Agile Creativity – Principle #6: Facetime

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Agile principle #6 is a simple and sweet one about communications.  It needs no embellishment:

The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.

This is obvious.  If you want to get the most done, effectively, talk to a person directly.  I could probably stop here and you and I have easily discussed 70% of the value of this Principle.

Obviously I’m not done – and we’re talking Agile and Agile Creativity, so there’s some subtleties to go into.  So I’d like to discuss this principle in a bit more detail, and focused on creative work.  This probably would be faster if we were face-to-face, so revel in the irony.

Good communication is vital to all work – creativity moreso.

It’s obvious that you get more done productively if you actually go and talk to people, and in-person conversations convey a lot of information effectively.   In-person you can judge gestures, expressions, voice pitch and more.  In-person you sync-up with people better.

When you communicate effectively, you say more, hear more, and can work effectively.  You can adapt better because you’re actually talking to someone directly and saying so much more.  I’ve seen team behavior change and become more productive when face-to-face activities are introduced.

In creative works are challenging to communicate because they involve everything from intuitive interpretation to understanding complex emotions.  This makes face-to-face or similar far more important because there’s just a lot to convey.  So if you have to collaborate creatively, get talking face to face

(As you may guess, I accept we can’t always get face-to-face, which means) . . .

Face-to-face isn’t always possible, so make due

Communicating with people on your team face-to-face sounds great.  It’s also probably impossible at many times due to location, travel, mutual loathing, and what have you.  So what do you do?  You find the closest-way to face-to-face in order to interact.  This could mean:

  • Video conferences (with sharing)
  • Chat programs (of course)
  • Phone conferences.
  • Meeting face-to-face when you can and packing in all the communication you can do.

You do what you can.  This may mean when it comes to creative works, you have to get pretty innovative.  You may do things like sending people videos and following up with online chat, and it may not be face-to-face, but it’ll be as close as you can get.

Is this somehow violating the ideal?  No, because . . .

Face To face is the most efficient and effective method – not the only one.

This Principle is a recommendation and a statement of truth – face to face is the best way to communicate within your team.  It’s not the only one, it’s just the best.  Agile isn’t big on hard rules and structures.

But sometimes the best is not available, so you do what you can.  Don’t fret, don’t beat yourself up over it.  Just do what you can.

A quick thought for solo creatives.

Does this matter to the solo creative?  Actually, hidden within this Principle are two important lessons:

  • You may be solo, but changes are you still are depending on other people for some things.  Delivering supplies.  Providing editorial services.  Etc.  Face-to-face still applies to these “team-like” connections.
  • Are you taking time to really communicate with yourself?  Analyze results, do research, consider where you’re going?  You might not be – learn to pay attention to yourself.

A moment for review

This simple principle is pretty easy to review:

  • Face-to-face is the best way to communicate with your team members.
  • If Face-to-Face isn’t possible, learn the best alternatives.
  • Even when solo, practice good communications techniques and take the time to self-reflect.

Simple one there.  Good, because the next Principle seems simple – but has a lot of depth.  In a way it’s a core to a lot of Agile thought . . .

– Steve

The Creativity Paradox

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

There’s something horribly restrictive about creativity. Ever start something and feel trapped? Ever have an imaginative project become a burden? Why?

If you think of it, creativity means that you can do anything. The human mind can imagine things that were are are, never were but could be, and are not but shall be. In a creative act, from an add campaign to a novel, you could do anything.

Modern tools make things even easier. A decent set of CGI tools or self-publishing can bring any work to life.

Yet, why are creative works and acts so often frustrating, feeling like a trap? Why do we worry over writer’s block, argue about subjective artistic choices, or turn creative work into a death march? That’s because the sheer opportunity of creativity and all the options leads us to make bad choices.

When you can do anything, you can find new ways to screw it up.

The Choice of Paralysis

We all know writer’s and artists with too many ideas in their heads – indeed we may be one. They have all the opportunity in the world – and can’t decide what or how to do it. They are paralyzed by the very power they have to create.

Soon, nothing gets done because they can do anything. One choice is swapped for another, one color for another, and nothing truly finishes. It’s like constantly trying to adjust your thermostat.

(This is similar to the business term, “Paralysis through Analysis.”)

We can be free, only to be lost in a maze of maybes.

The Choice Of Fear

Having many ways to create, we also can see many paths to failure. Which is the right option out of an infinity? Which will get the job done? Which will at least keep people from getting angry at us?

Lost in fear, we loose our creative edge – it’s hard to imagine when you’re second-guessing everything. Creativity becomes a constant dodge of imagined failure and anger. At best, we imagine ways around problems we also imagined.

Fear is one of the causes of the Choice of Paralysis as well. Because we’re afraid, we’re endlessly using our imaginations to come up with things we then decide aren’t good enough.

Creatives are good at imagining, and often imagine worst cases.

The Choice Of Miscommunication

Communicating creative works is hard. There’s often something visceral, beyond words at the core of what we do. But we must also make it accessible to others – because our audience is often not us.

Yet with so many options, do we choose the one that helps people get it? I’m not talking about over-explaining, I’m talking about using our infinite choices to create a work that is accessible to the audience. It’s all well and good to have a great idea, but not if people can’t enjoy it.

At times, frustrated, we may avoid addressing miscommunication, because we expect to be “misunderstood.” We don’t have to.

At times, aloof, we may figure that we don’t have to work to be accessible, for the journey to understand our creations is part of them, right?

At times, we fear miscommunication – and the Choice of Fear catches us again.

We have infinite options, and sometimes choose the ones that lock people out or can never figure how to talk to them.

The Choice Of Restriction

When confronted with many options, some of us don’t choose to wander through creative options, we instead restrict our choices. Plans and plots, review sessions and sign-offs, imagination turned into a checklist. We try to restrict and channel creativity, to avoid both too many opportunities as well as the fear of failure.

In this case we probably stomp all the fun out of it – and make ourselves less creative. It’s hard to look forward to your next work when all you can see is lists and marketing data.

Worse, we often make the Choice of Restriction because it helps us deal with the other bad choices. If we build some elaborate system it’ll solve all our problems! Of course we then imagine a system that destroys the fun of creativity.

We try to control creativity and thus make it harder.

The Choice Of Safety

Confronted with many fears, with marketing needs, with needs for a paycheck, many creatives opt to play it safe. Make the same thing over and over. Don’t innovate too much. Recheck everything. Make it like last time.

We take all that potential and make it like te last thing we did. Some creatives are satisfied by this – and the paychecks – but not everyone. Besides “Survivor bias” paints a far rosier picture.

This is often the end result of the Choice Of Restriction. We give up on creativity entirely, and just make it into a machine. We may wonder, at times, why we’re so frustrated, but may lack the imagination to know why.

We can try to stop innovating, just to be safe. It somehow doesn’t feel safe.

Facing the Paradoxes

So now, facing these paradoxial choices – Paralysis, Fear, Miscommunication, Restriction, Safety, how do we creatives deal with them?

By getting ahead of them. You’re a creative person – you should be able to create ways AROUND these limits. You need to face them head on. Here’s a few things I found, but you’ll need to find your own methods:

Paralysis – Can be addressed by making and reviewing choices, accepting imperfections, and iterative improvement.
Fear – Can be addressed by diving in, producing, facing it. In a few cases personal support or even therapy may help, but don’t let fear rule you.

Miscommunication – Develop empathy with people. Learn to understand them. Also learn that you can’t please everyone – don’t be angry about that, accept it.

Restriction – Can be addressed by making it unnecessary as you’ve build in your own ways of channeling work, but giving yourself space.

Safety – Dealing with Safety requires us to regularly get out of our comfort zones. It doesn’t mean some radical push, it means regularly poking your head out a bit more, trying new things.

For me, using Agile methods have been my methods. Regular reviews help me stay on track. Setting out blocks of time gives me freedom. Staying in touch with my vision gives me guidance and inspiration. It’s worked for me – it may work for you.

But my methods or not, tackle these issues head on.

As a Creative, find your methods, your ways, to deal witht hese issues. They might be my ways, they may be someone elses, they may be yours. But when you address these Choices that make Creativity so paradoxial, then you can truly get amazing things done.

With less stress and less of the wrong kinds of paradoxes.

– Steve

Agile Creativity – Principle #4: Daily Collaboration

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Now the fourth Principle of Agile Software, which we’ll be re-purposing for creative work, is simple until you think about it for two seconds. It states.

Business people and developers must work together daily throughout the project.

Easy, right? First, let’s tweak this a bit for creatives

Customers and creatives must work together daily throughout the project.

Still simple, but I’m pretty sure you’ve been in situations where you couldn’t get someone to talk. Or respond to email. You probably wondered if they were OK. Maybe the Fourth principle is harder than it looks . .

At the same time, despite your disbelief, you probably see the value in this. If you and whoever you’re doing work for are in communication, you work better, get feedback better, and so on. Work becomes easier, faster, and friendlier.

It’s just that this sounds like it’d be real hard to implement.

So let’s break this Principle down – and focus on how you make it work – to everyone’s benefit.

Customers And Creatives Must Work Together . . .

This is a bit of a “duh” rule. But pause for a second and ask yourself what working together with the customer *really* means.

This Principle doesn’t say one is in charge and the other isn’t. It’s not about following a plan or not doing it. It’s the idea that you and your customer work together. You’re a team, even if one of you sort of started all of this and is probably paying the bills.

So you want to make sure you and whoever you’re doing creative work for are actually cooperating together to get a result and thinking of yourselves as working together. This is a bit of a radical mindshift (probably for both of you) and you can help encourage it because, well, you’re reading this. Approach working with your creative customers as a team effort, which means:

  • Encourage cooperation (of course).
  • Treat work as succeeding (and failing) together.
  • Develop a team approach, think of yourself as a team, cultivate that.
  • Include customers (when appropriate) in activities, from status reports to team lunches.

By the way, this may have you askin “hey, who is my customer.” We’ll get to that, but let’s finish off looking at the Foruth principle.

. . . daily throughout the project

Yes. The Fourth Agile Principle expects you to work with your customer daily throughout the project. The reason for this is obvious – you’re in touch with the people you’re doing work for. Talking to them and communicating with them to get questions answered, get feedback, etc. means two things:

  • You’re better directed towards the goal (even when it changes).
  • It develops good teamwork (which leads to informal improvements).

Yes, you are in contact daily, interacting, daily, and by now you’re probably thinking “how the heck can I do that?”

Ideally, you’d be in touch with people you’re doing work for all the time; indeed, ideally you’d work with them in person. In actual reality, in an age of conference calls and distributed teams, it’s a lot harder to work with people daily. I find the best way to solve this is – literally – just do your best and be aware of it.

It’s an ideal to aspire you. A few things I’ve found that help are:

  • Chat programs. Just passing an update to someone can help.
  • Email summaries and statuses. Sending quick daily updates helps.
  • Open Hours. Have a time in your schedule where someone can contact you; maybe you even sit in on a conference call or voice chat and anyone can swing by.
  • Talk to some if not all people. If your customer contact involves multiple people, touch base and work with as many of them as you can, even if it can’t be or doesn’t need to be all.
  • Cultivate customer communication. Help the customer develop this communicate-with-team attitude as well.
  • Radiators. Have some kind of chart, status sheet, document dump, working beta, that people can look at and use to get update. It’s passive communication, but it’s something.

I tend to solve the need for regular communication by mixing regular methods (daily updates, radiators) and informal (using chat programs and upates). Combined together, people stay in touch overall, even if individual methods don’t cover everyone.

And yes, trying to convince people daily communication is a good idea may be hard. If you’ve got people who are heads down, who like their privacy, etc. it may be harder. Cultivating this is going to be a bit of work.

Ultimately, I find this part of the Fourth Principle ultimately wraps up with the first part. You work together, you cooperate. As you do so, you’re better able to communicate daily because you’re more of a team.

But there’s a complication . . .

The Fourth Principle’s Complication: Client and Audience

The Fourth principle may sound hard to implement, but it’s an easy one – except but there’s another wrinkle. There’s the customer and then there’s the audience . . .

If you’re doing a logo, it’s easy – the customer asks for a logo. You make it. The customer’s customers, the “audience” may or may not like it, but it’s probably no big deal.

But what if you’re making a tutorial? Someone may ask you to make that tutorial, and you work as a team, but isnt the audience someone you need to keep in mind, because that tutorial is for THEM. The audience is also a bit more of a customer.

Now take this all the way; you’re an author. You have no direct customer or customer team, just a lot of readers, some of which you’re in touch with some of which you aren’t. How do you collaborate with that ?

When working to use the Fourth Principle as guidance, you’ll need to understand just who the customer is and just who the audience is. It might not be easy.

Rounding Up

Let’s review the Fourth Agile Principle for Creatives:

  • Delivering useable work focuses your efforts on what to deliver and how to deliver.
  • By delivering work as early as possible, you get feedback on the work you’ve done, which improves the results and communications.
  • Delivering work frequently creates feedback, communication, trust, and transparency.
  • Frequent delivery of useable work requires you to develop the best way to deliver, improving how you operate.
  • The shorter the timeframe the better, as it increases all the advantages of delivering useable work.
  • Frequent delivery of work provides direction, guidance, communication, and builds trust – areas that creative work needs, but that are also very challenging.

One simple Principle that packs a lot of benefits – and a lot of challenges – in. Worth taking to heart, just be ready for the actions it’ll take to make it real.

But, you’re someone that probably wants to improve and grow – as does everyone on your team. Let’s look at that in the Fifth Agile Principle.

– Steve