Company culture as interaction design

“Artificial cultures are instant. They’re big bangs made of mission statements, declarations, and rules. They are obvious, ugly, and plastic. Artificial culture is paint.

Real cultures are built over time. They’re the result of action, reaction, and truth. They are nuanced, beautiful, and authentic. Real culture is patina.”
—Jason Fried, You don’t create a culture

I’ve been thinking about office culture a lot lately—how to develop it, how to foster it, and how to create it. I’ve long felt that a lot of company cultures feel fake—that if a culture is mandated or initiated from the top they are actually inauthentic within the company.

I’ve started to think about culture in the same way I think about interaction design. And like interaction design, culture is not static, it is ever-changing and always moving. Companies are built by teams which are built by departments which are people by people and each new employee adds a layer to the culture and they bring their own perspectives, insights, and backgrounds into the fold.

A principle I return to often in thinking about interaction design is the idea of frameworks and platforms. Designing frameworks means the designer has the first word, not the last. It means the designer gets to start the conversation but leaves room for improvisation and for others to add and contribute.

Real culture isn’t rigid and can’t be mandated. You can start the conversation, but each employee brings their own experiences to the table. Each new employee, each new voice will change your company culture in a small way and that’s okay. That’s good! Trying to enforce a particular company culture will be fake and leave employees disconnected from their work. All you can do is add your contribution and create space for the culture to move and grow and evolve and patina.

Further reading:
What Your Culture really says
When Culture Turns into Policy

Logos as platforms, branding not badging

USA Today, the country’s second largest newspaper1 recently unveiled a new logo and brand system that spans their entire publication—crossing platforms between web, iPad, mobile devices, and, of course, the physical newspaper designed by Wolff Olins. Rebranding an organization this large is risky. Even riskier? Rebranding an organization so steeped in tradition in a field steeped in tradition, struggling to stay afloat in an increasingly digital world. It seems impossible for a rebranding of this scale to be successful right? Don’t you remember Tropicana? Or Gap? Those should be minimal compared to the backlash you’d think USA Today will get.

But the reception appears to be well-received2. The more I see the new branding and the more I read about the process behind it and plans for it to evolve, the more in awe of it I become. It’s bold, it’s daring, and, in my estimation, shows what the future of branding looks like.

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Building Frameworks


(Photo Credit: Apartment Therapy)

I read an article a few weeks ago about an interesting element of Shaker design. Inside Shaker homes, a simple wooden strip with evenly spaced pegs spans every wall. We’ve all seen this idea; we often hang our coats on this peg rail system, but the Shakers have built an interesting system upon this framework. Since this is a common element among all the homes, the Shakers could build objects to fit into it. Nothing needs to be nailed into the walls because the only requirement to participate in the framework was a two-inch diameter hole.

I’ve been thinking about this idea for a few weeks now ever since I read the article almost to the point of obsession. It reminded me of an article I had written a few months ago about the idea that designing for the web is like creating a platform that promotes conversation. As the designer, we start the conversation but the user gets to contribute and add to the platform we create. I started to wonder if this idea wasn’t just limited to web design and if these ideas about frameworks could be applied to anything.

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Platforms, Conversations and Design Surprises


I love it when I realize a concept I’ve thought about and written about for a few years can also be applied to something else. One of the principles in my manifesto is “The best work comes from the place between the known and the unknown.” When I wrote that, I was primarily thinking about tools and skill sets, meaning when your designs will be better when you are stretched to learn a new skill or tool because you will be more open to experiment, you will have a great chance of failing and thus, produce different results than if you stick to your usual tools, skills, and practices.

Lately, however, I’ve been thinking about this concept in regards to the designer and audience relationship. For years, design has been described as a narrative initiated by the designer, usually resulting in a one-way dialog—designer to audience. I believe this method of design is changing with the rise of interactive design and the design process is no longer one continuous narrative but a conversation between designer and audience.

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