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5 posts categorized "Ideas"

July 05, 2008

Eco Luxury: Not to Scale, Yet

Eco and Indie Luxury

My big advice to Nau 2.0: Charge more for your clothes. And start as small as you can.

A few months ago, I wrote a post on the rise of Indie and Eco Luxury, and one of the hero companies of Eco Luxury that I mentioned was Nau. They were one of the first attempts at creating a luxury brand that forcefully marketed ecological, sustainable, and stylish clothing through online and direct retail stores.

Sadly, due to a lack of venture capital funding Nau was forced to shut their retail stores and sell off all of their stock at a discount. There's been much talk in the blogosphere about what killed Nau v1.0:


Their unusual, I mean novel, retail model. Nau stores generally carried one size of each style and encouraged store visitors to have their purchases shipped to their home instead of buying them in the store. Critics have noted that many luxury fashion purchases are often made on whim, and the inability to easily carry a purchase out could have been a negative for the buying experience. (I personally didn't care when I had made an purchase there, but then again, I'm not really a luxury shopper.)

Their all-Flash Web site. Nau.com, as much as I love it from a branding perspective, was not created in a manner that made it easy to shop and had weak user experience. When the brand launched, some of my designer friends had hammered on the site design as an example of design trumping usability, which is definitely a bad place to be for a design-oriented brand that focuses on function and form.

Their oversized ambition regarding audience demand. Nau's business plan hinged on continued rounds of investor financing to ensure their continued growth into more retail locations. This is what really spiked Nau's ambition, when you boil all of this down. Instead of fostering an audience through their Web site and then growing that online audience into local retail, where demand had been generated, Nau was looking to expand into new locations even as they were discussing shutting their doors. My neighborhood of Fremont in Seattle was the destination for one of those new locations.


I find it fascinating that a company that wanted to live, eat, sleep, and breathe sustainability in clothing production, distribution, and sales practices didn't launch their business by only selling through the Internet, or intentionally limit their market by starting very exclusive before mass-producing their line and attempting to go big retail. Millions of dollars were wasted in proving that without a strong online customer base, a compelling retail experience in a few upscale markets isn't quite enough to keep the doors open.

Had Nau offered a smaller product line that was made to order and was perhaps more exclusive in both price point and retail placement, my gut tells me that they would have organically created a group of loyalists that would have evangelized the brand when they dove into the mainstream retail market as their own storefront.

Small pioneering eco-luxury brands such as Mink Shoes took about as long as Nau's lifespan to get off the ground, and still haven't achieved any major economies of scale. But they're profitable, and resell through many top retailers. A recent article in Fast Company echoes similar sentiment regarding the need to find sustainability through selling small quantities of green products in the luxury market. You won't see Barney's selling 2,000 of the same pair of eco-friendly shoes. Eco Luxury has a long, long way to go if it's going to scale to the mainstream in any meaningful way.

Hindsight is 20/20 here. And luckily, Horny Toad has swooped in and purchased the Nau brand and legacy, along with much of the original staff, to give it another go. Here's hoping that with this new financial backer, Nau 2.0 will be able to create a sustainable business practice through actual clothing sales that matches the deep philosophical roots that underpin their products.

So, back to what I said at the start of all this...

Okay, Nau 2.0: Now that thousands of your loyal customers have jumped up and down and told you how much we want you to stick around, I don't think we'll mind paying a little more for your clothes -- especially if that will allow you to continue donating 5% of each purchase to charity.

If you're going to try and keep the luxury mantle on your products and your philosophy untouched, that's one of the few ways to keep an edge on the dozens of other fashion brands that are now rolling out eco-friendly lines alongside their usual unsustainable practices.

And we'll forgive you for the missteps along the way... just be sure to be a little smarter about what you're doing this time.

June 15, 2008

Give Your Phone the Finger

iTaste

Multi-touch, gestural interfaces are the new black. And for the next four to five years, they're the immediate future of our ever-evolving human/computer interactions. But for us designers, I'd like to project a little further into the future and discern an even more likely scenario: true sense integration on mobile and desktop computing devices.

As designers, we usually only get to consider how media looks, sounds, and feels in a mildly tactile sense. In the future, we'll be able to consider these variables at a much greater depth and dimension than that of a static, unchanging substrate. I also wouldn't be surprised if smell and taste gained much greater prominence in the designer's arsenal.

Specifically, there are certain kinds of interactions regarding mobile and desktop devices that don't seem very far off from a technology standpoint. They do, however, require weaning us off the idea of doing our computing through a screen-topped device with a gestural input mechanism. Multi-touch interfaces don't have a ton of utility if you have disabilities, and definitely don't exploit other mechanisms we humans have for conveying and receiving information.

Here's what I'm dreaming of...


An earpiece that doubles as a phone and really understands what I want.

I don't always need to see the Internet to be able to grasp the information from it.

If you're looking to access the visual Internet, the iPhone dominates the field for ease of use and clarity and will likely be the gold standard for some time. But what if I'm going out on the town and don't want that phone in my pocket? Make the earpiece a phone as well, and pair it with trainable natural-language voice recognition software driven through the cell-phone network that learns my voice, my needs, and my quirky slang.

I could imagine the earpiece phone recognizing commands such as "give me turn-by-turn directions to Pacific Place," "pay my cell phone bill with my credit card," or "text my friend Joanie that I'll be twenty minutes late" and it will be smart enough to fulfill your actions without any major hiccups.

This is a true expression of cloud computing separate of the desktop and is where Google is starting to lay the ground with services such as 1-800-GOOG-411, which they claim is a not-for-profit venture, but makes a heck of a lot of sense in their long term strategy for having a universe of cloud-driven Internet tools that have great utility for a broad audience and further help them sell search advertising.

Knowing how excited people get about these kinds of interfaces, I could see them being smart enough to recognize patterns of behavior and quietly prompt you: "Did you mean to pass by the cereal aisle? I know you like Lucky Charms." (Okay, that would be scary...)


A touch interface that communicates through sense of touch, not screen activity.

What's the weather going to be? I go to the weather service on my phone, and when I touch the screen to see what the upcoming weather's going to be like through the weekend, the surface of the touch interface gets hotter or colder depending on the time period my finger hovers over. Sounds frilly, right? Sure, if you aren't blind. Blind people should be able to ask their phone, "What's the temperature going to be tomorrow?" and have the phone adjust its heat output in relation to today's temperature to indicate the relative difference.

Another example. Let's say I'm considering taking SR-520 over I-90 to get to the Eastside. I ask my phone (using my voice interface) how the traffic is on SR-520. The steering wheel gets harder by 30%. Should I take I-90 then? The steering wheel softens dramatically. There are other ways of getting data instead of me barking orders to my phone/car/computer, then having it bark at me a series of choppily-voiced words, which are interrupting my enjoyment of the new MGMT album.

Yes, the multi-touch gestural interface is very cool and gets rid of that mousy thing on the desk. But I want more sense out of my touch interactions.


Forget the idea of the phone altogether. It's part of the devices around me.

I know phone manufacturers want to make money from our phone networks that require devices that earn money for large publicly traded companies through the use of night and weekend minutes... but doesn't that idea sound... quaint?

I'd be perfectly happy if phone calls followed me from device to device around me, instead of me having to carry a device around in my pocket. Sure, there is the love that I'd lavish on a phone as part of my technological pocket arsenal next to the iPod, the (soon to be smart) wallet, my house keys, my sketch notebook, and my pack of mints. But I'm of the "less is more" camp, and less means no phone whenever possible.

Since I'm Gen X, I'm cool with being a little out of touch. I'm already seeing that use of cell phones will stratify, with phones being generated for the youth as part of their uniform, while from Gen X on up, it's seen as a necessity, not as an entertaining activity. Higher-end luxury phones will be wispy, while phones for the youth will be badges.

But really, I'd like to get rid of the word phone altogether. Or at least call this new category of devices something else. The whole beauty of the term "mobile device" is that you don't have to say it's a phone/MP3 player/GPS/Knife/Wii remote. Let's just tack the word "multi-sensory" onto mobile devices and hope that the device manufacturers can pay it off with something that delivers some real utility to us technology junkies.

March 02, 2008

Plotting the Impact of Creative Ideas

Plotting the Impact of Creative Ideas

The wall has twenty or thirty sketches pinned to it, and you're in a big group of designers, account managers, project managers, and other creative types trying to determine which ideas make the cut and get executed for the big client meeting. The creative director turns to the group and says, "So, which of these ideas do you like the best?"

Always a loaded question.

Does it boil down to how I feel about it -- the gut level reaction?

To me, a great concept will always inspire some sort of emotion, twanging the heartstrings, so to speak. It also has some kind of poetry or sizzle that takes it to a place that demands some form of attention.

But is that what the client wants? Is that what the creative brief demands? And is that what the audience needs to hear?

All valid questions, which lead to great concepts being spiked before they reach the light of a Web site or a billboard -- and if unasked, allow the wrong kinds of concepts to slip through to the client.

After going through a few hundred of these concept evaluation meetings, I decided to get smart about forging a process to focus my concepts before they're evaluated.

Before I concept, I look at the chart above and determine in my head where my design work should land based on the business case. Different marketing needs call for different kinds of ideas. Before I go off into dreamland, I have an idea of where I need to steer to fulfill the client's objective.

Then, after I've got a few awful sketches and well-refined umbrella concept rationales and headlines, I'll pin them up on the wall and I'll ask myself the following three questions, keeping in mind the baseline strategy I've staked for the project:

1) What kind of emotion is evoked through the communication?

If I'm creating a product brochure with dry descriptions of enterprise-level accounting software, the kinds of emotion I'm seeking to express may be quite different from a global campaign selling soap. Understand where you need to land on the scale between logic and emotion ensures that the audience receives the right effect from the communication. Ideally, you're using the right blend of the two to address an audience's need or "pain point."

We always groan when we see the mother making the Prego spaghetti sauce, but it does evoke the right emotion and I remember the ad enough to write about it here. Plus, it addresses a real pain point: do I really have the time to go spend two hours in the kitchen making slow-cooked tomato sauce?

2) How tangible are the benefits in the messaging?

How many commercials have you seen where you remember the gimmick, but not the product? Usually the gimmick is only tangentially related to the tangible product.

At some agencies I've worked at, the art directors have said, "Be sure to make the product as small as possible in the corner." That umbrella solution sure doesn't work in the long run if you need to show tangibility, which in the long run points to sales, not awareness.

Remember that Infiniti car commercial campaign where they never showed the cars, just natural forms like leaves floating on the wind? The press positively glowed about it. Quite a good idea, but the lack of tangibility proved to be the ads' Achilles heel. The ads were found to be ineffective when it came to selling cars.

3) Is it evocative or just an echo of the mundane?

If you don't create something expressive to market your product or service, you aren't going to keep audience interest -- your work will veer from the poetic to the mundane. It's hard to create poetry with a tangible expression of a product like, say, toilet-bowl cleaners.

This is where real understanding how your audience approaches your product makes such a big impact on the quality of a creative idea. If it's evocative, you've reflected the audience's mindset and tapped into their impressions and emotions. And by evocative, I mean that it ceases to function in the realm of the literal and becomes figurative, metaphorical, or expressive in a way that transcends our notions of our day-to-day lives.

--

I think it's easy to play on the axes between logic/emotion and tangibility/intangibility. Where we really show our stripes as creative thinkers is where our ideas land on the axis between the mundane and the poetic. This is why many designers struggle when they can't create a communication that has a measure of poetry in it.

In my estimation, if you've come up with a really poetic idea and it creates the right emotional reaction in your target audience, and the tangibility of your product's benefits are visible in some way, you've found the "sweet spot" for your concept. From our recent bevy of Super Bowl spots, ones that caught my interest were the Monster ad with the two guys on bikes at the center of the Earth and the Tide commercial with the talking stain. Both of them expressed these three criteria in a measure that worked.

If the client just wants a rational comparison between three types of software, then you know your concepts need to speak to rational decision-makers. It's not going to veer into the poetic.

If you're selling a politician, you may veer into pure emotion and poetry and for a time, forgo all those things like, say, facts.

If your client sells security systems, you'll likely have an ad that implies that someone tried to break into your house, inspiring fear and playing on the literal risk of being hurt by a burglar, then it isn't likely you're going to shoehorn some kind of poetry into it. I can imagine it now... Security Alarms: The Musical.

I'd love to hear your thoughts on whether this model holds up beyond advertising and also can help designers determine their best work in areas like branding, identity development, and designing compelling environmental graphics. Thanks!

February 22, 2008

The Benefits of Design Thievery

Award Winning

In my very first days as a fledgling graphic designer, in love with the potent combination of Emigre and Ray Gun that my high school literary magazine editor had foisted upon me, I combed through the local bookstore for anything that could explain to me, in a nutshell, all of the skills I'd need to learn to become a graphic designer.

I found plenty of Graphis Annuals, back issues of Communications Arts, and a number of books that recounted the history of graphic design. What I really dreamt of, in those days, was a book that could teach me everything that I'd need to know to design a logo, create a typeface from scratch, put together an annual report, art direct a photo shoot. You name it, I wanted to know how to do it well.

Much to my surprise, such a book did not exist. Twenty years later, such a book still does not exist. And that book never will.

It took me long into my career to learn the following: The only way to learn your best process for doing graphic design work is to do graphic design work.

Or, more specifically, you need to learn the accumulation of individual skills and talents that make up your favored design discipline, and then hone them until they're almost unconscious in their presence, and then practice them at your peak.

Bookstores nowadays are cluttered with monographs and catalogs of all types of design work. Such books are treasure troves of inspiration for designers, illuminating other designer's processes and their special ways of polishing their ideas into killer executions. They're going to give you new ways of thinking about the work and the raw fuel to push you in new directions to come up with better solutions in the future.

But they aren't really going to teach you how to be a better designer.

Wait -- doesn't reading design books make you a better designer? Doesn't it help you come up with better solutions? All these people that I read about are success stories. I can climb on their shoulders, glean their brilliance, and design the sleekest mousetrap around.

Well, the short answer is: Reading design books can help you succeed. But they sure aren't a substitute for doing the work. You only become a better designer through designing, or having a creative director that art directs the hell out of you until you learn the discipline.

Books, magazines, websites, music, other artistic mediums, etc. are aids in the process of gaining ideas. To borrow poet T.S. Eliot's critical note on the creative process -- shown here not misquoted, as it usually is collapsed into the old adage "Good poets borrow, great poets steal":

Immature poets imitate; mature poets steal; bad poets deface what they take, and good poets make it into something better, or at least something different. The good poet welds his theft into a whole of feeling which is unique, utterly different than that from which it is torn; the bad poet throws it into something which has no cohesion. A good poet will usually borrow from authors remote in time, or alien in language, or diverse in interest.

You could insert any artistic medium in for "poetry" in the above quote and it would hold true. Other designer's work is a launch pad, not a chance for you to rip them off wholesale. You don't copy other people's executions to make your work better. That would be unprofessional. Instead, you weld your theft into a whole of feeling which is unique and your own.

After you've been in the game for a decade or so, it can seem like the same ideas keep marching through. You keep your work unique by putting the right spin on the idea, clothing it something fresh. How many Western-themed invitations do you think have been made in your lifetime? What about a 1950s kitsch theme? These design motifs get recycled over and over again. The ideas behind them are what matter. When I left college, everything in the design world was new to me. Every idea seemed to spring unbidden in its novelty from brainstorming sessions with my creative teams. But after what seems a short 12 years, it became apparent that there are no new ideas under the sun. When embarking on a new project, if you stumble upon something fresh, it's 99.99% likely that someone else has already thought of it and maybe even won an award for it in a design magazine. But it's also likely that it hasn't been done in your market category, which is a certain kind of novelty that the market will easily bear.

For that 0.01% with the fresh, new idea -- we envy you. It's the graphic design equivalent of visiting Antarctica, quiet and mysterious, always cold and yet full of exotic wildlife you can't find anywhere else. And you can't step foot there. Not easily, at least. You need all sorts of permits and special dispensations. So put that aside for the moment. The day you can visit will come.

I've seen that the most potent, original ideas spring out of imagination and empathy and experience much quicker than leafing through a stack of magazines. It always feels like the magazines come out halfway through a project, when we've concepted work to the point that we feel like we're exhausted, and then we whip out books to see if there were any approaches we missed. Those approaches rarely make the cut, as they're usually derivations on a theme. This is the same reason why I discourage young designers from using stock photography websites to look for ideas. Then you're just fitting your ideas to their imagery. Ideas create imagery, not vice versa.

Want to have fresh ideas? The trick here is so simple, it's almost counter-intuitive. Instead of looking outward for inspiration, look inward. You need to see into your own emotional experience to find the right solution. That experience can include what you've seen before in life, encompassing everything from design books to personal experience, forged in radical combination and recombination with other ideas bouncing around in your mind and with your team. Ideas come from emotions and visualizing yourself in the place of your audience. The execution comes out of your own hands and your own unique artistic vision.

So remember... the seed of that great concept may have been inspired by something you've seen in a magazine. Just make sure, in the end, it's yours.

February 20, 2008

Idea Professionals, Beware of Microconcepting

I was watching Martin Lindstrom's "Brand Flash" this morning on AdAge.com when a thought struck me like a brick. Now I'm going to lob it at you.

The AdAge segment was regarding BootB.com, an online marktetplace a la eBay, where people can post marketing briefs and have people post ideas solving the brief. The best idea receives payment and can be utilized. I have no idea what happens to the other ideas and whether they can also be used by the client without payment.

While Martin Lindstrom believes that this is going to become a trend in the marketing industry -- that sites will spring up to fulfill people's need for concept generation at a price point lower than you'd require from a marketing professional, I kindly disagree.

My wife went to school to get a professional photography degree, and her teachers repeated time and time again the following:

"Yes, there will always be amateur photographers out there in the world that will get a lucky shot that's as good as yours. But you aren't going to be hired to shoot one lucky photograph. Clients will expect you to always shoot good photographs, day in and day out. That's why they pay you the big bucks."

Yes, for the lower-tier corporations and nonprofits, it's likely that these sites will pull away their business from designers and agencies. However, for larger corporations, using this kind of site is like playing roulette. Who's going to shepherd the idea to completion, time and time again? Who's going to be the professional that can spin ideas out over and over again, without fear of luck running out? Sounds easy to bring in the right idea, but still difficult to execute well.

For designers, the danger of having an idea marketplace is that once you've heard a good idea, you'll never forget it. Hear three or four good ideas, and the best attributes of each idea will combine to form an even better idea. This is great for the end clients but terrible for designers. You aren't being paid for that idea being utilized, even in a minor capacity. Ideas have value outside of their execution and need to be acknowledged as such.

I think the smart creative professionals will keep clear of sites like BootB.com. However, much like how iStockPhoto.com has revolutionized the stock photography model and created a new microstock category, BootB.com will definitely create a new category of lower-tier talent servicing lower-tier clients for low numbers of dollars. For now, I will coin it microconcepting.

I'd love to hear your thoughts as to how a designer would position themselves against a site like this. Let's start to sharpen our arguments as to why diversity of thought isn't as good as being a partner with a seasoned creative professional.