Episode Transcript
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0:01
Your relationships are just
0:03
as important as your ideas
0:06
because your ideas can't go
0:08
anywhere Without the medium of
0:10
the relationship of engineers and
0:12
finances and project managers without
0:15
them You'll be a frustrated
0:17
designer with good ideas that don't
0:19
go anywhere As designers we sometimes
0:21
get caught up in our egos
0:23
I'm the creative one on the
0:25
team. I'm the one who should
0:27
have the final say on these
0:29
designs and I'm misunderstood and I
0:31
feel like I'm always having to
0:33
teach people a new language. You
0:35
ever said that to yourself? I
0:37
know I have. Author Scott Berkin
0:39
has a new book called Why
0:41
Design is Hard, which dives into
0:43
why this ego trap limits designers
0:45
effectiveness in their roles. We welcome
0:47
him back on the show to
0:49
discuss this new book and also
0:52
to discuss how designers can learn
0:54
to navigate organizational power structures and
0:56
gain more influence over decisions that
0:59
affect their work, how the myth
1:01
of the design hero shapes young
1:03
designers entering the field, and why
1:06
design schools often fail to prepare
1:08
students for the real-world dynamics of
1:10
organizational culture and power. This is
1:13
design better. where we explore creativity
1:15
at the intersection of design and
1:17
technology. I'm Aaron Walter. You can
1:20
get ad-free episodes, bonus content,
1:22
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access to our monthly AMAs
1:26
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by becoming a Design Better
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premium subscriber. It's also the
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best way to support the
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show. Visit Design Better podcast.com/subscribe
1:38
to learn more. We'll
1:46
return to the
1:48
conversation
1:51
after this quick
1:54
break. And now,
1:56
back to the show.
2:03
Scott Berkin, welcome back to Design Better.
2:05
It is a pleasure to be back,
2:07
thanks guys. When we last left our
2:10
heroes, you had a book out about
2:12
the power of design, how design makes
2:14
the world work. But now you're looking
2:17
at the opposite side of this topic,
2:19
which is why design is so hard.
2:21
I have to agree with both perspectives,
2:23
but tell us why this book and
2:26
why now? Why is this an important
2:28
thing to cover? Well, when I wrote
2:30
how design makes the world, the goal
2:32
for that book was to take on
2:35
the burden of explaining all of these
2:37
things that annoy us as designers that
2:39
people don't understand. I try to explain
2:42
good design to business people or engineers.
2:44
I wanted to write a book that
2:46
could be considered in the same category
2:48
as design of everyday things by Don
2:51
Norman or don't make me think by
2:53
Steve Krug, like an explainer book that
2:55
could work for anybody. And in writing
2:57
that book, I had to write for
3:00
everybody. the widest possible audience possible. And
3:02
while doing that, I knew at the
3:04
same time, someday, I'd want to write
3:06
a book where I could just talk
3:09
directly to designers and say, like, hey
3:11
guys, hey folks, like, we got some
3:13
problems. Let's have a conversation that's in-house
3:16
talk. We can speak frankly with each
3:18
other and share some perspective. And so
3:20
that's what this book is. It's basically
3:22
a sequel, but one that's written for
3:25
the design and UX community. One of
3:27
the key themes in your book is
3:29
this. ego trap and I think as
3:31
designers and even you know more generally
3:34
creative people I certainly find myself there
3:36
we often find ourselves in the situation
3:38
where hey you know I'm the creative
3:41
one I'm special I got these kind
3:43
of creative superpowers why are people paying
3:45
attention to me so talk about that
3:47
a why does that happen and then
3:50
maybe why does that limit our effectiveness
3:52
as designers it's a better way to
3:54
frame what goes on in some of
3:56
the research for the book I've been
3:59
doing for a while about asking designers
4:01
what their biggest frustrations are, what their
4:03
biggest complaints are. And the same kind
4:06
of things come up, especially for UX
4:08
folks, about, they don't get it, like
4:10
the executive teams, like they don't get
4:12
it, and I get ignored, and I've
4:14
never invited a meeting, like why, why,
4:16
why. And those frustrations are valid, and
4:18
they do express things that should be
4:20
better. But there's a framing in
4:23
these complaints that's very self-centered.
4:25
Why don't they do something other than
4:27
what they are doing? And it puts
4:29
the blame elsewhere. And there's a kind
4:31
of learned helplessness that is implied
4:33
in that, that I can't do my
4:36
job until all these other people who
4:38
actually have very good reasons for doing
4:40
what they are currently doing. They're
4:42
paid very well and successful companies
4:45
doing what they are doing until
4:47
they change. So it's called a
4:49
trap because it's something that prevents
4:51
you from actually achieving what you
4:53
want. It's a trap. It doesn't
4:55
allow you to progress or grow
4:57
because you feel validated and just
5:00
calling out a problem. The thrust of
5:02
the book is that these complaints
5:04
are true. Yes, we have reasons
5:06
to be upset or feel disenfranchised,
5:08
but complaining to the sky
5:10
doesn't change anything. And as designers who
5:12
are creative and do have superpowers,
5:14
we have special skills that can
5:17
solve a lot of different kinds
5:19
of problems. We have to get
5:21
better at framing our frustrations. to be
5:23
things that we can take action on.
5:25
And instead of walking into
5:27
organizations, expecting them to understand
5:30
design, expecting them not to
5:32
be dysfunctional, expecting them not
5:34
to have political infighting, which
5:36
is a ridiculous set of
5:38
expectations given our understanding of
5:40
the working world, we should
5:42
flip it around and say, let's train
5:44
ourselves to expect some of these
5:46
situations. Let's design our skill set
5:48
and our attitude to expect these
5:50
situations. And then at least we're
5:52
not taken surprised by them. And
5:54
we can maybe cultivate more of
5:56
a culture of wanting to divide up
5:59
these problems. so we can attack
6:01
them. So that's the ego trap.
6:03
The book also talks about how
6:05
valuable ego is. We need our
6:07
egos. We need them to motivate
6:09
ourselves. Ego is important, but beyond
6:11
a certain limit, it becomes destructive.
6:13
And it becomes a source of
6:15
resentment and bitterness and depression when
6:17
there's a way to use that
6:19
ego to take agency and to
6:21
have more agency in these situations.
6:23
One thing I notice over and
6:25
over again is designers often seem
6:27
to be kind of on the
6:29
low end of the spectrum of
6:31
maturity of understanding power structures, political
6:34
structures inside of organizations, and that
6:36
lack of knowledge or lack of
6:38
interest holds them back. I'm curious,
6:40
what is it that designers need
6:42
to know more of to have
6:44
more influence in their organizations? Yeah,
6:46
I'm smiling because of the statement
6:48
you just said, because sometimes when
6:50
I say that I get in
6:52
trouble, so I'm glad that does
6:54
the hope. Well, I'll raise my
6:56
hand. That's been me, you know,
6:58
that has been me at times.
7:00
And there's definitely a school of
7:02
hard knocks in trying to figure
7:04
that stuff out. Yes, I do
7:06
agree. I do think to be
7:08
generous to designers, I think most
7:10
people have the same complaints. Most
7:12
people don't want to deal with
7:15
power and politics. It's not fun
7:17
for most people. Design is the
7:19
community that we're in. So I
7:21
witness it and see that pattern
7:23
here. But it's a universal thing.
7:25
I think if I were to
7:27
poke at the type of culture,
7:29
the kinds of people that are
7:31
drawn to design, I do think
7:33
there are some things that make
7:35
it harder for us. I think
7:37
that... people who are drawn to
7:39
design or people who like a
7:41
certain kind of work. They like
7:43
work where they have control, they
7:45
like creative work, they like time
7:47
working on their own. So you
7:49
take a person who's developed a
7:51
craft and a skill set where
7:54
you are working in Figma or
7:56
Photoshop or on a sketch pad.
7:58
It's a solitary creative experience. It
8:00
makes sense that people who are good
8:02
at those things would tend not to
8:04
want to be in lots of meetings
8:06
and debating things and dealing with a
8:08
persuading roomful of people that do something
8:10
different. It makes sense that there's more
8:12
of a tendency towards a certain kind
8:14
of introversion that makes sense to me.
8:17
When I've given some of the advice
8:19
in the book about taking more agency
8:21
to some designers, they'll say, why should I
8:23
have to do that? Why should I have
8:26
to go and convince people of my
8:28
ideas? And my answer to them is
8:30
you don't. If you're okay with your
8:32
ideas not having as much impact as
8:34
you want, you don't have to convince
8:36
anyone. But to assume that you have
8:38
some kind of idea privilege that
8:40
people should just follow what you
8:43
suggest because you suggested it,
8:45
that's a kind of ego trap. Nobody
8:47
gets that kind of privilege in
8:49
most word places, unless they have
8:51
power. That's the secret way out
8:53
of not having to do that.
8:55
But to have power, and this explains one
8:58
of the things in the book of our
9:00
obsession with talent, and we like to think
9:02
that talent will solve everything. If we
9:04
have the right skills and the right
9:06
ideas, we can persuade anybody. But
9:08
in our workplace, there's a lot of
9:10
the complaints that we have, is the
9:12
CEO or the executive who knows
9:14
nothing about design. We know they know nothing
9:16
about design. Yet despite their lack of
9:19
ability or knowledge, they get to make
9:21
the decisions. So... If we had 10
9:23
times more talent than we do, unless we
9:25
have more power influence, it doesn't have an
9:27
effect on things. That's supported by the
9:29
fact that people who have a lot
9:31
of power and influence, but low skill
9:33
gets to make lots of decisions.
9:36
There's a recognition about the
9:38
practicalities of how people work in
9:40
organizations that we just don't want
9:42
to fully accept. Yeah. Let's take
9:44
a devil's advocate approach to this.
9:46
You said that nobody gets that
9:48
treatment where their idea gets listened
9:50
to. without them having to make
9:52
a fair case or a business
9:54
case for what they're doing. The
9:56
exception I see there is engineers.
9:59
Engineers often like... Hey, you don't know
10:01
what the hell I'm doing, but you
10:03
believe that I'm super talented and I'm
10:05
super valuable. So therefore, I don't have
10:07
to present or spend too much time
10:10
presenting these ideas to you. And people
10:12
do sort of been to the whims
10:14
of engineers. I think that's part of
10:16
the source of frustration with designers is
10:19
that there's so much hand waving to
10:21
just be seen and understood. And engineers
10:23
just don't have to do any of
10:25
that. People are just like, yes, we're
10:27
so happy you're here. I have two
10:30
answers to that. One, there's definitely some
10:32
truth to that. In tech cultures, engineering
10:34
cultures are often where the founders come
10:36
from. So the whole culture is seeped
10:39
in a respect and a deference to
10:41
the engineering perspective on things. They're seen
10:43
as the primary intellectual work horses for
10:45
the organization. So some of that is
10:47
definitely true. But the second answer is,
10:50
if you spend more time talking to
10:52
engineers, they have their complaints too. Like,
10:54
they have their complaints about the decisions
10:56
being made that favor the business over
10:59
engineering quality. Engineers often have a lot
11:01
of the same complaints. Obviously, they're not
11:03
as deep as the compliance designers usually
11:05
have because engineers tend to have a
11:07
lot more organizational power. But they have
11:10
their complaints too about the things that
11:12
they're not allowed to do or the
11:14
expectations for how much work they're supposed
11:16
to get done. One of the bits
11:19
of advice in the book is the
11:21
recognition of if there are people who
11:23
are in the room who seem to
11:25
have that privilege and you don't have
11:27
it, then the tactic to take is
11:30
to figure out how can you make
11:32
them an ally? How can you use
11:34
their power and their value in the
11:36
organization as an asset instead of a
11:39
frustration? I'm not saying that's easy to
11:41
do. I'm not saying that's always possible
11:43
to do, but in the landscape of
11:45
how organizations work, how people work, you
11:47
want to look around at the system
11:50
around you and say, who has access
11:52
to influence that I don't, how can
11:54
I learn how to influence them? How
11:56
can I find out? which person on
11:59
the engineering team is actually the most
12:01
invested in improving the design of the
12:03
product. Who is that person? Now, they
12:05
may all not be that invested, but
12:08
of the 10 engineers, there will be
12:10
one who is the most interested in
12:12
learning more about UX design. Who is
12:14
that person? That's the task that anyone
12:16
can do. And that's where you can
12:19
invest energy. Even in the most engineering
12:21
centered culture, there's still someone there who's
12:23
the most receptive. And if you can.
12:25
build that relationship, then their power becomes
12:28
an advantage rather than a source of
12:30
frustration. I want to take another twist
12:32
at this question and I think for
12:34
some of us it can be easy
12:36
to take a little bit of a
12:39
more cynical view toward corporate hierarchy and
12:41
you both might be familiar with that
12:43
very simple. corporate hierarchy could be pyramid
12:45
where it's sociopaths at the top and
12:48
then clueless and then losing its bottom
12:50
is like I think a lot of
12:52
us have been in those situations where
12:54
that's how we feel. But that aside
12:56
if we want to take a more
12:59
epithetic view or if we are leading
13:01
a team and we are an sociopath
13:03
how might we think about it kind
13:05
of empowering folks that are a little
13:08
lower on the totem pole to help
13:10
give input into these more strategic decisions
13:12
that we might be making. I think
13:14
that something a manager would always want
13:16
to do of figuring out what are
13:19
the ways to engage the people on
13:21
your team to do their best work.
13:23
I think because we're talking about designers
13:25
and I mentioned this more introverted attitude
13:28
about work is things like making sure
13:30
there's multiple ways for people to participate
13:32
in suggesting ideas. Like this is classic.
13:34
preference to verbalization and brainstory meetings, you
13:36
know, whoever's loudest and speaks the fastest
13:39
usually gets heard the most. And there's
13:41
little things like brain writing where you
13:43
make the process for coming up with
13:45
ideas, it's something that's written down. It's
13:48
less based on who's loud. So there's
13:50
things like that you can do to
13:52
help diversify the process by which ideas
13:54
are even heard. That comes to mind.
13:56
But you have me intrigued by that
13:59
hierarchy, you know, that cynical hierarchy, which
14:01
I was laughing at, which it was
14:03
sociopath idiots. What was the bottom layer?
14:05
Losers. Losers. Losers. Losers. It's humid the
14:08
cloud. And I don't think he meant
14:10
losers, sort of, you know, the social
14:12
sense. It's more like they're losing out
14:14
on the arrangement here. Yeah, that made
14:16
me think of an important thing in
14:19
the book, in the book, designing your
14:21
life. And in that book, they talk
14:23
about gravity problems. They talk about how
14:25
there are all these things that are
14:28
unavoidably frustrating and that the healthy outlook
14:30
as a designer but as a person
14:32
is not to get hung up on
14:34
the things that you really have no
14:36
control over. That's a platitude you hear
14:39
all over the place. The Stoics talk
14:41
about it. You know, it's a very
14:43
old idea, but I think it's an
14:45
idea very relevant to us in that
14:48
if you do work for a place
14:50
that's run by social path and middle
14:52
management. are a bunch of largely incompetent
14:54
people, nothing you do in design presentation
14:56
is going to fix that. Like there's
14:59
no idea that you are going to
15:01
have that's going to transform the culture
15:03
of your company. It's just not going
15:05
to happen. And it's not a limitation
15:08
on your abilities as a designer or
15:10
a creative person. The sum amount of
15:12
acceptance to have about your limited ability
15:14
to change some of these fundamental things.
15:16
And the more time and energy you
15:19
allow yourself to spend complaining about them,
15:21
some of that is therapeutic. For sure,
15:23
and it's venting and it's getting validation,
15:25
but finding ways to be creative about
15:28
how, again, of the idiots in the
15:30
middle, who is the least idiotic? How
15:32
do you get on that team? Who's
15:34
the person who seems really good in
15:36
your organization at persuading the sociopath at
15:39
the top to do good things? How
15:41
do you learn their techniques for doing
15:43
that? There's always a way with our
15:45
creative abilities, there's always a way to
15:48
ask these kinds of questions and become
15:50
curious. and become investigators of the way
15:52
things really get done. And then there's
15:54
some agency, even if it's such a
15:56
tiny bit of agency, tiny bit, that
15:59
leads... to what we want, which is
16:01
more influence and better products and better
16:03
services and less terrible stuff in the
16:05
world. And that's why the core message
16:08
of the book is finding healthier ways
16:10
to deal with what are unavoidable
16:12
challenges of being a creative designer
16:14
at tech and large organizations. There's
16:16
fundamental things and we have to be better
16:18
at admitting that this is going to be
16:21
the common case. I'm going to shift
16:23
us into a different gear away
16:25
from cynicism and sociopathy. You write
16:28
about some design heroes in your
16:30
book, folks that we really love,
16:32
Polisher, as a former guest on
16:35
the show, Dieter Rams. And you
16:37
talk about how they often faced
16:39
significant challenges beyond their iconic work.
16:42
How do you think the myth
16:44
of the design hero influences young
16:46
designers entering the field today?
16:49
There's some really destructive things about
16:51
it. Now, I caution that and want
16:53
to couch that by saying we need
16:55
heroes. There's a romantic thing. We all
16:58
need to inspire us to want to
17:00
pursue this kind of work and to
17:02
get into fields and romantic stories and
17:05
mythological stories have a valuable
17:07
role to play. They do. The destructive
17:09
part is when we try to emulate
17:11
a fantasy in our actual working life.
17:13
The story that you're referencing, Dieter Rams,
17:16
I found a story about him that
17:18
I thought. is really important that doesn't
17:20
get told very much. Dieter Rams, one
17:22
of our most well-known designers in the
17:25
world, heavily influenced the direction of Apple
17:27
and there, Jonathan Ives, all their
17:29
product design. Because he's such a hero, most
17:31
of the images you ever see of him as
17:33
him standing alone. Often in front
17:35
of the finished products that he has
17:38
worked on that are in museums now. It's
17:40
one person standing alone. And we all know
17:42
any of those products, you know, there's like
17:44
a razor and a radio. That radio probably
17:46
had dozens of people working on
17:48
it. Engineers, marketers, people who ran
17:51
the business plan, project managers, people
17:53
who did the manufacturing plan, dozens
17:55
of people. But he's the one person
17:57
we see. There's no mention of anybody
17:59
else. You think the collective number
18:01
of people represented by all those
18:03
things that he's standing in front
18:06
of? Hundreds of people, but we
18:08
see one person. So we're presented
18:10
with the notion, which is a fantasy,
18:12
that Dieter Ram showed up at Braun,
18:14
and then a team of minions said, we'll
18:16
go build that for you. And Dieter Ram's
18:18
won a vacation for a year, and
18:21
came back to take the photo, and
18:23
then goes on vacation again. That's really
18:25
this fantasy we have of the designer,
18:27
is just the hero, and they're alone.
18:29
Dieter Rams is telling a story in an
18:31
interview with the New York Times about his
18:34
early career and he tells a story about
18:36
seeing the engineering team and the design team
18:38
not getting along. And rather than doing what
18:40
most of us would do, what I have
18:42
done, like who wants to get involved in
18:44
like a cross-discipline tension? Like no one
18:47
wants to get in the middle of that.
18:49
It's not fun. It's certainly not something a
18:51
designer normally feels obligated to do, but he's
18:53
like, look, I can see there's tension here.
18:56
I know the engineering team likes brandy. So
18:58
I'm going to get a nice bottle of brandy
19:00
and I'm going to share it with the
19:02
engineering team. A designer is going to go
19:04
and share it with the engineering team. And
19:06
his quote, it's almost verbatim quote, is basically,
19:09
to be a good designer, you have to be half
19:11
psychologists. And he means half thinking
19:13
about relationships with people. This is the story
19:15
early in his career. This is what led him
19:17
to become the person who then gets their
19:20
picture taken in front of all this work.
19:22
It's through human relations, through earning trust. And
19:24
of course buying gifts is just a very
19:26
shallow way to build a relationship, but
19:28
it can be the start of one. It's
19:30
an offering of something to another person and
19:33
the beginning of a connection. And I
19:35
had never seen that story told anywhere
19:37
before. And I thought it's exactly the kind
19:39
of story that we need to be
19:41
better at telling to designers that your
19:43
relationships are just as important as
19:45
your ideas. Because your ideas can't
19:47
go anywhere without the medium of
19:50
the relationship. of engineers and finances
19:52
and project managers, you have to
19:54
have those relationships. Without them, you'll be
19:56
a frustrated designer with good ideas
19:58
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now, back to the show.
24:53
Let's talk another story about
24:55
a design hero in the
24:57
book. This is Paula Shire
24:59
and her famous story of
25:02
the $1.5 million nap and
25:04
sketch. She actually came on
25:06
the show and talked about
25:09
it. We'll link over to
25:11
that as well. And she
25:13
had a slight correction to
25:15
the record there, but the
25:17
gist of the story is
25:19
true. And I'm curious. That sketch
25:21
was done on a napkin, very loose,
25:23
and famously the decision was made to
25:25
run with that concept or something very
25:28
similar. In our current age, it's very
25:30
easy to go, for instance, like a
25:32
sketch to something very high fidelity. And
25:34
we've been saying this, we've been running
25:36
these workshops that are about AI plus design
25:38
thinking and part of the workshop, you come
25:41
up with some. ideas and then have
25:43
AI help you make some generative solutions
25:45
to it and its tendency is to
25:47
leap into something very high fidelity whether
25:49
that's like a product rendering app screens
25:51
and I'm just curious what do you think is
25:54
lost in that right now or what are
25:56
the sort of cautionary things that you might
25:58
talk to designers about given our now to
26:00
just almost instantly create something high fidelity.
26:02
Yeah I have a similar opinion on
26:05
this that I'm guessing that you do
26:07
which is you lose a lot but
26:09
I do recognize I'm old like I'm
26:11
52 so there is an element I
26:13
see in it of like cranky old
26:16
guy well when I was a designer
26:18
I had a you know by the
26:20
car of the whiteboard out of stone
26:22
and you know I do sense in
26:25
myself a little bit of that but
26:27
I do think that Whenever you move
26:29
up in fidelity, you are now changing
26:31
the kinds of feedback you're going to
26:33
get, you're now more attached to things
26:36
because they feel more complete. And it's
26:38
easier to go astray. I'm a big
26:40
believer in trying to keep things fluid.
26:42
And the more you're comfortable tearing things
26:44
down and revisiting them, you're going to
26:47
get better ideas. You're going to get
26:49
more thoughtful and deeper ideas. So there's
26:51
something very dangerous about the allure of
26:53
fidelity. We've all felt this when we've
26:56
presented stuff to executives who don't really
26:58
understand design very well, that once you
27:00
show like a highly rendered screen, like
27:02
the attachment to the details of that
27:04
now become things you can't undo. And
27:07
that's why it's so preferable to try
27:09
to stay in low fidelity for as
27:11
long as you can. It gives you
27:13
so much more room to focus on
27:16
the problem and the solution. You mentioned
27:18
in the book that design education, it
27:20
often fails to prepare designers for... real
27:22
world dynamics, organizational culture, power dynamics that
27:24
we talked about. What changes, if you
27:27
had a magic wand, would you recommend
27:29
to design schools to better equip students
27:31
for realities of working in a complex
27:33
organization? Yeah, thank you for asking this
27:36
question. I want a caveat that I
27:38
am a critical design education in the
27:40
book. I also recognize that being design
27:42
educator is really hard. Oh, it's hard.
27:44
Thank you. And also, it's so easy
27:47
for people like me to write a
27:49
book or have a tweet and say,
27:51
this school of education should include X,
27:53
but I am not thinking about what
27:55
would have to get dropped. from the
27:58
curriculum to include the thing that I'm
28:00
asking for. It's kind of an unfair
28:02
critique. So I admit that. What I
28:04
am arguing for is that if we
28:07
know that most designers will enter the
28:09
workforce and spend most of their time
28:11
working with non-designers, normal people, that has
28:13
to be something we are prepping them
28:15
for. And that could be prepped through...
28:18
part of a senior project is to
28:20
work with actual engineers in the engineering
28:22
school. That could be prepped through a
28:24
workshop on how to explain your work
28:27
to people you meet on the bus.
28:29
That's a two-day workshop of just preparing
28:31
you for the reality that when you
28:33
leave design school, this is probably the
28:35
last time you will be around 95%
28:38
of designers all day every day. Unless
28:40
you work at a design agency, there
28:42
are some exceptions. But even then, when
28:44
you go to visit your client. You're
28:46
in the normal world where design is
28:49
not understood, you are a minority, no
28:51
one knows what you do. That will
28:53
be your everyday experience for the rest
28:55
of your life as a professional. There
28:58
has to be some accounting for that
29:00
as part of a design education. And
29:02
I know people already told me that
29:04
their programs and their classes, they do
29:06
some of this, and that's great. I
29:09
still think the critique is valid, that
29:11
by and large, that is not the
29:13
case. And that's what I'm arguing for.
29:15
This book is an attempt to do
29:18
it. This book can be read in
29:20
like three hours. I think the book
29:22
does a good job at framing this
29:24
problem and giving tools to solve it.
29:26
There are other books like it. Taking
29:29
responsibility for that I think is something
29:31
we have to do for young designers.
29:33
Prepare them for the reality of being
29:35
a designer as a person in the
29:37
world. I think it's a very valid
29:40
critique and something that we're always trying
29:42
to address with the class that we
29:44
teach, which is a project-based, team-based class.
29:46
But the students are largely collaborating with
29:49
their own peers and they're not cross
29:51
connecting necessarily over to the engineering department.
29:53
That happens sometimes organically, but in many
29:55
of these institutions, there's almost a sort
29:57
of beer crash. allergic reaction to bringing
30:00
different departments together. And, you know, to
30:02
give a concrete example, when I was
30:04
in the product science program at Stanford,
30:06
there was a very tight connection to
30:09
the art department, largely through one faculty
30:11
member named Matt Kahn. And it was
30:13
great. It was like, you got this
30:15
great art education, and you got this
30:17
great, you know, more engineering technical design
30:20
education, and it was a great blend,
30:22
for a number of reasons that broke
30:24
down. And I think the students are,
30:26
we're software for it. important thing to
30:29
ideally bring into a program. You also
30:31
mentioned negotiation as a design skill, which
30:33
I also think isn't really taught, at
30:35
least at our program so much, we
30:37
don't have emphasize it. Why is that
30:40
important? And what do you think folks
30:42
who might be in the workforce lacking
30:44
what they could do to resolve that?
30:46
My background was... a weird combination of
30:48
computer science and user experience stuff when
30:51
I graduated. My first job was as
30:53
a user researcher at Microsoft. And then
30:55
I switched to be what was called
30:57
a program manager, but it was the
31:00
role that did the most interaction design
31:02
work. And also I had to be
31:04
a project manager. And also I had
31:06
to be a project manager. So I
31:08
did a lot of design work there.
31:11
My job title did, I don't have
31:13
the word design in it, but I
31:15
did the prototyping and the sketching and
31:17
the, a lot of it anyway. And
31:20
I remember a lot of it anyway.
31:22
And they would just say no. And
31:24
I'd be really angry. I'd be like,
31:26
you know, in my head, I'm thinking
31:28
like, this is great. Like, and I
31:31
didn't have the tools or the confidence
31:33
to figure out how to negotiate, which
31:35
negotiation is like, well, like, you're selling,
31:37
but you're also trying to understand better
31:39
the other point of view. Why? Like,
31:42
why? And then you can now have
31:44
a conversation about the actual design. Like,
31:46
the actual design is not what's in
31:48
the designer's head or in the prototype
31:51
or in the prototype. or in figma,
31:53
the design is what happens when the
31:55
ideas meet the person who's going to
31:57
do the work. And now it's going
31:59
to be interpreted and there's going to
32:02
be tradeoffs made. That's actually the design
32:04
for what's going to get built. And
32:06
the recognition of that means that the
32:08
negotiation is essential. part of that, because
32:11
if you don't know how to negotiate,
32:13
you end up feeling like you are
32:15
throwing your design over a wall, and
32:17
good luck at what comes out the
32:19
other end, because you don't know how
32:22
to influence those decisions. I think negotiation
32:24
is actually a natural skill that designers
32:26
have. I think we do it internally
32:28
with ourselves. We're trying to decide how
32:31
to design something. We recognize in ourselves
32:33
tension between should it be this way
32:35
or that way should it be this
32:37
color scheme or that color scheme should
32:39
the hierarchy go this way or we
32:42
do it in our brains with ourselves
32:44
all the time we come up with
32:46
different versions of things and then we
32:48
negotiate with ourselves for how to decide
32:50
between those. So to me negotiation is
32:53
sharing that kind of process with other
32:55
people who have different preferences and knowledge.
32:57
I think we're capable of doing it.
32:59
We just have to learn how to...
33:02
externalize and share that process. And then
33:04
design becomes fun because then engineers and
33:06
marketers are now engaged in this dialogue
33:08
around the best possible ideas for all
33:10
the constraints instead of just the constraints
33:13
that we as designers would prefer. So
33:15
I do, I think it's essential. I
33:17
think that helps explain designers who, like
33:19
again, Dieter Ramps, there was a kind
33:22
of negotiation move to wanna butter up
33:24
the engineering team with like, you know,
33:26
a nice liquor, you know, that does
33:28
give you a little bit of extra
33:30
room that you've had coffee or lunch
33:33
or you play golf with your coworkers.
33:35
Negotiation sounds like a confrontational skill and
33:37
I don't think it has to be.
33:39
I think it's a sharing of the
33:41
process and an awareness of. the unavoidability
33:44
of making tradeoffs. Let's double click into
33:46
this a little bit more because I
33:48
think the relationship building thing is like
33:50
the key skill to learn to be
33:53
a very successful designer or anybody working
33:55
in a large scale organization because it
33:57
all resolves back to people problems one
33:59
way or another. You alluded to some
34:01
kind of straightforward relationship building techniques, but
34:04
let's... Pretend that you're new, you're starting
34:06
your career, you've just joined a major
34:08
organization. What would you do to get
34:10
started building relationships that would help you
34:13
be a more successful designer and also
34:15
just like happier doing your job? I
34:17
acknowledge that some of this stuff is
34:19
hard, especially if you're younger. This is
34:21
really hard. to figure out how to
34:24
build relationships with people you don't know
34:26
who are older than you and more
34:28
experienced than you and more powerful. It's
34:30
intimidating. And there's nothing in the book
34:32
that says, you have to do this
34:35
for that, it's easy. The book just
34:37
observes that power and decision-making is a
34:39
social process. So the less social you
34:41
are, it's probably going to be the
34:44
simplest thing I know of. Leah Boulier
34:46
in her book, UX Team of One,
34:48
which is a great book, she talks
34:50
about doing a walking tour. There's other
34:52
terms for this, but basically, you don't
34:55
know anything, you don't know anybody. Nothing
34:57
prevents you from making a list of
34:59
the five or ten people in your
35:01
project that you think you might need
35:04
to work with, and ask them if
35:06
you can meet with them for 15
35:08
minutes to learn more about what they
35:10
do. People like people who are curious
35:12
about them. And this is where the
35:15
investigative ability that designers have to be
35:17
curious and to investigate and to try
35:19
to learn to go to these people
35:21
with no agenda. You're not trying to
35:24
sell design. Selling design is usually a
35:26
terrible mistake. You don't want to show
35:28
up as a salesperson. Show up being
35:30
genuinely curious. Ask them what's interesting about
35:32
their job. Ask them what their favorite
35:35
part of it is. Ask them what
35:37
their least favorite part. And just listen
35:39
and learn. And you're now building some
35:41
trust and respect with these people. and
35:43
your curiosity will be sparked. You'll hear
35:46
things you didn't know, they'll show you
35:48
things. And then when you're thinking about
35:50
what you need or what your goals
35:52
are, it's now infused by your understanding
35:55
of your coworkers, just by walking around
35:57
having listened to them. That's not going
35:59
to be... a magic trick, it's not
36:01
going to mean that your next design
36:03
idea is going to get supported,
36:06
but you are building a relationship.
36:08
You're learning more about their perspective,
36:10
they're learning a little bit more
36:13
about yours, and then you figure
36:15
out the people who are friendlier, or
36:17
the people who seem more receptive,
36:19
maybe asking the coffee or have
36:21
a follow-up with them. But it's about
36:23
being curious. Focus on curiosity, and
36:25
a friend of ours. Her book,
36:27
UX Team of One, is often
36:29
cited on the show. It's a
36:31
great book. So as a designer, many
36:34
of us, especially earlier in
36:36
our career and potentially later too,
36:38
might have misconceptions about
36:40
how decisions are made. And
36:42
that may especially be the case
36:44
if we're going back to our
36:47
pyramid scheme of how organizations are
36:49
set up. If you find yourself
36:51
in that situation, and if you
36:53
have a good leader, they're going
36:55
to be more transparent likely about
36:57
what the organization's vision is and what
36:59
the goals are, but if you don't and
37:01
if you're kind of mystified, what misconceptions
37:04
might you have and how might you
37:06
rectify those? It's hard. I mean, whenever
37:08
I think of these sorts of questions
37:11
or situations, I'm always thinking about
37:13
the people. A thing I often
37:15
hear from designers is that they feel
37:17
left out, they feel they don't have agency,
37:19
How do I become more central in the
37:21
process? And my brain flips into
37:23
just, okay, that makes sense, it's a
37:26
good question, but I flip into people.
37:28
Who is the person that is the
37:30
most central in the process? Because
37:32
I bet that most people in
37:34
that room also feel a bit
37:36
disenfranchised. There's way more of this
37:38
feeling pervasive in organizations than designers
37:41
often realize. We are not alone
37:43
in feeling this way. Most people wish
37:45
they had more power. Most people wish
37:47
they had more influence. So the question then
37:49
becomes, who is the person who feels, yeah,
37:51
I got enough power? I feel good. That's
37:54
the person who's probably driving so
37:56
much of what's happening. Can you
37:58
get access to that person? Probably
38:00
not because they're powerful and everyone wants
38:02
access to them. So then I'm thinking,
38:05
okay, if it's not the most powerful person, who
38:07
is the person who is most influential to
38:09
them? Maybe it's the engineering lead.
38:11
Maybe it's the market. Someone is a little
38:14
more accessible who probably has
38:16
the best ability to persuade them
38:18
and understand what's going on. Can I
38:20
get access to them? Is that someone that
38:22
I did a walking tour with three months
38:24
ago? And I had a lovely conversation with
38:26
them about their work. And now I know
38:28
them well enough, I could send them a
38:30
private DM message and say, hey, I'm
38:32
a little confused. What just happened in
38:34
that meeting? Having people you can
38:37
ask that question to is like gold.
38:39
If they trust you enough and you know them
38:41
well enough, you can ask that question.
38:43
What just happened? I was there. I
38:45
don't know what happened. That's a six-word
38:48
question. Anyone can ask it. And that
38:50
will lead you to people who understand
38:52
that you're curious about what's going
38:54
on. You want to be engaged,
38:56
you're not blaming anybody, you're not
38:59
saying why didn't I have a
39:01
seat at the table, you're not
39:03
saying design should be more involved,
39:05
you're saying help me understand what
39:07
happened. And they'll tell you, they'll tell you
39:09
that Scott, you know, is a jerk and
39:11
he's having a bad day. So you didn't
39:13
do anything wrong, like Scott's just not the
39:16
best manager and he was having a bad
39:18
day. And you go, oh, I thought my
39:20
presentation or I didn't do their ROIs or
39:22
getting that what's really going on. is gold
39:24
and you only get that from people. You
39:27
can't get that from some methodology or
39:29
some, you know, book of tactics. It's that
39:31
you know people well enough, you can have
39:33
that conversation. And then you get that conversation
39:36
and now you're learning more about what to
39:38
do next time and what the insight is,
39:40
what the real story for what's happening
39:42
is. There's so much subtext in
39:44
big organizations of what's going on with
39:47
individuals. I'm glad you point that you
39:49
point that out. Let's talk about it maybe
39:51
from... the flip side here. So far
39:54
we've been talking about what designers can
39:56
do to sort of think more broadly,
39:58
plug into the organization better. One thing
40:00
that I observe is that
40:02
large scale companies, especially, but
40:05
probably mid-sized companies as well,
40:07
just move closer and closer
40:10
to a work environment that
40:12
is just not conducive
40:14
to creative work. And creative
40:17
work, if you're a designer, creative
40:19
work, if you're an engineer,
40:21
if you're in sales, etc.
40:24
What advice would you have
40:26
for organizations to... make more space
40:28
and honor the creative work that's
40:31
required for innovation. Yeah, it
40:33
is kind of an unfair dynamic.
40:35
There's so much talk about innovation
40:38
and wanting ideas in a lot
40:40
of companies and then so little
40:42
in practice supports it. It
40:44
almost works against it, which creates
40:46
burnout. I think that an easy
40:49
one or at least a simple
40:51
one is the recognition of
40:53
the difference between the output.
40:55
and the time that goes into it.
40:57
We still have a lot of work
40:59
cultures that are based on like nine
41:01
to five working hours and that you're
41:03
supposed to put in hours of work.
41:05
The input of time is not really
41:07
the value. The value is the output.
41:09
And so it can take a creative
41:12
person a weekend of thinking about an
41:14
idea in the back of their mind
41:16
before they show up on Monday and
41:18
they figured it out. Now are they getting
41:20
paid for that time? No. But sometimes they're
41:23
treated at work as if the only thing
41:25
that matters is how much time they put
41:27
into it. So it's a common thing about
41:29
designers being told, you know, why does it
41:31
take so long? And an attitude to the work
41:33
that reflects a production mind that it's
41:36
like making widgets in a factor or
41:38
something. And X units of hours will
41:40
guarantee you Y units of output. And
41:43
we know it's well documented. Creative work
41:45
doesn't work that way. If you're expecting
41:47
all this high-minded talk of innovation and
41:49
new ideas and changing things, that's not
41:52
going to come about that way. And a recognition
41:54
of that means people should be managed
41:56
differently. There should be more autonomy for people
41:58
to decide their working. practices. Remote work
42:00
for me is a factor in that
42:03
too of giving professionals the ability
42:05
to choose for themselves the environments that
42:07
will make the most productive
42:09
and judge them on their output rather than
42:11
the methods by which they're doing it. I
42:13
wrote a book a long time ago called
42:15
The Myth of Innovation and a lot of
42:17
that book was based on researching how did
42:20
successful R&D labs do what they did and
42:22
most of the successful ones including like
42:24
Xerox Park had cultures of a high
42:26
autonomy. Now there was high expectations. but there
42:28
was high autonomy and people could choose to
42:30
work how they wanted. That became the
42:33
model for a lot of like startup culture,
42:35
early startup culture where people could decide
42:37
their hours, it didn't matter just as long
42:39
as I got their work done. And I
42:41
think restoring that in larger organizations is
42:43
entirely possible. It just requires someone
42:46
who's a director level or an
42:48
executive level who recognizes that they
42:50
have to take on the responsibility of showing
42:52
results to their peers and to the CEO,
42:54
but they're going to manage their team
42:56
and create a culture. that's a trusted
42:59
culture where people are rewarded for
43:01
their output and evaluated for their
43:03
output rather than for the tools they
43:05
use or the methods they use because
43:07
that's really not going to be the
43:09
determining factor. And not to pick on any
43:12
company by name but I will. Used to
43:14
be that Google had this idea of 20%
43:16
time where you could take 20% of your
43:18
time and work on something that interested you.
43:21
it had to be related to what the
43:23
company was doing. And the great stuff came
43:25
out of that, things like Gmail. But now
43:27
it's I think internally known more as 20%
43:29
extra time. Like these ones are an extra
43:32
20% time. Yeah, 120%. So yeah, 120%. So
43:34
yeah, it'd be probably nice for folks working
43:36
there to bring back that kind of mindset.
43:38
But let's talk about superpowers for a second.
43:41
And if designers want to have influence,
43:43
it's probably helpful for them to
43:45
lean on things that they're already
43:47
really good at. visual explanation and
43:49
you have some nice little
43:51
illustrations in the book that show this.
43:54
So first maybe elaborate on one or two
43:56
of the superpowers and then how can designers
43:58
lean on those to how more influence
44:00
within a company. The book
44:02
calls out four or five superpowers and
44:04
one of them is our ability to
44:06
explain. I mean that's really what we
44:09
do for users. We built this great
44:11
skill set of explaining. We take
44:13
these concepts and technologies and we
44:15
force the team to try to
44:17
have better language and metaphors and
44:20
then we build these systems for
44:22
users, ordinary people, for them
44:24
to understand. We're great explainers.
44:26
And that is a superpower in
44:28
a workplace. There's so much
44:31
factionalization workplaces and siloing and
44:33
tension between different subcultures that
44:35
use different language. There's a
44:37
great opportunity for a designer
44:39
to step into that and
44:41
solve problems, functional problems on
44:43
teams. Whenever there's a situation
44:45
where there's a concept that
44:47
people are trying to explain with
44:50
paragraphs of text, for us to come in
44:52
and just sketch a diagram, we can do
44:54
it quickly, easily, that. Do you mean this
44:56
and to show that to a room full
44:58
of like busy executives? That could be a
45:00
transcending moment for a culture and a
45:03
team to look at an image and
45:05
realize it represents the thing they've been
45:07
fighting about and struggling to explain for
45:09
weeks. That's a powerful thing. But designers
45:12
are often reticent to use those
45:14
skills where I feel a little uncomfortable.
45:16
I've had this conversation many
45:18
times with designers that designers don't
45:21
want to race to the whiteboard to
45:23
sketch something out. because they're afraid their
45:25
sketch isn't going to look good enough.
45:27
I've heard this a million times, and
45:29
maybe it's less true now with younger
45:31
designers, because maybe there's less sketching on
45:34
whiteboards altogether. But my response as a
45:36
manager to this was always, you're a
45:38
designer, like your quick sketch would be
45:40
better than the next hundred people in
45:42
this building, because this is what you know how
45:45
to do. You should never be afraid to do that.
45:47
So there's a thing in here too that
45:49
harkens back to the earlier question about what
45:51
you do as a young designer. There's a
45:53
certain amount of confidence required to step
45:55
into some of these confusions and
45:58
mistranslations. But that's what I'm saying.
46:00
suggesting, do you mean this and show
46:02
something? Is something we are very powerful
46:04
at doing? It's a simple question.
46:06
There's very low stakes. Even make
46:08
like a two by two chart. Do
46:10
you mean this or that? Like, just
46:13
to simplify, make visual a discussion,
46:15
something that I think is a
46:17
natural toolkit for us. And we don't
46:19
often get invited at first to do
46:22
it because it's like the Dunning
46:24
Kruger effect. Non-designers don't
46:26
know that we can do this for them.
46:28
They don't know to ask. But once we
46:30
show it and it has that effect on
46:32
the conversation, people will feel it.
46:34
Then they'll start to say, hey, can you
46:36
come to this meeting? Because it's going
46:38
to be difficult. And I want you there
46:41
to help explain things visually. Like that's something
46:43
we all want to hear. But no one
46:45
can know to ask us that unless we
46:47
show it first and we have to show
46:49
it. Scott, one thing I admire about you
46:52
is you go into these book projects with
46:54
a thesis. but with a lot of
46:56
questions. And so presumably working on this
46:58
book, you went in with a lot
47:00
of questions and curiosity. What did you
47:03
learn from that process? What do you
47:05
know today that you didn't know before
47:07
you started this book? Well, so the
47:09
book started as kind of a manifesto kind
47:11
of thing. And I'd always wanted to
47:13
write a manifesto. I did a bunch
47:15
of research on manifesto. I read a
47:17
bunch of them. And I thought I
47:19
was going to write this manifesto. There
47:21
just to be like, you know. Manifestos
47:24
are meant to be like provocative and
47:26
opinionated, not back anything up and just
47:28
kind of stir the pot a bit. That's
47:30
what the plan was at first for this book.
47:32
And then a little by little on working
47:34
on that, it was feedback on the manifesto
47:36
draft. Everyone kind of hated this. It was
47:39
just, it wasn't very good, it was just
47:41
too cranky. And then I had to revisit
47:43
how to try to explain the stuff. The
47:45
superpower thing was something that only surfaced midway
47:47
through the project. of how do you
47:50
make this less of a depressing critical
47:52
book and make it something that was
47:54
actually uplifting that had a way to
47:56
give agency. That's really what I
47:58
wanted to do in this. agency. So
48:00
that stuff was a discovery midway through to
48:02
try to frame this in a way where
48:05
you know what we are good at solving
48:07
some of these problems. We just haven't connected
48:10
the dots completely between our skill
48:12
set that we love to use and these
48:14
problems that frustrate us so much. And
48:16
if I can do anything to make
48:18
more designers feel comfortable using our
48:20
skill sets that we love to
48:22
solve the stuff that frustrates us,
48:24
that seems like a great victory.
48:26
better design in the world, happier designers,
48:29
you know, less terrible stuff that we're
48:31
forced to use, better systems of government
48:33
and public transportation, you know, that's really
48:35
what I get excited about trying to
48:37
help that. So to free up that amount of
48:39
talent and make it move from a feeling
48:41
like you're underutilized to be having more
48:43
agency, I think wasn't something I fully
48:46
understood I cared so much about until
48:48
I was midway through this book. Scott, what
48:50
are you reading or watching listening to
48:52
right now that's inspiring you? It doesn't
48:54
have to be within the realm of
48:56
design. Could be anything. I just finished,
48:58
I've always been a philosophy person
49:00
and I'm thinking of writing more
49:03
philosophy stuffs. I just finished reading
49:05
a biography about the French philosopher
49:07
Montaine. He's, you guys may know, but
49:09
he's the person who invented the word
49:11
essay basically. It meant the idea of
49:13
writing short personal things. So I
49:15
just finished reading his biography and
49:18
as a writer. and I think I do get a
49:20
lot of mileage out of reading, what
49:22
were these people's lives actually like? I
49:24
like to get past the hero part.
49:27
And I understand who this person who I
49:29
admire so much, what was their day like?
49:31
Were they like a good neighbor? Like, would
49:33
you want to go for a walk with
49:36
them? Like in reality, you know? We like
49:38
to think all these people were perfect
49:40
and wonderful. And so I just
49:42
finished reading it, and I'm still
49:45
thinking about it. this new book and all
49:47
of your other books and what you're working
49:49
on. You just wait is Design is hard.com.
49:51
All the information about this book is there
49:53
and it's on my website with all the
49:56
other stuff too. Scott Birken, thanks so
49:58
much for being on the show. Thanks. have
50:00
me. This episode was produced
50:02
by Eli Woolery and me
50:04
Aaron Walter with engineering and
50:06
production support from Brian Pake
50:09
of Pacific Audio. If you
50:11
found this episode useful we
50:13
hope that you'll leave us
50:15
a review on Apple podcast
50:18
Spotify or wherever you listen
50:20
to finer shows or simply
50:22
drop a link to the
50:24
show in your team Slack
50:26
channel. Design better podcast. It
50:29
will really help others discover
50:31
the show. Until next time.
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