Showing posts with label Creative Technology. Show all posts
Showing posts with label Creative Technology. Show all posts

Thursday, August 21, 2014

The fraudulant storyteller


There is a thought provoking interview with Stefan Sagmeister, where he challenges the pop reference to storytelling and the self-label of storyteller. Coming from a guy who’s built a life around insanely flawless visual design, he definitely brings a level of authority to the subject. I agree with Mr. Sagmeister on two fronts: 1) the phrase has been pirated by industries and brands where ‘storytelling’ is a stretch 2) I am one of the people who is guilty of self-labeling as a storyteller. I know it has become a buzzword, but for me it feels like a positive sign to see the creative within brands and ad agencies attempt to focus the simplicity of what they do. The distraction of content, the temptation to lead with technology or tactics, and the realization that it is the stories that people tell themselves that create change, motivate purchases, and guide choices.

In the world of technology, I think the idea of storytelling should be embraced. Screw the fact it may be overused or not reflect ‘true storytellers’. The opportunity to have an insanely complex industry of people take a step back and make the connection between why the technology exists in the first place and the people that it helps should be welcome by everyone. It can be the difference between doing a job and honing a craft.

A few years ago our company decided to celebrate it’s birthday by sending out an invitation to our clients. The digital invite led them to a webpage where we had cued up an augmented reality experience. People sat in front of their webcam and were invited to make a wish by blowing out the candle on our digital birthday cupcake. As each person would blow at their computer screen, the digital candle would blow out. A wink that bridged the digital space and physical space in a single moment.

If I asked you the how this worked, you would likely concentrate on the use of technology that could have been used to make this happen. But a simple idea like this, or the successful implementation of any technology is not the result of a focus on that technology – it’s the result of focusing on the story that you want your audience to tell themselves.  It is this strategy that makes room for imagination for an experience evolve from an action to a memorable moment.

Tuesday, May 13, 2014

Learning to suck at creativity

Somehow, somewhere along the way, the line between creativity and technology became blurred. Same goes for innovation; a word often used but rarely in the absence of technology.

We've learned to suck at creativity by masking it in technology or placing it in the shadow of innovation. There is nothing worse that technology that lacks creativity.

It seems to happen systematically. The reason may be that we often place creativity on a pedestal. Rather than reach for the pedestal, we conform to the present (which is currently technology/innovation).  It's easier than lowering the pedestal. Up there,  creativity is an isolated activity owned by someone with creative credibility (I'm talking broadly and not judging... where on one side of the scale, they have a knack for coming up with ideas. While on the other side of the scale, they have a wall of awards made of crystal or earth metals). In this scenario, creativity can't be easily influenced or redefined. Collaboration ends up being a word that is used by people on the pedestal looking to gain support by those who are not. And often, the collaboration comes in requests for technology or innovation. It is here we see the meld of creative suckitude fuse into our unfortunately acceptable definition of creativity.

Creativity should be rooted in simplicity and improvement. This is something everyone is capable of but rarely provided permission to explore. Finding the insight that connects consumers to a product, cutting down lines of code to increase an apps efficiency, modifying company HR policies to encourage an activity (and ultimately discourage another), or simply allowing for conversation to flow among people uninhibited -  are all examples of creativity at work.

Learning to unsuck just requires the discipline of defining the creative request to the person you're engaging with. Lists aren't creative, but they are focused. Here's one on how to turn down the suck in the creativity of your workplace or community:
  1. Don't ask the same questions at the beginning of every creative process. This is habit, and habit kills creativity. A starting point is to avoid the words "engage" "innovate" "connect" "brainstorm" "blue sky" "viral" "social" "insight" - make a creative request...creative.
  2. Never ask a bull for milk. Focus the tasks on the persons expertise - if they know money, focus it on savings/profits, if they know software, focus it on UX or efficiency, if they know design, focus it on...you get the picture. Expand the notion of creativity by framing and priming participants with a set of tasks that fits their abilities to add to the discussion.
  3. Favor diversity over support. Diversity of thought inspires great ideas. If you're in a creative discussion, or a meeting, or a brainstorm, and you feel comfortable with everything you hear - then you've missed the creative bus. Same goes for simply giving time to ideas you like - you've missed the point. Which brings us to point #4.
  4. Check yourself first. Creativity often sucks because we often come up with the creative framework/solution before we ask for help. We look to support our cause and build a brainstorm around it. Hence why leaders of creativity often end up with unstable egos, or unchecked biases, they are constantly supported in every collaboration. Check yourself should be step one, but it took me four steps to realize I didn't before writing this.
All that said, the point isn't to tear down creative bureaucracy. People need to make decisions, and decisions don't involve everyone all the time.  Rather, the point is to foster creative diversity at the beginning - which creates creative health....and actually leads to true innovation.

Friday, May 9, 2014

3 Tips to Creative Storytelling with technology

Conversations around innovation are often rooted in limitations. A creative team would like to know what is not possible, a brand wants to know possible risks, etc. Often the focus on what is not possible distracts everyone from the possibilities of what is possible.

Storytelling in action in galaxy far, far, away.
The point of technology is to assist a user experience. And the beautiful thing about a user experience is it is always wrapped in a story. Rather than look at a technology set a set of barriers that a creative idea needs to fit within, shift the perspective to start with a story with technology as a supporting role.

I would argue that the current state of digital provides limitless creative applications. The barrier lies in the stories - not in the technology.



How do we craft better stories with technology?
  1. Focus on people. Start with the user experience, or if we want to sound technical, the Human Interface. All stories have an arc and motivate reaction. Ignore technology entirely at this point.
  2. Create Momentum. With the human story in place, look for points where the imagination will begin to run. If the story arc guides the imagination, find the points that have opportunity to be reinforced. Perhaps the imagination stalls during details of the story, or perhaps the user needs to be primed so the store has the greatest effect. What tangible action can ignite the imagination? What literal elements can be removed to leave room for the mind to play? This will lead you to explore the medium of the storytelling experience and technology will naturally seep into consideration. Avoid crafting to what you know or a technology that seems to be an obvious fit.
  3. Use technology as a mirror or support (not both). Begin to weave the use of technology on the same path as what was identified to create momentum; using it as a tool to mirror the momentum of the story and augment the imagination, or to support the story and create momentum where the human experience lacks. If you find that technology is mirroring and supporting the story, you're likely forcing things together. What's the point of a story if it needs technology? Simplify and always fall back to the human experience.
Helping people to tell their crafted story with the help of technology is often how I spend my day. I have yet to become an expert, but have learned a few lessons the hard way. Creative technology without a story can be compared to a creative tactic without a story - without the story (or strategy if you prefer) it is clutter.