Saturday, January 14, 2012

The Collaboration Trap

Interactive agencies all promote the fact that they work "collaboratively" among disciplines. Sometimes, however, this claim tranaslates to informal methods, such as seating employees in an open floor plan, or merely putting interdisciplinary project teams together, in a "war room." Don't get me wrong, I think these are all great ways to start a dialogue between employees with different sets of skills, however, a formal "collaboration plan" is a more efficient and predictable way to get value from this conversation.

Don't fall into the trap. Set goals. 
Informal collaboration can be costly and inefficient. A well-intentioned meeting of the minds, with no agenda, can result in wasted time, angry employees, and, more importantly, bad decisions. When timelines and budgetary parameters are tight, goals need to be set, for collaboration. For example, make sure that collaborating teams know when actual decisions need to be made, for key screens of an application. Goal-setting should be done upfront, and put into a project plan, prior to "brainstorming."

Establish ground rules.
I'll get back to this point later, but there are delegates from each discipline present in a successful, cross-discipline collaboration. Make each delegate "the authority" for their respective discipline. Establish rules for collaboration and brainstorming, like:

1. Solutions must be accompanied with a rationale, based on meeting the needs of the business, end-user, or brand

2. Solutions must be visualized, or clearly articulated, to be considered.

3. x number of hours are allotted for each decision.

"Socialize" concepts.
Imagine a scenario, where an Art Director and a User Experience Designer (and the gap is narrowing between the two roles, by the way) debate the layout of an a screen for an application. The UX claims that her layout achieves likely use cases, as validated by client research. The Art Director presents her argument about proper layout, balance, and focus. Each employee has valid points. So, how long does this "stalemate" last? Who decides the next move?

Since the User Experience Designer and the Art Director are both adept at visualizing their conceptual directions, they should do so, applying medium fidelity to the illustrations of their respective solutions. After returning, quickly, with sketches in hand (using a napkin, Visio, InDesign, Illustrator, Photoshop, whatever), the two need to broaden their conversation to include a Business Analyst (or an Account Manager) and a Technologist (who is encouraged to be brought into the dialogue as soon as possible). These two roles bring other factors, such as business objectives and technical feasibility, to bear on the decision.

Make an informed decision.
Bringing others into the mix, gradually, with differing perspectives, may help the team make decisions and move forward. "Design by committee," however, isn't an efficient process. Ultimately, after input has been solicted from the group, one discipline lead needs to "cast the final vote." If decisions are, ultimately, UX-related, it should be the lead UXD, to make the decision. If it is a Visual Design/Brand issue, then, the Art Director should make the final decision.

Decisions can be more-informed by the group's input, but final decisions need to be made by individuals.

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