Designing the Mad Men opening titles
A very cool interview over at Art of the Title shows [how the Mad Men opening titles came to be](http://www.artofthetitle.com/2011/09/19/mad-men/).
A very cool interview over at Art of the Title shows [how the Mad Men opening titles came to be](http://www.artofthetitle.com/2011/09/19/mad-men/).
> While I could assign most good ideas, every once in a while I’d get a great idea that I simply could not sell…It took me several times to realize that this was a signal. It said, “This is the one you have to do”…
> What I had been inadvertently doing was weeding out good ideas that I could do (but others could do as well) from those few great ideas that only I could do…Work at its smartest means doing that work that no one else could do. – [Kevin Kelly](http://www.kk.org/thetechnium/archives/2011/09/what_you_dont_h.php)
I’ve noticed this recently…no one else understands your truly unique ideas, you have to lead them yourself.
I found [this book](http://www.amazon.com/Im-Feeling-Lucky-Confessions-ebook/dp/B004X7SYQI) fascinating, as it not only contains stories from the earliest days of Google, but does so from the perspective of someone in a creative role–[Doug Edwards](http://xooglers.blogspot.com/), Google’s first head of marketing and a person who helped set the tone of Google’s design and communication.
His insights are remarkably similar to what it’s like to design products there today–both the good and the bad. Fortunately, having Doug’s stories to draw on really help me understand the culture better and hopefully improve my work. I only wish I had read this book (and [his blog](http://xooglers.blogspot.com/)) 6 years ago!
*Notes and quotes* (with Kindle locations)
“Your greatest impact as an engineer comes through hiring someone who is as good as you or better,” he exhorted everyone who would listen, “because over the next year, they double your productivity. There’s nothing else you can do to double your productivity. Even if you’re a genius, that’s extremely unlikely to happen.” – 776
“That’s because marketing likes to lie,” Larry let slip. He smiled when he said it, but I sensed we were being held to account for everything engineers hated about the nonquantifiable world, with its corrupted communications and frequent flyer programs. God help anyone who offered a marketing opinion as if it were a scientific fact. – 815
“Let’s do a gap analysis,” I used to say at the Merc. “What’s the unmet need? Where’s the market opportunity? How much share can we gain?” Engineers hate that kind of thinking. If you’re an engineer with a brilliant idea, seeing it dumbed down or abandoned because it doesn’t test well is like watching a bully pull the wings off a butterfly. The right thing to do is build it regardless, to prove that you can and because building cool things is—well, you end up with cool things. – 1055
Google’s official office dress code was “You must wear clothes.” – 1620
A week later we changed the label back to “cached” and I plotted three new data points on my Google graph: Nothing was final until Larry said it was. Larry communicated directly to the people who could implement his decisions. Larry erased what he had etched in stone if the walls crumbled around him. – 1792
The madness was not without method. Not only did Larry and Sergey’s hyperbolic proposals force us to reason more tightly, but starting at the ideological antipodes exploited the full value of the intelligence in the room. After Larry or Sergey made one of their outrageous suggestions, nothing that followed would seem inconceivable. – 1945
Larry even hated the stiff black cardboard that agencies used to present creative campaigns—each concept perfectly center-mounted to convey greater gravitas. To Larry, a good idea was self-evident, even if scrawled on a wrinkled napkin in blotchy ballpoint. Ad agencies, he hinted, were full of bumbling simpletons and evil dissemblers. – 2495
“‘An order of magnitude is qualitative, not quantitative.’ When you go up by an order of magnitude, the problem is different enough that it demands different solutions. It’s discontinuous.” – 3008
If you want to make a killing trading tech stocks, find a friend in the t-shirt business between San Francisco and San Jose and ask to be alerted any time a rush order gets placed. – 3150
“Larry and Sergey had certain things they wanted worked on,” Gmail creator Paul Bucheit explained, “and there were these standing groups that were making up their own things and not doing whatever it was Larry and Sergey wanted.” – 3984
“So … what I underestimated,” he went on, “is that managers always make judgment calls. They have to in order to function. If you’re in a highly technical area, you can’t make good judgment calls if you’re not highly technical yourself. We changed at that point our strategy for hiring managers—away from coordination to saying that what matters most is technical leadership.” – 3994
Part of the power of Google’s brand was the cluelessly geek chic it projected, as though a site serving millions of users around the globe were being run by a handful of nerds who didn’t know any better than to put whatever struck their fancy on the homepage. I think I had a pretty good ear for that nerd voice and was able to channel it into the communications I crafted, but I also know that I always wanted to smooth out the rough edges and make things flow a little more nicely across the screen. It was the English major in me. Sand down too many protruding bits, though, and you end up with a perfect sphere that’s not terribly interesting. – 4322
> Does design do the same thing?
When users posted multiple correct translations, they earned editorial power to overwrite awkward or incorrect submissions made by others. – 4502
My role still had value, because I worked on the language that went into the product itself. But thinking about how users perceived the product, and the company as a whole, was a low priority. The product would speak for itself, so what mattered most was the technology and the cool things that could be done with it. – 4940
The day after the deal went live, John Bauer added code that boldfaced the keyword a user had searched for when it appeared in an ad, making it obvious that the ad was relevant. That single improvement increased clickthrough rates by four hundred percent. One engineer. One change. Four hundred percent. – 5296
For the rest, they gave the okay to go ahead. I quietly rejoiced. I had sold a branding campaign from the nation’s hottest ad agency to two guys who hated anything to do with marketing. It had taken four years, but I had figured out a way to work the system. – 6155
When I first arrived at Google, I felt strongly about things and was often wrong. Fortunately, Larry and Sergey ignored my ideas. I had learned from that experience. Now I felt strongly about things and was often right. Unfortunately, my ideas were still being ignored. I wasn’t sure which slight was more painful, but I suspected it was the latter. – 6340
To launch a radically new product from an established company, Paul asserted, you needed someone who not only believed in it but also was able to make the organization “do the right stuff.” – 6359
> Doubt is not a pleasant condition, but certainty is absurd. – [Voltaire](http://en.wikiquote.org/wiki/Voltaire)
[Some good perspectives on running design workshops](http://adaptivepath.com/ideas/the-ux-of-co-design-experience-principles-for-successful-client-workshops) from Adaptive Path.
I especially liked the reminder to set the context:
> Knowing what’s going on is the gateway to empowered participation. To this end, there is nothing wrong with stating what you might assume is obvious to the people present.
And her closing bit:
> When I think of a workshop, I imagine each person walking into the room with a carefully wrapped puzzle piece. Over the course of the workshop we unwrap the pieces, collect them, sort them and assemble a very big picture. It’s not quite what any one person expected to see, but when we look upon it we have both a sense of satisfaction, and a yearning and curiosity for the good things to come.
Nathan Shedroff and Chris Noessel presented a talk about learning from science fiction interfaces. A couple insights:
* Visual concepts are incredibly powerful at setting expectations for products
* But they don’t even need to be visual to have an impact: audio and behavioral examples can similarly shift expectations. For instance, R2D2 only beeps and buzzes, and he’s an incredibly emotional and likable character.
* The fidelity of your representation (especially how human-like it is) should be appropriate to the level of technology you have. Don’t show a realistic person if you can’t back it up with technology.
* Pay attention to what bothers and impresses you while producing the concept–chances are those same constraints and opportunities would apply to the final product. For instance, while filming Minority Report, Tom Cruise had to take lots of breaks because his arms got tired operating the gestural interface.
> One piece of advice I keep coming back to is about managing expectations. It came from an old friend, just a few days after I’d started my consulting practice. He was a seasoned consultant himself and I had asked him what I should know, just starting out.
> He told me his First Rule of Consulting: No matter how much you try, you can’t stop people from sticking beans up their nose. – [Jared Spool](http://www.uie.com/brainsparks/2011/07/08/beans-and-noses/)
> Look at the long game. There are no seasons in design, it is a continuum of minor successes. Measure your success by the ability to rise after numerous defeats. – [Chris Bangle](http://www.fuelyourproductdesign.com/chris-bangle-on-being-a-better-design-leader/)
> It’s ok not to have power, provided you don’t act like you have it. What decisions, as a designer, are truly yours? There is probably a small set of decisions you can make without implicit approval of someone else. And if you want more of your ideas to make it out the door, you either need more power, or to get better at borrowing the power of others to get things done. – [Scott Berkun](http://www.scottberkun.com/blog/2011/5-dangerous-ideas-for-designers/)
At [the excellent Franz Gertsch exhibition at the Kunsthaus](http://www.kunsthaus.ch/gertsch/en/gallery.php?id=set1) last weekend, I was impressed by how his paintings were so photo-realistic from a distance, but almost abstract up close. Gertsch works from large projections of photographs, and where the photos get fuzzy, he gets creative.
Especially in contrast to the high-concept, low-craft art in other exhibits, it reminded me that when you are designing, or portraying, a relatively staid or well-known idea, you can always innovate in the details. And when you do so consistently across a work, the overall experience is markedly different from someone who worked differently at the small scale.