Open letter to design leaders: Look out for your teams today

To my peers in the design community, in particular the design leaders and design managers who are responsible for others in a professional and business context

This weekend was emotionally draining for many of us, and we need to give the people on our teams space to recover. Don’t ignore it, and don’t expect people to return to business as usual. Instead, it’s your duty to encourage your teams to work through what they’re feeling. 

In our society, we are encouraged to separate our personal selves from our career selves. As employees, we are expected to be units of labor, creating value for the organization. To acknowledge whatever we’re facing in our non-work lives gets us labeled as unprofessional. 

This dichotomy has always been a false one. We are the same person between 9 and 5 as we are before and after. The pandemic has exposed this in a literal way; we’re working where we live, and the reality of our home lives—partners, children, pets, loneliness—seeps through our video conferences. Even so, there remains that expectation of emotional separation, so regardless of how upset you may be at 8:58am, you better pull yourself together for your morning check-in Zoom call. 

In my career I have led numerous design teams, and consulted with many others. Whenever I conduct an exercise to find out the values the team holds, literally every team has expressed this one: Empathy. And it makes sense, as to be a good designer is to be deeply empathetic, because you need to get inside someone else’s head and understand how they will engage with what you’re creating.

Among the disciplines with which they collaborate, designers (and researchers, content people, etc.) are distinct in this empathetic mode. If I were to conduct similar exercises with engineering, product management, and marketing, I doubt empathy would rank as a core value. This isn’t to suggest designers are better; just different. 

So, to the design leaders and design managers: we need to recognize this very real difference, because others might not. Our team members need us to look out for them. Their empathy, which enables their professional success, is not something they turn off when they leave work, and turn it back on Monday morning. It’s been active all weekend, and we need to ensure they have the space to process what they’re dealing with. 

I fear that our cross-functional partners will not share this sentiment, and may expect designers to just get to work. As design leaders, we need to step up and encourage our peers and executives to embrace humanistic values, lead with compassion, and respect the space that team members need. 

This is not a time for productivity, velocity, or other such measures of work. This is a time for listening, reflection, and looking out for each other.

#blacklivesmatter #justiceforgeorgefloyd

Principles for Recruiting and Hiring Designers [FEEDBACK DESIRED]

[The following is a passage from my book-in-progress on in-house design teams. It’s a (very) rough draft on the principles that should undergird the recruiting and hiring process for designers. I think I believe everything here, and I think it’s pretty complete, but I’d appreciate feedback, commentary, calling of bullshit…]

Recruiting

The recruiting and hiring process warrants the same design attention and intention of any other experience. Do not succumb to your company’s standard operating procedure.

Recruiting designers is different from other recruiting other roles. Recruiters, even those who work with other craftspeople such as engineers, are often surprised to find that what works for other disciplines falls flat with designers. What follows are generalizations, so will not be true in all cases, but have borne out over our careers in hiring. Generally, what we have learned is that designers want to do great work, work with interesting people, and get paid fairly for it, pretty much in that order.

Make the approach humanistic. While no one wants to feel like a cog in a machine, designers are more sensitive than most to feeling subjected to bureaucracy, and some recruiting processes feel like filing taxes or hospital visits–filling out forms, submitting material into a faceless system, uncertainty as to when to expect a response, shuttling from handler to handler. Make sure to provide a human touch at every step in the process. Beware of adopting approaches that make it easier for you, but less personable. Given the competitive talent market, it’s worth feeling some friction and taking on extra work if it makes the experience more pleasant for the candidate.

Money is table stakes, but not a strong motivator. This one is a little tricky, because it can be interpreted that “designers don’t care about money.” While that might be true for a few, most designers want good compensation for their work, particularly where the cost of living is high. That said, throwing money at designers does not guarantee they’ll accept an offer. In fact, many will find it suspicious, wondering what such largesse is masking. (Many designers have an uneasy relationship with money.) Don’t try to exploit designers’ antipathy towards money–they’ll ask around, and if they feel like they’re being taken advantage of, the deal is off. Commit to making offers that are fair for the market, and then spend time and effort on the other factors that will guide their final decision.

Emphasize the work to be done. For most designers, the primary motivation is the nature of what they will work on. Such inclinations vary widely–some designers love hairy content problems, others want to build complex enterprise software, others crave sexy consumer experiences. Recruiting efforts should stress what makes the work compelling from a designer’s standpoint. When Peter was at Groupon, the stock was in a bad place and the company had become a media whipping boy. However, he was able to direct attention to the interesting design probem, which was to figure out how to leverage Groupon’s success with daily deals and create other ways to connect shoppers and local businesses. Designers were attracted by the opportunity to to deliver new features and functionality that created a marketplace, and the meaningful challenge of working with small local businesses at scale.

Explain the context in which that work is done. While some designers are dedicated to solving problems in specific industries, such as healthcare or education, many designers can root out what is interesting in any sufficiently complex problem. So when they’re choosing between job options, they seek to better understand the context in which they will work. Will they be expected to work on their own, or will they be part of a team? Are there opportunities to mentor or be mentored? What kind of authority and ownership will they have over their work? Is design respected within the organization? How does the company treat its employees? No one context works for all designers, so be clear about the characteristics of yours.

Be honest, even frank. Don’t just tell them what they want to hear. Engaging with candidates reveals their preferences and desires. For design leaders hungry for talent, it can be tempting to tell candidates what they want to hear, to get them through the door and at a desk. However, if it contradicts what they then experience, the working relationship starts off on the wrong foot. That person is now less likely to suggest others to join, may themselves be looking for exits, and the effort invested in bringing them proves for nought.

If a candidate makes clear they want to manage others, but there’s no opportunity for that in the foreseeable future, don’t tell them, “Oh sure, let’s discuss that in 6 months and see where we’re at.” Whatever the pain in losing a great prospect, say, “I don’t think we have a fit at this time,” and move on. Bring that person on, even if they have been told there are not management opportunities, and every discussion is clouded by that management desire.  

Be direct and honest about what it is like to work there. Don’t sugarcoat troubles. Don’t dwell on them, but acknowledge them and make clear the steps being taken to address them. The design community can prove surprisingly small and tight-knit, and word gets around. Bullshit is found out.

[There you go. Thanks for reading.]

“Head of Design”: Defining this role

I’m co-writing a book on building in-house design teams. I’m also currently in the job market, so I’ve been thinking about, and talking about, the role of “Head of Design,” which you’re starting to see pop up across Silicon Valley. Here’s what I wrote to define the role.

Head of Design

For design to realize its potential requires focused, empowered leadership. “Head of Design” has emerged as a title for this role, which works regardless of whether they are considered a manager, director, or VP.

Whatever the level, the head of design is the “CEO” of the design organization, ultimately accountable for the team’s results. That impact is the result of how they handle three types of leadership:

  • creative
  • managerial
  • operational

A Head of Design provides a creative vision not just for the design team but the whole organization. They establish processes and practices for realizing that vision, and set the bar for quality. They contribute to the development of brand definition and experience principles, and ensure that those are appropriately interpreted through the team’s work.


Their managerial leadership is realized through the tone they set for their team. What kind of work environment do they foster? How are team members treated, and what opportunities are they given to grow? How is feedback given? How do they hire, and who does that bring in? The sum of these decisions defines the Head of Design’s managerial style.

Operational leadership is a combination of very little things and very big things, all in the interest of optimizing the design organization’s effectiveness. The little things are what the rest of the team sees, in terms of how communications are handled, which tools are supported, how work is scheduled, how team meetings are run. The big things tend to happen behind the scenes, and involve interactions with a company’s core operations teams such as finance, HR, IT, and facilities. These include opening requisitions for headcount, adjusting salaries to ensure market competitiveness, establishing employee growth paths, acquiring the necessary hardware and software, and claiming physical spaces.

A common mistake made by company leaders when hiring a Head of Design is to favor creative leadership qualities over the managerial and operational. They bring in a creative visionary with big ideas and a beautiful portfolio, but often those folks don’t have the patience or mindset for the mechanics needed to actually make an organization run. Team members struggle without good management, flail without tight operations, and the team proves far less effective than they could be. Admittedly, it’s a challenge to find an individual skilled in all three forms of leadership. Remember, this role is the “CEO” of the design team, and as such, managerial and operational excellence are crucial.

As the team grows, the Head of Design will not be able to perform detailed duties across these three areas. This is when you bring on Design Managers and Directors (for people management), Creative Directors (for creative vision), and Directors of Design Program Management (to run operations). With these lieutenants in place, there is still plenty to do. At that point, a Head of Design focuses on:

Recruiting and hiring. Always. There may be nothing more important in the organization than identifying talent and getting them to join the team.

Living the culture. Addressed in depth in Chapter 7, the culture of a design team is essential to its long-term success. A Head of Design not only establishes the team’s cultural values, but demonstrates them every day through their actions.

Process and practices. Working with design managers and creative directors, establish a methodological toolkit, and make sure it is shared, understood, and used throughout the team.

Vision. Developing a “north star” for the company is not a one-time act, but an ongoing process of refinement and evolution.

Represent design for the organization. The Head is the primary voice of design inside and outside the company, sharing its work, evangelizing its success, articulating its vision. And sometimes this representation means fighting for design in the face of policies, procedures, and bureaucracy that limits the team’s potential.

 

THE best conference for UX/Design managers and leaders…

…is Adaptive Path’s MX Conference, taking place on March 29-30 2016 in San Francisco.

I’m biased. After a few years away, I’m back and helping program and host this year’s event. We have a stellar line-up, including Bob Baxley (formerly Apple and Pinterest), Hyo Yeon (leading the design charge at McKinsey), Janaki Kumar (VP Design at SAP), Kim Scott (spreading the gospel of Radical Candor, a philosophy I can totally get behind), and many others. Oh, and me (I’ll be co-teaching, with Kristin Skinner, a workshop on “Org Design for Design Orgs”, based on what we’ve been writing in our book).

No other conference packs so much value into two days for folks who are managing/directing/leading design teams.

AND: Use the promotional code FOPM to get 15% off the registration price!

Design Team Leads

My friend Dane Petersen asked on Twitter: “Honest, unsnarky question: If design is thinking by doing and leadership means someone else does the doing, how does a design leader think?”

I’ve written a bunch about this in the book I’m writing. Here is what I wrote about the “team lead”, the person responsible for a 3-7 person design team tackling a problem.

Team Lead

Regardless of size, each design team benefits from a single point of authority and leadership, an individual with vision and high standards who can get the most out of their team. This is the most important role on the team, and the hardest job to do well.

Team leads must be able to:
Manage down. Leads are responsible for overall team performance. They need to create a space (whether physical or conceptual) where great design work can happen. They must coach, guide, mentor, and prod. They address collaboration challenges, personality conflicts, unclear mandates, and people’s emotions.

Manage across. Design leads coordinate with product leads, business leads, technology leads, and people in other functions in order to make sure their teams’ work is appropriately integrated with the larger whole. They must also be able to credibly push back on unreasonable requirements, and goad when others claim that the design team’s work is too difficult to be delivered.

Manage up. It’s crucial that these leads are comfortable talking to executives, whether it’s to explain the rationale behind design decisions or to make the case for spending money, whether on people or facilities. Design leads must present clear arguments, delivered without anger or frustration, that demonstrate how their work ties into the larger goals and objectives of the business.

In short, the best team leads are a combination of coach, diplomat, and salesman. And they are folks who, through, experience, find they can span the conceptual scale from 1,000 feet all the way down to 1 foot. They oversee the end-to-end experience, ensuring that user needs are understood, business objectives are clear, design solutions are appropriate, and the final quality is high. To achieve coherence, they must integrate efforts across product design, communication design, user experience research, and content strategy. They are responsible for articulating a design vision shared not just by their immediate team, but their cross-functional partners as well. No wonder it’s so hard to find such people!

Are your team members respected as individuals?

I’m co-writing a book on building in-house design teams. Occasionally I’ll write a passage that stands on its own and feels worth sharing. 

A byproduct of bureaucratic work environments is that they encourage treating employees as cogs in a machine, not as the idiosyncratic people that they really are. Job titles suggest equivalence and interchangeability for anyone with the same title. Discrete numbered levels are used to assess seniority and salary ranges. Org charts delimit access and authority.

Actualized design teams overcome such practices by treating team members as individuals, with all the messiness implied. They recognize job titles are imperfect, and two people with the same title may have different skills. That’s okay, though, because everyone knows those people’s strengths and weaknesses, and makes sure that they’re set up to succeed. Seniority levels are seen as guidelines, not strict containers. Reporting structures are there for communication and mentorship, and do not limit anyone’s ability to share ideas and have an impact.

The reason companies adopt bureaucratic methods in the first place is to manage people at scale. While maintaining this individualistic perspective is challenging as the design organization grows, it’s worth the effort. Designers, perhaps more than other professionals, are a sensitive, empathetic, expressive, and quirky bunch. Reducing them to labels and levels removes their individuality, blunting their engagement and, in turn, their work. Instead, celebrate their individuality. Let their freak flags fly.

The Personal Professional Mission

When I work as a direct manager, my primary concern for anyone reporting to me is their professional and career development. I’ve learned that there are many ways for people to grow, and I want to be sensitive to the particulars of each individual on my team.

To get at that, there is what I call the Personal Professional Mission. I ask each team member just what is it that motivates them; why, in a universe of opportunities, have they made the choices that land them in the role they have. It’s a big idea that most folks have never been asked about, and haven’t considered deeply, and require some time to develop an answer. However, I find it to be the key to understanding how the person will want to grow, and the guidance and mentorship I can provide them on that path.

To help them understand what I mean, I share my personal professional mission: to make the world safe for great user experiences. This has pretty much been my animating principle since I first started blogging in 1998, and was perhaps most fully realized in the creation and development of Adaptive Path. It also spurred my departure from Adaptive Path, when I felt that I could best tackle this mission from inside the enterprise, as user experience no longer needed a laboratory for development, but instead required operationalizing in-house in order to deliver on the promise.

I was sharing the idea of the Personal Professional Mission to a design director looking for guidance in her career. And as I was explaining it to her, I had an uncomfortable realization: I don’t know if my mission still holds true for me, and I haven’t figured out what would replace it. This isn’t something I had thought about recently, and it caught me by surprise. But it also helps explain why I’m a bit adrift right now. I’m in the process of figuring out my next professional move, and the universe of options is a bit overwhelming (I know, it’s a good problem to have). I’m thankful I’ve uncovered what is at the root of this uncertainty, as it should help me address it. We’ll see where it takes me!