible for the experience of buyers and sellers on ebay.com and the tablet-specific web experience. Her team is responsible for user research across web, mobile, and ebay local for eBay Marketplaces (communities of buyers, sellers, and small businesses). As a design leader, she helps define the overall design direction for the site and ensures the team is delivering high quality experiences for their users. Jorge is also involved in helping to define the future vision for connected commerce.
Who has your favorite user experience?
Not necessarily personal favorites, but I have been looking at dating sites/apps in that they’re not very dissimilar to what we do at eBay—[both are] marketplaces of sorts. It’s impressive to see how they have leveraged concepts such as gaming to make their experiences incredibly engaging and addictive.
Describe the role that UX plays at eBay.
We not only partner closely with the business and PM/PD organizations to deliver against current priorities but also to help envision the future. We’ll often run workshops to explore a broad set of solutions against a business opportunity. Additionally, we leverage our visual storytelling skills to help bring the business strategy to life.
How do you define user experience?
As I learned in my very first job at Kodak, I believe UX encompasses a user’s experience with a company at every touchpoint, both online and offline. For instance, now that eBay has introduced a local delivery service called eBay Now, we need to take into account the experience a buyer has when interacting with the couriers.
How is your UX team structured: centralized, decentralized, hybrid?
In Marketplaces, there are two primary design teams: I run the web and tablet web teams and my former manager and VP of Design, Marie Tahir, runs the Mobile and Local team. With both our teams, we are somewhat centralized in that we support several product teams—some of which are not in our own management chain. In addition, we have a design discipline council to ensure that we’re providing designers, user experience researchers, and prototypers with career development, sharing best practices, and growing the discipline as a whole.
What are the structure's strengths and weaknesses?
The primary challenge for design … is that we support teams outside of my direct management chain. This can, at times, create the perception that domains within the reporting structure are “valued” more than those outside. In addition, having Mobile as a separate organization makes it harder for us to design experiences seamlessly across devices.
On the positive side, this was done to keep design centralized as a discipline (for the team that works on ebay.com). In addition to helping grow and retain talent, this was also done so that we can be looking at the experience end-to-end and holding our partners accountable for thinking holistically.
What metrics do you use to measure the value of UX?
We’re extremely metric driven at eBay, so we use those metrics to decide whether or not to launch aredesign, for instance. In the past, the focus was mostly on revenue but we’ve recently added engagement to the mix.
I think in the end [the value provided] comes down to the specific experiences that teams and stakeholders have with designers. When a PM works with a great designer, they immediately see the value. It boils down to demonstrating how we add value more so than speaking about it or measuring it.
Do you feel that UX has finally achieved its proper place in the world or is there still more work to be done?
I think we have come a very long way; I’m always amazed at the demand for UX professionals now compared to 10 years ago. And I’m seeing non-traditional industries recognizing the value of design thinking and UX professionals and how they can help with the overall business strategy and customer experience. But we still have a long way to go.

Tony Quiroz, Vice President of User Experience at Lumension

Tony Quiroz has been in this UX leadership role for over six years and worked as a UX professional for over 15 years, designing industry-leading web, software, and mobile solutions for clients in e-commerce, CRM, sales, education, sports, healthcare, and ITsecurity.
Favorite UX quote or principle?
“Don’t make me think,” the title of the book by Steven Krug. There are times when you actually do want to make the user think, but as a guiding principle this statement is right on the money. I can’t tell you how many times I’ve used that quote in design reviews. And the designer always gets the point right away.
The same thing can be said about UX that is said about quality: you can’t just add it in at the end.tweet this

Favorite user experience?
Amazon.com. It’s not sleek and simple, like Apple—it’s actually a bit cluttered and clunky and text-heavy. But Amazon has done an amazing thing: They’ve extracted some of the best parts of the old bricks-and-mortar shopping experiences—like getting a staff recommendations at a book store or having another customer see the CD in your hand and tell you about some other band you may really like—and they’ve reproduced this online.
They’ve also done a lot to anticipate the shopper’s habits, allowing you to leave the site and pick back up where you left off. But the most impressive thing of all is that they’ve taken this impossibly gigantic inventory and made it easy to browse or search to find what you’re looking for.
What's the role of a VP of UX like at your company?
At Lumension, the UX department is at a peer-level with product management and engineering. Together, we own the challenge of designing and delivering best-of-breed IT security and operations solutions. For me, personally, this translates into leading the UX department, which is comprised of UX design analysts, scrum product owners, and, as of just recently, a senior UI developer.
In addition to managing the UX team, I serve as a stakeholder on our release projects, providing input on sprint team deliverables. I also contribute as a stakeholder in our engineering development process, working with my counterparts to help the engineering division transition to agile development practices.
What is the scope of your responsibilities?
The major focus is on product design and development. The company has grown a lot through acquisitions and partnerships, so there’s been a steady cycle of integration work to do. It’s my job, and the UX team’s job, to make sure the new technology fits seamlessly within the existing design of our product and works intuitively for our end users.
I’m also responsible for creating and maintaining the product design standards. UX owns a number of key references like the Web Application Style Guide, the Module Integration Guide, Internationalization & Accessibility Standards, and Branding Guides. These require a lot of attention to enforce and maintain.
Then there are the release-level activities: working with product management and engineering management to organize projects, coordinating resource assignments across teams, contributing to off-shore engagements, and developing light-weight customer and competitor research plans to help inform our design decisions.
How do you define user experience?
For us, the user experience is the complete end-to-end job of installing and configuring our products and then working with them on a day-to-day basis to effectively achieve IT security and operational tasks. This includes the overall navigation and use of the product features, effectively troubleshooting and overcoming issues, leveraging the data for reporting and compliance needs, upgrading the server and endpoints to the latest versions, and expanding the functionality of the suite by adding new modules over time.
How is your UX team structured: centralized, decentralized, hybrid?
We started out centralized, but now the analysts and POs are decentralized and work as members of their sprint teams on a day-to-day basis. They sit alongside the developers, QA, DB, pubs, and other resources in a "team room" as opposed to sitting together in a UX department workspace. But all UX team members are also part of a centralized “Community of Practice” (CoP), where they share best practices and ask/answer questions. They sometimes work on CoP initiatives to advance our knowledge and tools.
What are the structure's strengths and weaknesses?
We’re on-site in all of our development offices worldwide, so we have a good presence throughout the organization. However, we aren’t staffed 1:1 with the teams, so we have some UX members who stretch to cover multiple roles. It’s not uncommon for someone to be both a Product Owner and UX Analyst on a team. We also have team members who handle design and other UCD tasks across two or more teams in two or more office locations. Both situations take away from the ability to fully cover all the UX tasks we’d like to get done and can make it a challenge to properly influence the work that’s going on.
Do you feel that UX has finally achieved its proper place in the world or is there still more work to be done?
Probably the biggest thing that has happened in our favor is that customers themselves now make UX a part of their buying criteria. That’s something that registers with everyone throughout the business. Usabilitydoes matter. And I think technology companies get this by-and-large. A good design gets your foot in the door with new prospects and makes you sticky to existing customers. At a higher level, good design solves problems and creates business opportunities.
To this day I still encounter the mindset that “UX=UI.” It’s still a challenge to get UX involved at the right phases of a project or opportunity to really maximize our contributions. Everyone thinks of us when it comes to designing the interface, but they don’t necessarily reach out in the early research or planning phases. The same thing can be said about UX that is said about quality: you can’t just add it in at the end. You need to invest in it up front from the earliest stages of a project. And that’s where the work still has to be done by people in my role. It’s about evangelizing the work that we do and showing the value so that the UX team gets the opportunity to be involved.

Image of macro water droplets courtesy Shutterstock

via UX Magazine http://uxmag.com/articles/three-design-team-leaders-on-the-state-of-ux

Tuesday, September 17, 2013

Designing The Words: Why Copy Is A Design Issue

The relationship between copy and design has beencovered many times on Smashing Magazine. Working in a content-focused industry, we need to keep this issue pretty close to heart; creating great copy is pointless if it is visually uninspiring or unreadable. Likewise, if the content doesn’t deliver, then even the most attractive page won’t hold the reader’s attention.
Yet much of the discussion so far has concentrated on issues such as microcopy — the small bits of text that instruct the reader on how to interact with the website — and the minutiae of user experience. This stuff is essential, of course, but in this article we’d like to broaden our focus to look at some of the fundamental mistakes behind bad copy.
We’ve chosen to do this for two reasons. First, we hope it will help budding writers out there avoid the most common pitfalls of the job. Secondly — and perhaps more importantly — we want to stress the importance of content as part of the user experience mix.
A while back, Elliot Nash discussed the responsibility of the designer. Designers “want control of the entire user experience,” he said. “We want to ensure repeat use, and high engagement — and to do so, we want to design every little piece of whatever it is we’re working on. After all, we are largely responsible for the performance of the result.” However, he argued, “most of us don’t want to own the work it takes to execute this full scale implementation.” For us, leaving the copy out of the equation is a fundamental error.
In practice, design is a process that should happen with content, not just for it, and the practice of creating a page full of lorem ipsum and getting the copywriter to fill in the blanks just doesn’t cut it anymore. The cross-discipline approach of using design as a way to clearly communicate information, known as communication design, is growing. However, no matter how clearly laid out a design is or how elegant the infographics are, our number one visual tool for relaying information to the audience is well-written text.

The Importance Of Editing

Bill Beard has written about the importance of using techniques such as multivariant testing to optimize microcopy. With large bodies of text, this becomes more of a challenge. Fortunately, authors, journalists and copywriters have been wrestling with this challenge for years, which is how we came up with the concept of editing. The main difference between editing and testing is that, rather than observing an average member of the public navigate your copy, you enlist someone who has a wealth of experience in working with the written word.
A lot of editing is nuts and bolts stuff: fixing the grammar and punctuation, removing repetition, and making text easier to scan. However, like many user-centered design practices, it also means delving into the fundamental assumptions behind your writing, addressing how you think about the words, your audience and yourself. It is this process that will turn a precocious but essentially terrible teenage poet into a good writer. Yet, looking at so much of the copy online, in magazines and on billboards, we can see that plenty of professionals out there haven’t yet mastered it.
Below are the three things that every writer and copywriter must learn to avoid:

1. Self-Importance

Of all the mistakes new writers make, this is probably the most understandable. When you begin writing, you want, first and foremost, to make your mark. Your writing isn’t just another entry in the world’s growing collection of largely unread manuscripts; it’s a definitive text that future scholars will paw over for hidden meaning for years to come. You’re the voice of a generation, damn it!
Copywriters face the same problem. By now, probably about half the words ever written were penned for marketing purposes, and you don’t want your work to be another drop in that increasingly deep ocean of marketing blah. You want to stand out, to be something special. That’s why you end up writing copy like this:
“It’s not a journey. Every journey ends, but we go on. The world turns and we turn with it. Plans disappear. Dreams take over. But wherever I go, there you are. My luck, my fate, my fortune.”
Believe it or not, this wasn’t written in the Moleskin of a sensitive teenager. It was written by professionals, advertising a globally recognized brand with a budget big enough to hire Brad Pitt to read it like so:
Both the poor souls behind this crime of an advert and the 15-year-old who writes poetry about how everyone is superficial except himself have the same problem. They both want to stand out, to draw prestige, to be memorable; however, whether due to youth or the fact that they sell scented liquid, they don’t actually have much to say.
So, how do you avoid doing this yourself?
One of the most common pieces of writing advice in the world is “Write what you know.” Conversely, it’s a good idea to know what you’re writing about. You will often save yourself a lot of trouble simply by asking, “Why would anyone want to read this?” The answer could be “because it’s useful” or “because it’s funny” or any number of other reasons, but you should be able to answer that question before putting words to paper. I’m sure no one asked why anyone would want to hear “The world turns and we turn with it.”
It’s a line that doesn’t actually tell the audience anything. It’s the sort of vacuous line that sounds meaningful but contains no information. You can argue that it’s making the case for Chanel No. 5 as a constant in an ever-changing world, but the portentous tone and the layering on of hilarious faux-meaningful truisms, such as “Every journey ends, but we go on,” drown out any point the text could have conceivably made.
The teenaged poet is likely to get better as they get older because they will learn more and will have more to write about. By the same token, if your copy is to carry weight, whether for an advert, marketing copy or a company website, then you’ll need to know what you’re trying to communicate and why anybody would want to hear it.

2. The Wrong Tone

Young writers are a lot like magpies, happy to steal anything that looks shiny and put it to use in their own creation. Studying Shakespeare in school? In it goes. Read Edgar Allen Poe’s The Ravenand thought it sounded cool? You’re having that. Enjoy the teenaged banter in Buffy the Vampire Slayer? That goes in, too.
The result is a sort of Frankenstein’s monster of a writing style. And you know what? That’s fine. As with most things, imitation is a great way to learn how to write, and, with time, copying the good bits of others will mutate into something that conceivably sounds like your own voice.
The same is true of professionally written copy. When Barclay’s heard of cash machines being described as “holes in the wall,” it liked it and took it. World of Warcraft liked the Chuck Norris jokes (or facts) that were getting passed around a few years ago and so got Chuck Norris to appear in an advert based on them.
But if you don’t take tone into account when writing copy professionally, the results can come out a little on the weird side.
For example, check out Kingpin Social. This company offers courses in social interaction. Fair enough — plenty of people out there find it difficult to talk to others, and a company that offers techniques and training to help you overcome that difficulty would be welcome. The problem is that the website uses phrases like, “We will teach you to utilize proven social methodologies that will provide you with success in your personal, career or corporate relationships,” and “Every person deserves the confidence to achieve the optimal result in every social situation.” Imagine somebody using phrases like these in conversation; what opinion would you form of them?
A course like this needs to appear inviting to people who are worried about coming out of their shell, while also demonstrating that this company is made up of people who are good at speaking with others. Using words like “utilize” and “optimal” achieves the exact opposite effect.
The only reason anyone uses those words in marketing copy is to appear clever, and using words to appear clever is what bad teenage poets do. Never say “utilize” or “optimal” when you can say “use” and “best” instead.
Sometimes you end up with a patchwork effect — for example, using a simple, effective phrase like “What We Do,” and then following it up by telling readers that you are “a performance-based retail marketing technology and analytics company focused on helping retailers deliver relevant advertising that converts.”
In user-centered design, one often speaks of “personas.” A persona is a fictional character who represents the typical person you are designing for. You would think about their needs, their wants, the knowledge they will bring to your design, all of which will help you to construct a design around them.
A good way to avoid this pitfall in your own copy is to try the reverse. Think of your client’s business as a character you’re writing dialogue for. What sort of person is this business? What are their likes and dislikes? What sorts of things are they likely to say? Read the copy out loud. Does it sound like the sort of thing your imaginary person would say? If not, why not?
A particularly good example of this is the Scottish craft breweryBrewdog. Everything, from its website to its packaging, is written to sound like somebody you wouldn’t mind going for a beer with — passionate, funny and just a little surreal.
brew dog_2_mini
Brewdog — passionate, funny and just a little surreal…
The Dead Pony Club drink is introduced thus: “Being shot from a Hoppy Howitzer beats the hell out of trotting round a submissive paddock. That’s why the internal combustion engine got mounted onto two wheels.” But it avoids the territory of “The world turns” by adding, “This pale ale is chopped, tuned and ready to roll. Fuel up and hold tight, this little thoroughbred kicks like a mule.” However unpoetic the language, there’s never any doubt that the copy is talking about beer.

3. Self-Awareness

This is perhaps the hardest and most important thing for any writer to learn. It’s why many of us just don’t bother. We all dive in at the start without hesitation, enjoying the sheer joy of creation for its own sake and assuming that we’re producing pure written gold merely because we’re the ones doing it — until one day, it suddenly occurs to us, “What if I’m not any good?” Yes, I know, it was a surprise to me, too.
Some writers simply shake this thought loose and carry on as before. Many others stop right then and there, too paralyzed to ever dare setting down another word. However, every writer has to go through this step before they actually start being good. It’s when they start asking the question mentioned at the beginning, “Why would anyone want to read this?” and they start working to come up with a good answer. It’s when they start trying to read their work with eyes other than their own; and if you can’t do that, then copywriting really isn’t where you want to be.
Writers who struggle to overcome this obstacle are often so focused on selling their product that they forget the advert will appear in a wider context — with disastrous results. This is probably why Sony produced a series of incredibly racist billboard ads for its Playstation Portable. It’s also likely why American Apparel thought Hurricane Sandy was in any way an opportunity for social media marketing. At the time of writing, the Royal Bank of Scotland has just hit a marketing disaster because its campaign, which tells people to “Search RBYes,” doesn’t take into account that Google autocorrects “RBYes” to “Rabies.”
Sadly, teaching someone to “be more self-aware” is not really possible. Most of us learn to do it by making a lot of mistakes. But, more than anything, it takes a bit of imagination, the stuff that both copywriters and designers are supposed to have in droves. Of course, this doesn’t mean that designers now have to be fully proficient copywriters who can proofread and redraft words while setting layouts. Nor does it mean that copywriters need to be wizards with design software (although a little knowledge of the basic tools and concepts wouldn’t hurt). However, it certainly means that copywriters and designers need to work more closely together than ever before.

CONCLUSION

If you would like to learn more, we strongly recommend reading The Craft of Words, Part One: Macrocopy by the Standardistas, a great exploration of how design and copywriting intersect. All too often, design and copywriting take place in their own little bubbles, with each practitioner unaware of what the other is doing. But for the copy to be of any use, the writer needs to be aware of the context in which it will appear.
Front page image credits: Sean MacEntee.
(al, ea, il)



via Smashing Magazine Feed http://www.smashingmagazine.com/2013/09/12/why-copy-is-a-design-issue/