A search on Amazon shows 62,000+ books on leadership but almost nothing to help creative team leaders build and sustain a creative environment. Creativity and innovation can be delicate and emotionally fraught processes. Leadership theories are helpful, but what do you do when your star designer suddenly starts mailing it in? Or a project team is frozen in infighting? Or one of your designers just can’t find their footing in a new project? When you got your big promotion for being an amazing designer, no one told you that you needed an entirely new skill set.
Sink or swim, baby.
For this session, Sarah B. Nelson gets practical on the topic of creative leadership. From vision development to team alignment, from bottom-up empowerment to top-down intervention, Sarah will inspire you with practical ideas to motivate your team and rouse them to greatness. She will draw on her extensive experience leading creative teams at Adaptive Path and Hot Studio — and inform the discussion with research and interviews from organizational psychologists, experienced managers, and successful creative leaders.
Our speaker at the March 2011 San Francisco, CreativeMornings (http://www.creativemornings.com) was Mike Monteiro, Design Director, and co-founder of Mule Design Studio (http://www.muledesign.com). This event took place on March 25, 2011 and was sponsored by Happy Cog and Typekit (who also hosted the event at their office in the Mission).
Mike's book "Design is a Job" is available from A Book Apart (http://www.abookapart.com/products/design-is-a-job)
A big giant thank you to Chris Whitmore (http://www.whitmoreprod.com) for offering to shoot and edit the video. Photos were graciously provided by Rawle Anders (http://twitter.com/rawle42).
The San Francisco chapter of Creative Mornings is run by Greg Storey (http://twitter.com/brilliantcrank).
Follow us on Twitter at http://twitter.com/SanFrancisco_CM
The web is evolving, orienting around people rather than content. As a result, almost all UX professionals will increasingly need to design social experiences. Designing interactions between people is different from designing user experiences. For example there is often no clear task to design for, no set user goal, and no clear outcome.
To complicate matters further, people's sense of identity and the social interactions they have with others are subtle and nuanced. This means you can never predict how people will respond to what you create for them. Not only does this uncertainty mean that we need a very different approach to product development to be successful, it means that we need to be ready to iterate in real time – to change what we have launched almost immediately after we have launched it.
Paul will talk about the social design process, how it differs from classic user-centred design methods, and will explain why he thinks UX professionals will need to change how they work to be successful in the future.