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BOULDER DIGITAL WORKS
PROCESS AND STRUCTURE
Mayhem on Madison Ave        Don Draper’s Revenge




                        or




                                                    2
Modernista!




              3
We decided to make some pretty big changes, all of
which fell out of a simple, single idea:
Let’s get a lot better at making things.
Process and structure.



The work.
The people needed to build the work.
The process through which the work is realized.
1: The work.
What we’re making is different than 18
months ago.
We’re making more stuff.


Yahoo’s Duncan Watts, in his “influencers” research, used a lighting
many fires analogy that points to the fact that digital media drives
cumulative advantage. He suggests brands are better off “placing lots
of bets to give the best chance of starting a full forest fire - lots of fires
in lots of promising places.”
The cost efficiencies of digital media allow marketers to hedge bets
and not bet the farm on one thing - make ten and see what takes.
New media ecosystem.
A new metaphor.

                                Grow through volume / diversity.




Bet it all on a couple :30’s.
Our work is more varied and complex.
Improving engagement models.
                          Campaign in market:
              increased awareness, conversation, advocacy


Traditional
Cycle


                                                  Campaign in market:
                                      increased awareness, conversation, advocacy



Distributed
Cycle

                                                            Diversity breeds sustained activity:
                                                   steady levels of awareness, conversation, advocacy
2: The people needed to make the work.
Two big influences on agency structure:



We’re being asked to create more work, while at
the same time, we’re being paid less money.
The work is materially different than it was,
requiring new skill sets / capabilities to get it done.
Sustained pattern of diminishing compensation.

    15%       media commission
    13.5%     media commission
    11%       media commission
    10%       media commission
    <9%       media commission
            • time and materials with
              negotiated rates
            •   hard margin negotiations

            •   stiff performance incentives
Aggressive procurement practices are just a fact of
life. You can complain.
Or you can accept this as part of our industry’s new
reality and begin to plan accordingly.
Agency re-org step 1: No more silos

      Client Marketing Group      Client Interactive
                                  Marketing Group


           Core Agency

      Executive Leadership     Interactive Department

      Account Management       Account Management

      Account Planning         Account Planning

      Creative                 Creative

      Production               Production
In the post-digital world, everyone is must be
interactive.
Agency re-org step 2: Prioritize the creation of work.
fig. 1                                                   fig. 2
           Account                  Lead
   AD      Leader             P     Planner
                                                                  Engagement                Lead
                                                           AD     Lead             P        Planner

                 AS                 IAS
                                                             IP      IP      IP        IP       BP
         AE      AE     AE          IAE
                                                                           Producers
        Account Management Interactive A.M.

                                                         UX           D            E              SM
   IP       IP            T             BP                User    Developer Editor / Motion Social Media
                        Traffic   Broadcast Producer   Experience             Graphics        Manager
Interactive Producers
Will this work? Not sure.
We’re taking a position based on an idea we
believe in.
Doing nothing isn’t an option.
Rebuilding teams around a new building block.



       Knowledge across disciplines




              Core discipline expertise




http://www.fastcompany.com/magazine/95/design-strategy.html?page=0%2C1
The T-shaped team.

Cognitive empathy: ability to respect, understand and support other disciplines,
leading to more compact, cohesive team capable of better work.




             Concept /                       Project / Client    Functionality /
            Design + Tone   Implementation    Management        User Interaction
              Creative      Technology       Production               UX
3: The process through which the work is
   realized.
Poorly designed physical environments.




Use co-location / technology to mediate gaps.
WTF.
Poorly designed teams.




                         Bloated teams = lack of accountability.
Poor substitutions for collaboration.




                   Email volume = communications breakdown = trouble.
Worlds colliding: software companies + agencies.




Process must work for you, not vice versa.
As change accelerates, process priorities shift.
Replication, minimization of risk, error




                                           Bespoke process, accept variance + risk
Discover          Concept                 Design                 Build         Measure



                                                                                    Qualitative /
 Stakeholder         Creative                Wireframes /          Motion           Quantitative
 Interviews          Team                    Prototype             Graphics         Analysis


 Audience
 Research /          Crowd                   Design                Technical
 Personas            Sourcing                Boards                Development      Optimization



 Audience            Team                    Copy                  QA               Post Launch
 Research            Brainstorm              Deck                  Testing          Updates




Brief              Approved Concept       Approval of design /   Approved Beta
                                          copy / functionality
                   Working Project Plan                          Approved Release

                                          Measurement Plan
You can change your culture through work.
So, that’s about it. Some parting thoughts...


We are living in the post digital age of our industry.
Adapting will change your organization - the act of
creating new work will alter structure and process.
And this effects us as organizations and individuals,
as digital is no longer someone else’s job.
It’s yours.
BOULDER DIGITAL WORKS

                        THANK YOU
Characteristics of a good project.

 Big decisions are up front – honor your plan.
 Keep things moving – highlight / resolve obstacles.

 Empower team to make decisions.

 Anticipate change, stay nimble and flexible.

 Understand what makes your idea good – don’t
 compromise core.
Discover                    Concept                  Design                     Build                  Measure




                      1            2        3   1            2        3   1            2       3     1           2        3


1      2         3



                               4       5        4            5        6   4            5       6                 4


1. Account Director       1.   Art Director         1.   Art Director         1.   Technical Lead        1.   Data Analyst
2. Account Planner        2.   Copywriter           2.   Copywriter           2.   Flash Developer       2.   Account Planner
3. UX Designer            3.   UX Designer          3.   UX Designer          3.   HTML / CSS            3.   UX Designer
                          4.   Producer             4.   Designer             4.   Motion Graphics       4.   Producer
                          5.   Technical Lead       5.   Producer             5.   Producer
                                                    6.   Technical Lead       6.   QA Engineer




                                                Management Team

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MDW NY | Matt Howell_New Teams and Process for Making Digital Work

  • 2. Mayhem on Madison Ave Don Draper’s Revenge or 2
  • 4. We decided to make some pretty big changes, all of which fell out of a simple, single idea: Let’s get a lot better at making things.
  • 5. Process and structure. The work. The people needed to build the work. The process through which the work is realized.
  • 7. What we’re making is different than 18 months ago.
  • 8. We’re making more stuff. Yahoo’s Duncan Watts, in his “influencers” research, used a lighting many fires analogy that points to the fact that digital media drives cumulative advantage. He suggests brands are better off “placing lots of bets to give the best chance of starting a full forest fire - lots of fires in lots of promising places.” The cost efficiencies of digital media allow marketers to hedge bets and not bet the farm on one thing - make ten and see what takes.
  • 10. A new metaphor. Grow through volume / diversity. Bet it all on a couple :30’s.
  • 11.
  • 12. Our work is more varied and complex.
  • 13. Improving engagement models. Campaign in market: increased awareness, conversation, advocacy Traditional Cycle Campaign in market: increased awareness, conversation, advocacy Distributed Cycle Diversity breeds sustained activity: steady levels of awareness, conversation, advocacy
  • 14. 2: The people needed to make the work.
  • 15. Two big influences on agency structure: We’re being asked to create more work, while at the same time, we’re being paid less money. The work is materially different than it was, requiring new skill sets / capabilities to get it done.
  • 16. Sustained pattern of diminishing compensation. 15% media commission 13.5% media commission 11% media commission 10% media commission <9% media commission • time and materials with negotiated rates • hard margin negotiations • stiff performance incentives
  • 17. Aggressive procurement practices are just a fact of life. You can complain. Or you can accept this as part of our industry’s new reality and begin to plan accordingly.
  • 18. Agency re-org step 1: No more silos Client Marketing Group Client Interactive Marketing Group Core Agency Executive Leadership Interactive Department Account Management Account Management Account Planning Account Planning Creative Creative Production Production
  • 19. In the post-digital world, everyone is must be interactive.
  • 20. Agency re-org step 2: Prioritize the creation of work. fig. 1 fig. 2 Account Lead AD Leader P Planner Engagement Lead AD Lead P Planner AS IAS IP IP IP IP BP AE AE AE IAE Producers Account Management Interactive A.M. UX D E SM IP IP T BP User Developer Editor / Motion Social Media Traffic Broadcast Producer Experience Graphics Manager Interactive Producers
  • 21. Will this work? Not sure. We’re taking a position based on an idea we believe in. Doing nothing isn’t an option.
  • 22. Rebuilding teams around a new building block. Knowledge across disciplines Core discipline expertise http://www.fastcompany.com/magazine/95/design-strategy.html?page=0%2C1
  • 23. The T-shaped team. Cognitive empathy: ability to respect, understand and support other disciplines, leading to more compact, cohesive team capable of better work. Concept / Project / Client Functionality / Design + Tone Implementation Management User Interaction Creative Technology Production UX
  • 24. 3: The process through which the work is realized.
  • 25. Poorly designed physical environments. Use co-location / technology to mediate gaps. WTF.
  • 26. Poorly designed teams. Bloated teams = lack of accountability.
  • 27. Poor substitutions for collaboration. Email volume = communications breakdown = trouble.
  • 28. Worlds colliding: software companies + agencies. Process must work for you, not vice versa.
  • 29. As change accelerates, process priorities shift. Replication, minimization of risk, error Bespoke process, accept variance + risk
  • 30. Discover Concept Design Build Measure Qualitative / Stakeholder Creative Wireframes / Motion Quantitative Interviews Team Prototype Graphics Analysis Audience Research / Crowd Design Technical Personas Sourcing Boards Development Optimization Audience Team Copy QA Post Launch Research Brainstorm Deck Testing Updates Brief Approved Concept Approval of design / Approved Beta copy / functionality Working Project Plan Approved Release Measurement Plan
  • 31. You can change your culture through work.
  • 32.
  • 33. So, that’s about it. Some parting thoughts... We are living in the post digital age of our industry. Adapting will change your organization - the act of creating new work will alter structure and process. And this effects us as organizations and individuals, as digital is no longer someone else’s job. It’s yours.
  • 35. Characteristics of a good project. Big decisions are up front – honor your plan. Keep things moving – highlight / resolve obstacles. Empower team to make decisions. Anticipate change, stay nimble and flexible. Understand what makes your idea good – don’t compromise core.
  • 36. Discover Concept Design Build Measure 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 4 5 4 5 6 4 5 6 4 1. Account Director 1. Art Director 1. Art Director 1. Technical Lead 1. Data Analyst 2. Account Planner 2. Copywriter 2. Copywriter 2. Flash Developer 2. Account Planner 3. UX Designer 3. UX Designer 3. UX Designer 3. HTML / CSS 3. UX Designer 4. Producer 4. Designer 4. Motion Graphics 4. Producer 5. Technical Lead 5. Producer 5. Producer 6. Technical Lead 6. QA Engineer Management Team