What’s Your Suggestion?

Things I Learned the Hard WayIn this series, I’m exploring some of the stories I find myself coming back to for reminders. I call them Things I Learned the Hard Way.

At heart, I’m a designer, and designers care passionately about making sure the details are right. If you spent any time in an art-related education, you’ve experienced critique sessions. For the uninitiated, a critique is when you put your hard work on a wall in front of your teacher and peers, and they all rip the living shit out of it.

Critique sessions are rarely about suggesting solutions. In fact, to suggest alternatives would be insulting. It’d be like someone telling Picasso to make all those brush strokes blend in more. Sure, it happens, but it’s not the point. A lot of the criticism in these sessions boils down to “this isn’t working for me. Push harder.”

That’s why most designers make awful team members. It’s why, when the biz dev guy says “this is how our startup is going to make money,” our first inclination is to tear down the idea. We’re in critique mode and that’s just what you do.

If your organization is comprised of people with exceptionally thick skins, this can lead to great products. But most teams are not, and it leads to hurt feelings or worse. In many cases, the designer is seen as a negative blocker, and excluded from the decision making process (which, of course, leads to alienation and attrition).

What team members have to know is that this is just how designers think. We come up with a million ideas, and our work is a constant stream of “no that’s crap” self-messages and iteration, which leads to, hopefully, a better design.

But what designers need to understand is that nobody likes a negative blocker, and when we attack an idea, it feels personal to the guy with the idea, and invariably leads to us being left out, which is that last thing we want.

Fortunately the solution is simple: just force yourself to come up with an alternate solution.

I really learned this when I was working as a Creative Director at Technorati. The then-CEO and founder David Sifry had a great way of redirecting complaint with one simple question: “So what’s your suggestion?”

It’s fine to list all the ways an idea is bad. But you have to immediately follow it with a suggestion. For example: “I agree that we need to make money, but I’m concerned that the current proposal of implanting chips in all our users brains will be difficult to implement and lead to widespread privacy concerns. So I suggest that we instead simplify our user experience here and here which will lead to the same result without the risks.”

Then the conversation can continue on the merits of the ideas. By having two solutions on the table, it encourages others to toss in their proposals. Before you know it, you’re working with many ideas, and the winner may be some combination of the best. Vetting competing proposals is always easier than fighting just to prove something’s bad.

It’s also become a great mental exercise. When I’m tempted to write that piss-all-over-it email, I think to myself, “so what’s the solution I want to see?” If I can’t come up with one, I won’t send the email. Better to be quiet and see how things progress than to be the negative blocker guy.

(Aside to any of my former coworkers reading this: Yes, I know I’m absolutely guilty being the negative blocker guy. Sometimes the best way to learn a lesson is to do the wrong thing long enough to figure out why it doesn’t work. A guy can learn, right?)

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20 Comments

yup, you got the point there. some people focus on problems too much and get attached in it… Then forget what their goal is.

Posted by Kenji on 13 January 2009 @ 9am

I think this is something more designers need to learn the hard way (or not). Also, props on explaining what a critique is, couldn’t have said it better.

Posted by BandonRandon on 13 January 2009 @ 9am

What’s your suggestions is the leitmotif in my company when we are working on a project and we need a solution.

Great post, Derek.

One of my “Things I Learned the Hard Way” is: If you wanted for today, you should have come yesterday.

Posted by canelson on 13 January 2009 @ 9am

I forgot where it started, but in a team I’ve always been the one to say — if you have a complaint, you better be ready to give a suggestion. It’s one thing to tear something up, but if you don’t have a better suggestion, that doesn’t make you any better.

Great series here.

Posted by Joy on 13 January 2009 @ 10am

When I went to art school (1973-1980 with a break in the middle) there were no critiques and we were encouraged to support one another rather than rip each other down. In the end we had a great community of artists, designers, architects and urban planners under one roof interacting about our work (we didn’t let the art historians or art educators in for a few more years). I’m not sure that that model still exists at the University of Oregon AAA school where I was, but it was great to be part of it when it did.

Now I’ve turned into a bit of a control freak, perfectionist, and a definite negative blocker and I’m going to charge all of my friends and my wife to say “so what’s your suggestion” every time I start ranting. Thanks Derek.

Posted by Richard on 13 January 2009 @ 10am

I know exactly what you are saying… too often when we present work in the big light booth, we focus on the negative instead of trying to pick out the positive parts of each ad or comp. I often find myself backing away, and letting the negative blockers fight it out.. after 15 years in the biz, I always come back to something I said as an intern: “If it looks good, it’s the printers fault, if it looks bad, its my fault.”

Posted by Nic Nichols on 13 January 2009 @ 10am

Excellent. I like that the post itself is an excercise in the process championed therin, i.e. “I can be a negative blocker” + “here’s how I prevent that from happening”.

Posted by Daniel M. on 13 January 2009 @ 10am

Michael Johnson from Pixar says a good critique comes in two parts: correctly identifies the problem, and suggests a workable solution. “This isn’t working for me” is a bad note, it doesn’t offer a way out. Ideally the solution fixes a bunch of other crap at the same time. He gave a talk with an amazing example from The Incredibles, I’ll explain to you in person some time, it would involve waving of hands.

Posted by Michal Migurski on 13 January 2009 @ 11am

Ahhhhh…you need a better way to capture errors on this form!

I love to play devils advocate by questioning other’s ideas, even if I think its a good one. Its nice to see how they arrived to such a conclusion.

Also, I hate when my idea is ripped to shreds to only discover the concensus solution is 10x better. Its nice to force yourself to reveal you ideas for this purpose. Then call them you own :)!

Posted by Lance on 13 January 2009 @ 11am

This is a fantastic post!

It’s always hard to explain the “difficult” designer or creative in any organization and you’ve done it here excellently.

I have spent years being that guy as well as trying not to be that guy.

Bigger problems emerge if you bring this dynamic to interpersonal relationships. It can be really difficult to mute those self-messages and iterative notions that want to eke out loud at times.

I’m struck by the notion that designers are always striving to better their work, but in a very public way. Balance and calm are extraordinarily difficult to achieve under any circumstances, much less in front of people.

Posted by blurb on 13 January 2009 @ 1pm

I think you got it right, but I also think pointing out a problem is always good, even if you don’t know a solution (which is always harder to do). If you are part of a team, then other people could have the answer (that’s why a team is a team).

Maybe the point is to say (being as polite as possible) what is wrong, why you think it is wrong, and ask if any other member of the team agrees with you, and then if the other people see that problem you pointed out, try as a team (or group of people, as you prefer) to solve that problem (only, of course, if it’s important enough).

BTW, Great Post ;)

Posted by Pau Sanchez on 13 January 2009 @ 2pm

I have known for a while that I am often the “negative blocker” in the group, plus I’ve been guilty of not throwing an alternative solution into the ring more than a time or two. But it never occurred to me *why* before this post. Yup, I come from the art school crit mindset. And I am, surprise surprise, the designer in the group.

This makes 100% total and absolute sense to me now. And in fact, this actually feels like an epiphany moment for me. Wow. Thank you for a timely post, Derek!

Posted by Amie on 13 January 2009 @ 7pm

Thank you so much for this post, I can really relate with it, I am definitley a negative blocker, this will hopefully help me out. Thanks again.

Posted by Tobias on 15 January 2009 @ 12pm

One of the “Things I Learned the Hard Way” is that if you are about to criticize someone’s work or idea, it’s always best to start with a positive comment. “I can see you’ve given this a lot of thought and I really like that aspect of your plan. But I’m not sure that other phase is as workable a solution as you think. Have you thought about blah-blah-blah?”

The brainstorming model of problem-solving has, in my experience, always produced the best results. No criticism allowed, just alternative idea presentation.

Nice series.

Posted by Dan Shafer on 15 January 2009 @ 11pm

Derek, great post, and a great series, too!

“Vetting competing proposals is always easier than fighting just to prove something’s bad.”

Awesome. And this:

“Sometimes the best way to learn a lesson is to do the wrong thing long enough to figure out why it doesn’t work.”

Rock on, love it!

Posted by Jason Robb on 16 January 2009 @ 10am

A designer’s role is first and foremost to be a problem-solver.

Problem: the coffee mug falls over too easily in the car. Solution: fashion the base of the mug as a broad, pliable bean-bag. Etc.

Bad designers don’t know this. Bad designers think their role is to make things look good.

Good designers know that making things look good is just one of the more reliable means for solving problems; it is not an end unto itself.

The road to hell is paved with good-looking products designed by “skin-deep” designers.

Posted by Patrick Corcoran on 16 January 2009 @ 12pm

But then there are those Suits who really push it. If you’re silent in a meeting and know *something* is wrong but don’t yet an alternative and so decide to shut up, that’s when they *insist* you tell them what you’re thinking.

“Oh, you see? He just thinks *everything* is shit.”

They won’t take “Let me think about it and get back to you” as a “viable response.”

Posted by Mike Cane on 29 January 2009 @ 12pm

i have to agree with others here and disagree with your assessment of design critiques being a “rip the living shit” out of your work session.

it was drilled in to us by our professors critiques must always comment about objective elements. the critique should always start and end commenting on the elements of the work that were positive/working. comments about the elements that didn’t work couldn’t be based on some ambiguous nonsense like “this doesn’t work for me” – you’d damn well better have something more concrete than that and expect to pass.

in fact many of my classes up to 25% of your grade was based on your ability to effectively critique other’s work. in one class the final you had to critique your own and it counted for 50%.

but then i noticed when i went back to teach for a semester the overall level of student was far, far different. there were a bunch of fantastic stylists, much better than when i was there, but there was a dearth of actual designers. everyone wanted to be a dot-com, rock-star (screw you carson).

Posted by duncan on 29 January 2009 @ 3pm

I wish you had won that particular argument. My technorati brain implant has been malfunctioning almost from day one.

Posted by xian on 2 February 2009 @ 10pm

There’s a similar phenomenon that takes effect whenever you show your newly acquired house to a friend: they assume that what they’re asking you to do is to point out all the cracks and problems to you.

Posted by David Boroditsky on 4 February 2009 @ 9am