Wednesday, January 21, 2009

"In a perfect world..."

Most design agencies are structured into silos, with people specialized in different aspects of the design and management. I wrote about some of the problems this can create in an earlier post, but there's another aspect to specialization: we expect people in later stages of the process to be able to fully realize the ideas we have as designers earlier on in the process.

I have seen too many times an idea get implemented either without the interaction/design fully realized, or just plain implemented wrong. The results are almost always disappointing, and sometimes that seemingly small difference between well-polished and rough-around-the-edges is the difference between easy and frustrating. A poorly-implemented great idea is often worse than a well-implemented mediocre idea.

This is a tough situation to deal with, because often you won't know if the idea fails in implementation until it has actually been implemented, and at that point it may be too late to try an alternate approach. And even if you know it is risky, sometimes it is worth the risk. My best suggestions?

Make a sample version/functional prototype
Try to create a mini version of your big idea. Problems may rear their head that you didn't expect, while things you expected to be difficult may work out smoothly after all. In either case, it should tell you if it is worth exploring further or abandoning.

Do it yourself
You can't always do this in a large agency (in fact, you probably rarely can), but one of the benefits of working small or being an all-in-one freelancer is that you know fully the skills and knowledge of every one at every step -- because it might be you in every role. You may not know every single aspect of how to create something in advance, but it's important that you at least know how to learn everything needed, and that you can do it within the scope of your project.

Have a well-thought-out Plan B
Sometimes your Plan B may just be an earlier brainstorm that wasn't fully realized, but just as you should design for user failure, you should design for designer failure too. Unexpected obstacles are common, and the more ready you are with an alternate approach, the more likely your end result will be successful. Trying to patch up a sinking ship that has been battered and bruised may be a mistake -- sometimes you just need to scratch that ship and build another one. If you've got the blueprints for the second ship available already, you'll have a head start.

I've half-joked before that I want to become a "reality consultant" -- someone who can look at all the big ideas and plans and offer some cold hard reality about what is or isn't achievable, what will be simple or difficult, and ultimately where energy should be spent to really ensure something good in the end. But until that is a real job, we can all be our own reality consultants and be ready to adapt if our "perfect world" vision doesn't come to fruition.

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