In my last post, I outlined why Designers are being handed the baton of Product Leadership . Whether Designers seize on this opportunity or not is still an open question. What is certain is that we've entered the Experience Era. For Designers to become this new Product Leadership elite, new professional challenges lie ahead.
Sitting here in Silicon Valley, I can't help but think about what this new leader's caricature will be. Over the years, many groups have ascended to own this product leadership title. The hardcore engineers with pocket protectors, the nerdy computer science geeks, the slick MBA business dudes and then 'brogrammers'. If we look back in 10-years from today, how will we think of the Designer ruling class?
As the geeks were coming to power, Steve Jobs introduced the black turtleneck. Creative Director's affinity for this palette and fashion is still evident . This grouping are leaders of their craft but have never been seen as business or product leaders like Jobs. That ceiling is now beginning to crack.
As brilliant as Jobs' design sensibilities were, it's also pretty well understood that his flaws were many. Woz is quoted in Walter Isaacon's Steve Jobs autobiography as saying about Jobs "In his integrity, I cannot trust". Before we jump into that vat of boiling oil, I'm not here to debate Steve Job's legacy. It's more interesting to think about how Designers will be seen if they become the new business and product leaders. With this ascension, will Designers just assume the 'what would Steve do?' ethos or is there something else, something better?
There are some key qualities needed to be a great Product Leader, irrespective of your background. How will Designers stack up against others in the Experience Era?
Tell a Great Story
When compared to the other caricatures I've mentioned above, Designers should have the best storytelling skills from a product development perspective. It's no longer about the bits or bytes, or processor speed or features or functions. It's about the how and why a product will resonate with users in our ADHD world. This story and experience is what the Designer has to instill in a cross functional product team.
It's not just about the UI or UX or visuals orthe mighty pixel or any other artifact; they are all piecemeal. This is about the 'why' someone will choose to spend time (and money) on one product vs another. It's about how a Designer, with their craft knowledge, can express and impart this understanding on others. A good Designer should win the skills match-up with their ability to tell a great story and thus motivate a team to build a great product experience.
Be a Motivator
Leadership is a lot about personality. People constantly make decisions about how to express themselves and motivate others. Instilling motivation can be achieved in many ways and there is no correct formula. As individuals, we decide what character traits we wish to expose as we look to motivate others.
Good Designers create positive product experiences. It follows, therefore, that they should also be able to create positive environments and experiences for their team members. Designers are supposed to be the ones that understand emotions so they should have a head start in being able to positively energize a team when compared to other groupings.
Be Focused and Execute
This is the detail, the deliverables, the timeline and the marks you need to hit, aka for a lot of people...the boring stuff. Engineering tasks can be binary in their results. Design is never done. Product is not art. Outcomes, goals and timely task completion matter. Sweat the details, commit to launches and expose your work to the world, or die.
In any business, cash is your oxygen. How many times have you heard a start-up 'ran out of cash' or in larger corporations an initiative was 'going nowhere?' Failure is never a destination from the outset but it happens a lot and it needs to be embraced. This is not as some sort of 'fail' badge but as a core means of learning. Designers will need to learn how to work within timelines and guide a team to a result before a product's air supply gets cut-off. Test, iterate, launch, and move forward.
The challenge here is that Designers will need to learn to think like business people and suppress artistic tendencies to strive for perceived perfection before launching. Delivery and launching product is a must. The intersection of creativity, business and technology is a sea of trade-offs. You can't please everyone; balance must be found. If you're completely happy with your product launch, you've probably waited too long or your standards need to be raised.
Become Analytical; Stay Honest