Agile Creativity – Principle #12: Review

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

And here we are, the last Agile principle. Appropriately, it’s about review

At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

It’s another piece of simplicity – the team regularly reviews on how to become more effective then adjusts. It’s one of those things that should have gone without saying, which is why a bunch of people had to say it.

This is one that doesn’t have to be changed or altered for creative teams. But let’s take a look at what it means for creatives by breaking it down.

At regular intervals . . .

Reviewing is done at regular intervals – happening every x days or y weeks, or z months. Not “whenever” or “when we have time.” Reguarly.  This is important.

First, this regularity means that the review is guaranteed – you know it’s coming and when so you can prepare for it. If you’ve got a hectic or unpredictable schedule, this provides an anchor so you’re ready.

Secondly, this regular review means you hold it no matter what. There’s no saying “we didn’t learn anything” or ‘we can’t improve.” It’s a great way to break people’s habits and challenge any assumptions there’s “nothing to learn.” – and can get things out into the open and stimulate conversation. In creative works this is vital, since the unpredictable nature of the work may mean lessons are not immediately obvious – besides we know creative folks can build who ideas that they know something and be wrong (I’ve certainly done that).

Third, it gets people into an improvement mindset. In my experience the more you do these reviews, the more you learn, but also the more people improve outside of the reviews. Self-review and self-improvement is a skillset, and doing this develops it. There’s nothing like turning an imaginative team loose on self-improvement.

Fourth, it encourages applying lessons that can be used. In creative works, projects may differ wildly, so a regular review will in general lead to developing improvements that apply well into the future. Yes, short temporary changes may come up and be made, but in time you’ll improve longer and longer term as repeating issues come up and new insights get put into long-term practice.

Fifth, people don’t have to worry about missing opportunities or remembering everything they want to improve. Their work, especially creative works, may be seen differently in retrospect or with a marketing change. A person may have a hundred ideas but only remember five. Regular reviews mean you’ll be able to get back to forgotten ideas later or incorporate new views of old work. You can relax – you’re less likely to miss something.

. . . the team reflects on how to become more effective . . .

There’s two parts to this section.

The Team

The team is who does these regular reviews so they can improve – not just as individuals but a team. Now we have to ask who is the team?

To me the team is usually the folks doing the work – in the case of creatives those doing said work and their support team. But does that include consultants? The client? Beta testers? The legal team?   Asking this question is probably going to lead to unexpected and important answers:

By the way, no I can’t give you an obvious answer. But I can say in creative teams that it gets a bit hairy because that’s a place “things come together.” So your “team” may not just be people doing what you think is the work, but:

  • The legal team reviewing copyrights.
  • Proofreaders for documents who provide “testing.”
  • Marketers testing your ideas.
  • Support teams who provide software, hardware, maintenance on things like cameras, etc.
  • Administrative teams scheduling events.

Ask who the team is. The answer may surprise you.

Being More Effective:

Reflecting on being more effective sounds great, but there’s  an issue.  What does it mean for your team to be “more effective.”

It’s not an obvious question, which is why the importance is in how we answer it! How do you measure effectiveness so you know you’re getting better.

I often solve this by asking the team how they want to measure effectiveness and then going around until we have an agreement and a way to do it. For many it’s a simple general gut check of “did we get the work done and signed off on” but you may find a few additional factors come in. You may also find that it changes over time.

The best way, of course, is to focus on Value – did you deliver what people valued. But the way there, that may take some consideration, analysis, and arguments.

In creative teams, where metrics may be hard to come by and subjectivity is an issue, this question is very important. It may help to ask now and then just what effectiveness is and how you measure it.

. . . then tunes and adjusts its behavior accordingly.

Ah, yes the end goal of these regular reviews with the team – you review how you did and then figure how to tune and adjust what you do accordingly. In short, you decide how to improve your behavior, approach, actions, tools, and methods. you hold these reviews and then create *takeaways.*

I can’t emphasize this enough. Make sure that these reviews lead to concrete goals for the team that you can measure, and tasks for the team or individuals so you can say “it’s done.” I’ve seen people who do reviews insist everything be something that can be tracked as simple as a piece of work – and I have to say it’s effective.

Make sure your team comes up with concrete suggestions that you can move on. In fact, when I do this I review them reguarly, often during other meetings and definitely at the start of the next review.

This is needed in creative works because of the many variables, obvious, but also for another reason. Creative works, with their infinite options, also provide us many ways to improve. Having solid choices is a nice way to narrow things down to workable selections.

Having definite choices also keeps people from overloading themselves. After all, you can’t improve if all you’re doing for a few weeks is doing things better – so you have no time to DO the things you want to do better.

A final important note – improvements for individuals should be called out by the individuals themselves. The team’s goals are to improve as a team, and blame-slinging (even if true) is pretty disruptive at these meetings. I found a way to make this easier is to see if people have any personal improvement goals they want to call out to encourage personal improvement – but note the team has to support these people.

Note: If your team has too many improvements to make, have them force-rank them in order and pick what they think they can do in the next time period. That helps them prioritize (and deprioritize) and focus.

Do I Do This As A Solo Creative?

Yes.  You should do your own reviews even if it’s just you.  Even if you don’t review with a client.  Even if it’s just personal work. Sit down and go over what you did, how you’re doing and how to improve.

Remember, never assume there’s no way to get better . . .  even if you’re awesome on your own.

Roundup At The End

So there it is, the Twelfth Agile principle – go and review sutff regularly with the right people and make concrete improvements.

I find these reviews are almost comforting in any practice. In creative practices you’ll always be focused on going forwards, on lessons learned, on getting better. it adds a structure where needed – while also breaking you out of any assumptions or mental straightjackets.

Besides, creative people asked to “make something better” can often take off when given a chance . . .

A few quick roundups:

  • A regular review puts people into an improvement mindset, reduces the chance and fear of missing opportunities, and makes it predictable.
  • The team should be involved – but you have to ask who “the team” really is.
  • Reviews should focus on being effective, but you need to determine how “effective” is defined.
  • Concrete goals should be the end result of the review so you can move forward.

And that’s it folks!  The Twelve Agile Principles for creatives.  Now you’ll be pleased to know this isn’t the end – I’m using this as raw material for a book. So in a few months get ready for something even more awesome . . . and probably better edited.

– Steve

Steve’s Update 4/1/2018

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Hey everyone, it’s Steve’s update.  So let’s find out what’s up!

So what have I done the last week?

  • A Bridge To The Quiet Planet: Is out to my pre-readers!  Yay!
  • Agile Creativity: Agile Principle 8 went out – and boy I had a lot to say.
  • Epic Resume Go Rewrite: I got the editor’s comments back!
  • Seventh Sanctum: I just posted the latest update – the Nexus!
  • Other: Mostly cleanup and a few other tasks.  I actually noted I let some stuff go until the end of the month, so instead I’m going to try and get Personal Administrative Stuff out of the way at the start of the month.

What am I going to do this week:

  • A Bridge To The Quiet Planet: Not much . . . except correcting a naming error in the book I sent to my pre-readers.
  • Epic Resume Go Rewrite: I’m taking a break this week to get a lot of general chores done.  I’ll probably try to get it edited out in one go middle of the month.
  • Agile Creativity: Agile Principle #9 is next, and it’s a good one on technical excellence!  This is a subtle one . . .
  • Seventh Sanctum: Tally up feedback on the Nexus and see what people think – so far it’s positive.  Thinking maybe the fastest way to fill it in is a Google form for people along with my own work.
  • Other: Prepare to speak at the Silicon Valley Comic Con!

– Steve

Agile Creativity – Principle #8: Sustainability

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Let me say up front this is one of my favorite Agile Principles (#10 is up there too.). It’s obvious, thought-provoking, and in-your face.

Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.

Yes, the Agile Principles state outright that you should find and keep a pace that can be maintained indefinitely, and everyone should have that pace. I’d love to phrase this positively, but let’s face it, it’s a principle about not burning out.

Yes, way back in 2001 the Agile gurus were well aware of the potential for burnout, death marches, and more and made it part of their principles.

Agile Processes Promote Sustainable Development.

Agile processes make sure that development is sustainable – that the inputs, velocity, testing, processes, demands, etc. all are aimed so everyone (and I do mean everyone) involved could keep this up forever.  This of course makes sense – once you find a doable pace you’re able to continue, predictably, over time.  When there is deviation, you can adapt as you’ve got a stable pace going.  When it’s sustainable you can keep delivering value.

This flies in the face of so much we’re taught about work, leisure, and so on. We’re taught to expect death marches. We’re taught to expect rushes. We’re taught to idolize being overworked. This Agile Principle outright states ‘bollocks to that’ and says ‘no.’ Or if we want to put it positively, says ‘yes’ to sustainability.

But I’ve seen so many death marches and overtime pushes I like the “no” part.  But let’s get away from negative/positive, let’s talk about why this matters to creatives.

  1. Creatives are often in areas and industries that promote death marches and rushes.
  2. Even if we’re not in #1 we often do it to ourselves.
  3. The unpredictability of creative work may lead us to pace ourselves erratically anyway – and accept it as normal.
  4. Because of these issues we don’t try to find a way to work better.
  5. All this stress outright kills creativity – and the goodwill that’s needed for it.  It’s a testimony to many creatives that they’ve sustained in the face of so many things.

Because it is so important this means . . .

We Need to Consciously Work On Sustainability

You don’t just say “hey, let’s be sustainable” and it happens.  It’s something you work on – this principle reminds us to commit to it, to make sure we find a pace we can all work at, together.

This principle, despite the fact it’s a call to work appropriately, is also a call to work on sustainability.  You need to take the time and effort to make work sustainable.  You need to educate yourself on principles and processes to make things sustainable.  Hopefully this is the collective “you” – all the sponsors, users, and developers in your creative work.

But it might be the lone “you.”  Sorry, you might be the lone voice of sustainability and have to advocate.  Maybe these columns can help, but let me emphasize that if you’re using Agile, keep reading up on it and researching it.  There’s plenty of knowledge out there.

Note that this Principle means everyone in the project.  It could just be you and one client, it could be a giant team and users/audience.  So let’s talk about how the three different groups – sponsors, developers, users – can promote sustainability on a creative project.

Sponsors And Sustainability

Sponsors are the people asking for the work. It would seem their role is obvious – don’t overload people!  Of course it’s not that obvious.  Each of the three groups have different interactions on creative projects.  So how can Sponsors work with the other groups?

Developers:

  • Sponsors need to understand what pace Developers can work at and support it – perhaps even push back on those pressuring them.
  • Sponsors need to work with Developers and be available so they can both assist developers, but also stay aware of their pace and sustainability.
  • Sponsors need to listen to Developers; the developers know what they’re doing. In creative work, this is exceptionally important because of the little intricacies and intimacies.

Users:

  • Sponsors need to understand User expectations – not just what is wanted, but what can be handled. it might sound great to shovel out a ton of stuff (such as game patches), but this may limit feedback and communication. Users can only handle so much.
  • Sponsors should listen to Users and get feedback, finding ways to encourage sustainable development.  This may also mean understanding User perspectives – and what they want and you want may differ.
  • Sometimes the Sponsor is the User – and you’ll need to figure out how you feel in both roles.

In promoting sustainable development, a good Sponsor is realistic, listens, facilitates – and doesn’t overload Developers. I won’t lie – sometimes you become a firewall or a funnel. Be a good one.

Now a few warnings. Where does this usually go wrong in creative works?

  • Sponsors often come to Developers far too late in creative processes – I’ve seen it a number of times. Sponsors should engage Developers in creative works as early as possible and learn their pace.
  • Sponsors overload Developers. This often fails, leads to bad blood, and the “there’s more where that came from” attitude I see a bit too often in creative fields makes enemies.
  • Sponsors don’t pay attention to Users or assume on what they want. They often get it wrong.
  • Sponsors assume they know how the creative process works. Often they’re wrong because even if they are a creative, each creative is different.

With sponsors covered, let’s get to Developers – which, my guess, covers a lot of my readers.

Developers And Sustainability

Developers make the creative work. Also an obvious role, but a Developer’s role is really kind of strange – they’re an expert in making something who often deal with people who aren’t. Thus you’re trying to give people what they want when they don’t know how you do it. Though they probably think they do and it drives you crazy.

Worse, you’re sort of in the middle of the Users and the Sponsors. You spend a lot of time making something for the actual target audience, you do research, so sometimes you end up as a bridge. When the User and Sponsor is the same (say, if you’re doing an art piece for someone directly), they can still seem like two different people and you have to bridge the gaps in someone’s own head.

(Ever have someone argue with themselves about a creative work? Probably.)

Finally, you’re probably the one most aware of any burnout, overload, or unsustainability, and you have to tell people about it. Sometimes those people aren’t happy with you. OK most of the time.

So first up, if you’re a Creative (and you probably are if you’re reading this), get ready to do a lot of psychology for yourself and for others. You do the work others don’t do, see things differently, and are kind of in the middle. However, to make sure your work is sustainable, you have to think about them.

Sponsors:

  • Give Sponsors feedback and information to help them pace themselves and pace working with you. The more pre-emptively you give them an idea of what’s sustainable, the quicker they’ll get it.
  • Help Sponsors reach a sustainable pace – they don’t do the work, they may not know what it is. You might save them from burnout and being overly pressured – or help them find they can do more.
  • Help Sponsors understand your work and what you’re doing so they can work with you sustainably.
  • If needed, bridge the gap between them and the user on what’s sustainable.
  • You’re also probably the one most focused on using Agile methods, so help them understand them – including the Eight Principle.

Users:

  • Understand Users have a limit to what they can process and work with that. Their pace may be slower than yours, so you need to slow down, or faster, and you need to find a reasonable delivery.  That may need to be communicated to Sponsors – and in creative work the pace may vary a lot.
  • Users may not understand their own limits; be aware of the.
  • Remember to work feedback from the Users of your creative work into your plans and pacing. Feedback can consume a lot of time.
  • Learn to understand how the users think and communicate. Help bridge gaps with the Sponsors.
  • Users might not get the creative efforts you put in – find ways to subtly make them aware (it helps set expectations)

A good creative Developer is aware of their process and abilities so they can not only pace themselves, but pace themselves with others, and help others pace themselves. Because you’re where work happens, you’re the most able to understand what’s going on and what can probably be sustained. You just have to make the effort.

Now a few bits of advice for Creative Developers trying to keep a sustainable pace in Creative work.

  • Sustainability also incorporates probable interruptions – vacation, illness, training, etc.
  • Yes, there will always be rushes. Minimize them, adapt, work them into expectations.
  • Don’t assume because you know how the creative process works that you’re superior – don’t get arrogant. That can lead to over-confidence and/or poor communication with Sponsors and Users.
  • Also remember how unpredictable creative work can be – communicate that but also work to minimize it.

Users and Sustainability

It feels weird to even go into this part – this is pitched at Agile Creatives. That definitely covers Developers and may cover Sponsors. But Users? They’re the end consumer of a creative product. They may not be that interested in all this.

I include this however because you, doubtlessly a Creative of some kind, will be communicating with Users (and thus you can figure how they can work with you), and probably are a User at some point (and can work better with others). It’s my small way to bridge the Developer-User gap in Creative work. Whatever side you’re on, you can help the other side work better.

One thing Users forget is that they to have to have a sustainable pace, and it’s easy to think “I can handle anything” delivered to you because you want it. However, getting too much of a good thing is not sustainable – you can’t enjoy it, can’t give feedback, etc. You to, even as a pure consumer, have limits, and pushing those does no favors to the people doing work for you.

Sponsors:

  • I find Users are often very abstract from Sponsors, from idolizing them to being suspicious of them, to ignoring them. Instead, be aware of them and who they are – and their motivations.
  • Understand sponsors have their own limits. Learn to be a responsible User in your demands and interests.
  • Find ways to engage Sponsors realistically – if they actually engage you, be grateful (I find a lot of Sponsors aren’t to great at this).
  • Be aware that the pipeline between Sponsors, Developers, and you has a lot of bumps.

Developers:

  • Respect the Developers time and understand that they are often not only the limitation on delivery, they’e also the ones doing a lot of work.
  • Engage constructively with Developers. In fact, the more you engage with them, the better you understand sustainability, and the more you can help them with feedback.
  • if you’re really engaged with Developers, learn how they work on their creative projects.  It’ll help you appreciate them – and you may learn some things.

I don’t have a lot of other advice for Users promoting Creative Agile to use Sustainability except for this – remember you’re part of the process to.  Working with others means much better stuff on your end.

Moving On- Sustainably

Sustainable development requires everyone’s effort – and commitment.  In a creative project, this is even more of a challenge.  It requires everyone to get on board.

Of course if not everyone is on board, you’ll get to help with that because you’re the one reading this.

So let’s round up what we can learn:

  • Good Agile involves sustainability.
  • This sustainability requires all sides to be involved and committed.
  • Each of those involved in an Agile project – creative or otherwise – has a role to play.
  • Sustainability is more challenging in creative projects due to a variety of factors.

 

– Steve