Archive

 

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

And here we are, the last Agile principle. Appropriately, it’s about review

At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

It’s another piece of simplicity – the team regularly reviews on how to become more effective then adjusts. It’s one of those things that should have gone without saying, which is why a bunch of people had to say it.

This is one that doesn’t have to be changed or altered for creative teams. But let’s take a look at what it means for creatives by breaking it down.

At regular intervals . . .

Reviewing is done at regular intervals – happening every x days or y weeks, or z months. Not “whenever” or “when we have time.” Reguarly.  This is important.

First, this regularity means that the review is guaranteed – you know it’s coming and when so you can prepare for it. If you’ve got a hectic or unpredictable schedule, this provides an anchor so you’re ready.

Secondly, this regular review means you hold it no matter what. There’s no saying “we didn’t learn anything” or ‘we can’t improve.” It’s a great way to break people’s habits and challenge any assumptions there’s “nothing to learn.” – and can get things out into the open and stimulate conversation. In creative works this is vital, since the unpredictable nature of the work may mean lessons are not immediately obvious – besides we know creative folks can build who ideas that they know something and be wrong (I’ve certainly done that).

Third, it gets people into an improvement mindset. In my experience the more you do these reviews, the more you learn, but also the more people improve outside of the reviews. Self-review and self-improvement is a skillset, and doing this develops it. There’s nothing like turning an imaginative team loose on self-improvement.

Fourth, it encourages applying lessons that can be used. In creative works, projects may differ wildly, so a regular review will in general lead to developing improvements that apply well into the future. Yes, short temporary changes may come up and be made, but in time you’ll improve longer and longer term as repeating issues come up and new insights get put into long-term practice.

Fifth, people don’t have to worry about missing opportunities or remembering everything they want to improve. Their work, especially creative works, may be seen differently in retrospect or with a marketing change. A person may have a hundred ideas but only remember five. Regular reviews mean you’ll be able to get back to forgotten ideas later or incorporate new views of old work. You can relax – you’re less likely to miss something.

. . . the team reflects on how to become more effective . . .

There’s two parts to this section.

The Team

The team is who does these regular reviews so they can improve – not just as individuals but a team. Now we have to ask who is the team?

To me the team is usually the folks doing the work – in the case of creatives those doing said work and their support team. But does that include consultants? The client? Beta testers? The legal team?   Asking this question is probably going to lead to unexpected and important answers:

By the way, no I can’t give you an obvious answer. But I can say in creative teams that it gets a bit hairy because that’s a place “things come together.” So your “team” may not just be people doing what you think is the work, but:

  • The legal team reviewing copyrights.
  • Proofreaders for documents who provide “testing.”
  • Marketers testing your ideas.
  • Support teams who provide software, hardware, maintenance on things like cameras, etc.
  • Administrative teams scheduling events.

Ask who the team is. The answer may surprise you.

Being More Effective:

Reflecting on being more effective sounds great, but there’s  an issue.  What does it mean for your team to be “more effective.”

It’s not an obvious question, which is why the importance is in how we answer it! How do you measure effectiveness so you know you’re getting better.

I often solve this by asking the team how they want to measure effectiveness and then going around until we have an agreement and a way to do it. For many it’s a simple general gut check of “did we get the work done and signed off on” but you may find a few additional factors come in. You may also find that it changes over time.

The best way, of course, is to focus on Value – did you deliver what people valued. But the way there, that may take some consideration, analysis, and arguments.

In creative teams, where metrics may be hard to come by and subjectivity is an issue, this question is very important. It may help to ask now and then just what effectiveness is and how you measure it.

. . . then tunes and adjusts its behavior accordingly.

Ah, yes the end goal of these regular reviews with the team – you review how you did and then figure how to tune and adjust what you do accordingly. In short, you decide how to improve your behavior, approach, actions, tools, and methods. you hold these reviews and then create *takeaways.*

I can’t emphasize this enough. Make sure that these reviews lead to concrete goals for the team that you can measure, and tasks for the team or individuals so you can say “it’s done.” I’ve seen people who do reviews insist everything be something that can be tracked as simple as a piece of work – and I have to say it’s effective.

Make sure your team comes up with concrete suggestions that you can move on. In fact, when I do this I review them reguarly, often during other meetings and definitely at the start of the next review.

This is needed in creative works because of the many variables, obvious, but also for another reason. Creative works, with their infinite options, also provide us many ways to improve. Having solid choices is a nice way to narrow things down to workable selections.

Having definite choices also keeps people from overloading themselves. After all, you can’t improve if all you’re doing for a few weeks is doing things better – so you have no time to DO the things you want to do better.

A final important note – improvements for individuals should be called out by the individuals themselves. The team’s goals are to improve as a team, and blame-slinging (even if true) is pretty disruptive at these meetings. I found a way to make this easier is to see if people have any personal improvement goals they want to call out to encourage personal improvement – but note the team has to support these people.

Note: If your team has too many improvements to make, have them force-rank them in order and pick what they think they can do in the next time period. That helps them prioritize (and deprioritize) and focus.

Do I Do This As A Solo Creative?

Yes.  You should do your own reviews even if it’s just you.  Even if you don’t review with a client.  Even if it’s just personal work. Sit down and go over what you did, how you’re doing and how to improve.

Remember, never assume there’s no way to get better . . .  even if you’re awesome on your own.

Roundup At The End

So there it is, the Twelfth Agile principle – go and review sutff regularly with the right people and make concrete improvements.

I find these reviews are almost comforting in any practice. In creative practices you’ll always be focused on going forwards, on lessons learned, on getting better. it adds a structure where needed – while also breaking you out of any assumptions or mental straightjackets.

Besides, creative people asked to “make something better” can often take off when given a chance . . .

A few quick roundups:

  • A regular review puts people into an improvement mindset, reduces the chance and fear of missing opportunities, and makes it predictable.
  • The team should be involved – but you have to ask who “the team” really is.
  • Reviews should focus on being effective, but you need to determine how “effective” is defined.
  • Concrete goals should be the end result of the review so you can move forward.

And that’s it folks!  The Twelve Agile Principles for creatives.  Now you’ll be pleased to know this isn’t the end – I’m using this as raw material for a book. So in a few months get ready for something even more awesome . . . and probably better edited.

– Steve

Posted on by Scott Delahunt

Star Wars has been covered three times already here at Lost in Translation. The first time was for the prequel/reboot, Star Wars: Episode I – The Phantom Menace; covering how the film brought back the Galaxy Far, Far Away. The second time was for the CG animated series, Star Wars: The Clone Wars, showed how the TV show strengthened Star Wars: Episode II – The Attack of the Clones by filling in details between that film and Star Wars: Episode III – Revenge of the Sith. The third time was for the pilot for Star Wars: Rebels, “Spark of Rebellion”, showed the potential of the recent TV series. What’s left with Star Wars?

Radio.

Richard Toscan, in an attempt to revive radio drama in the US, worked at getting several works produced at KUSC, the University of Southern California’s campus radio station. One of Toscan’s students suggested adapting Star Wars as an episodic series, a natural fit given that similar serials like Flash Gordon and Buck Rogers inspired the film and were themselves adapted as radio serials. Getting the clearances to produce such a series, though, looked expensive. However, George Lucas had gone to USC, so the rights to produce the radio series was sold to KUSC and National Public Radio (NPR) for one dollar. Lucas also made the music by John Williams and the sound design by Ben Burtt available to the production. That just left paying for the script, the actors, and the studio.

NPR turned to the one radio network with extensive experience in radio dramas, the BBC, for assistance. In return for the British rights to the series, the BBC provided the budget needed to get the production done. The adaptation was written by Brian Daley, a science fiction author who had written the earliest of the expanded universe novels, The Han Solo Adventures (Han Solo at Star’s End, Han Solo’s Revenge, Han Solo and the Lost Legacy). Daley worked from early drafts of Lucas’ scripts for Star Wars, adding material as needed to fill in the thirteen episode run, for almost six hours of radio drama.

Casting became a problem. While Mark Hamill and Anthony Daniels returned as Luke Skywalker and C-3P0, respectively, the rest of the cast wasn’t. Harrison Ford was busy with Raiders of the Lost Ark. The new cast included Ann Sachs as Princess Leia, Bernard Behrens as Obi-Wan Kenobi, Perry King as Han Solo, Keene Curtis as Governor Tarkin, and Brock Peters as Darth Vader.

The debut of the series in March of 1981 saw NPR’s audience increase to three-quarters of a million new listeners, with the number of young adults and teenagers increasing four-fold. With Star Wars: The Empire Strikes Back having been in theatres the previous summer, fans were looking for more Star Wars. How well did the radio drama adapt the first film?

A series, whether on TV, on radio, or even as a B-reel serial, still runs longer than most films. The Star Wars radio drama is no exception; it ran for just under six hours over thirteen episodes, about three times longer than the movie. Radio also can’t rely on visual effects to show what’s happening. Given that Star Wars pushed the limits on what can be done with special effects, the radio drama would have a steep task in front of it.

As mentioned above, Brian Daley used early drafts of the film’s script while writing his own. He expanded details from the movie. Episode 1 starts with Luke hanging with his friends, racing with them, including through Begger’s Canyon. The audience meets Biggs Darklighter, voiced by Kale Browne, and hears his plan to jump ship to join the Rebellion. Episode 2 begins with Princess Leia on Ralentiir, using her consular ship, the Tantive IV, to smuggle goods needed by the Rebellion. It’s where she learns about the Death Star and runs into Darth Vader for the first time. Leia convinced her father to let her take the Tantive IV to intercept the plans for the Death Star at Toprawa. The space battle between the Tantive IV and the Star Destroyer that begins the movie begins in Episode 3 as Leia arrives at Tatooine to find Obi-Wan Kenobi.

After Episode 3, the drama follows the action in the movie. Dialogue gets changed or added to help describe the setting and the action. Scenes get added to provide depth and motivation. Han has a rougher edge than he does in the movie, but there’s still a heart of gold. At the same time, some relationships are shown just as quick on radio as in film; C-3P0 and R2-D2’s friendship comes out in their first two minutes of air time in Episode 3. Vader benefits from the medium; it is difficult to loom and menace through sheer height on radio. Instead, Vader comes across more as a fallen paladin, philosophical and a believer in his version of the Force, thanks to added dialogue.

Sound effects carry most of the battle scenes. There’s no way to show a flight of X-Wings diving down to the Death Star’s trench, nor is there a way to show a lightsaber other than dialogue and sound effects. The production had full access to the sounds from the movie, but it still fell on to the actors to convey a sense of determination and wonder as needed. Luke’s training on the trip to the former Alderaan had Ben coaching him at each step. For added fun, the scene with Greedo threatening Han could not have subtitles, so there was no attempt to translate “Oota goota, Solo?” into English. Han understood Greedo, so the audience had to work out what the Rodian said from the reactions, like, “Tell Jabba I’ve got his money.” And Han shot first.

The climatic battle to destroy the Death Star took up most of the last episode. While the snubfighter battle was a visual feast, the chatter between pilots gave the drama a way to show what was happening without video. The first half of the battle was presented as Leia and the Rebellion command staff on the jungle moon of Yavin listened to the pilots’ chatter, unable to do anything when Vader came out in his prototype ship. The last half of the battle was from Luke’s perspective starting just before his run through the trench.

Is it possible to have Star Wars without the visuals? Yes, as the radio drama demonstrated. The drama was Star Wars and provided depth that the movie couldn’t. The drama was successful, leading to Empire being adapted two years later. The adaptation of Star Wars: The Return of the Jedi was delayed until 1996 and released on CD due to disagreements, mainly financial. The radio plays carried the feel of the movies while expanding on what was shown.

Posted on by Scott Delahunt

One of the main features of a superhero is the bright costume. Sure, there are superheroes who work in black or really dark grey, but the vast majority are in primary colours. Often, the costume will look like it was painted on, emphasizing the hero’s physique. Because comics are drawn, liberties can be taken with things like physics, so some costumes may be almost impossible to recreate in real life.

With comics being the popular source of adaptations today, studios have to figure out the almost impossible. Over the past few weeks, Lost in Translation has looked at a number of comic books adapted to a new medium, plus has reviewed others in the past. Josie and the Pussycats and Kingsman: The Secret Service get a pass here. The most unusual item the Pussycats wear are for on stage and is still in the realm of possibility. The wardrobe in Kingsman is based on high priced but still existing apparel found on London’s High Street.

Arrow, though, deserves a look. In the comics, the Green Arrow has worn a variant of a Robin Hood costume through most of his appearances. In the TV series, the goal was to create a costume that star Stephen Amell could wear and move in, going with a hooded cloak over dark green clothes. The costume is close to what the Green Arrow wears in the comics, and the producers are aiming at showing Oliver Queen becoming the hero.

Supergirl, on the other hand, starts with Kara Danvers embracing her Kryptonian heritage and catching a plane. The show is also lighter than Arrow; Kara is adorkable. So, hiding her costume away isn’t going to work. Fortunately for the producers, Supergirl has a number of costumes to choose from. On the show, the costume is a melding of a number of outfits seen in the comics, allowing Kara to have her own look while hinting at being Superman’s cousin. And Supergirl isn’t the only character with a costume from the comics. The Martian Manhunter in his normal guise is accurate to his appearances in the pages of DC Comics.

Both TV series can take advantage in advances in fabric thanks to man-made fibres. Older movies and TV series didn’t have the breakthroughs and it shows. The Batman serials of the mid- to late-Forties, having the added limitation of a low budget, tries to match the costumes from the comics, but between the war effort focusing on the needs of the military of both the US and the Allied Forces, the physique of the actors, and the lack of techniques, the result is “close enough but not really.” The costume looks like Batman’s, but it’s not the skintight version. The 1966 Batman with Adam West does have access to satin and nylon, but its approach to the character – played dead straight by West despite all the camp around him – meant that the more down-to-earth portrayal that Neal Adams and Denny O’Neil had wasn’t going to be seen. Adding to the fun, Cesar Romero didn’t want to shave his trademark mustache, so the Joker’s whiteface was placed on top. Yet, it worked for the series. The costumes did reflect what the characters wore, though.

The 1989 Batman by Tim Burton introduced a new twist – Batman’s costume was an armoured suit. All practical, the rubber suit allowed Michael Keaton to move, but not as acrobatically as in the comics. The change made some sense; Batman deals with people who shoot guns and he doesn’t have a power that will let him bounce bullets off his chest. His movement in the Burton film and subsequent sequels is more restricted. The costume looks right, compared to the Batman in the comics at the time, but the nature of the suit slows the actors down.

When practical effects won’t work, CGI comes into play. Over in the Marvel cinematic universe, characters that would be impossible to portray well have had their own movies. Marvel did try a practical effect for one of their characters in the past; Howard the Duck had many problems, and the appearance of the title character was one of the big ones. His appearance in the post-credits sequence of Guardians of the Galaxy is accurate. Guardians also gave audiences a proper Rocket and a proper Groot, two characters who would either be actors in costumes, puppets, or protrayed by a trained raccoon (in Rocket’s case) and a trained shrub (in Groot’s) before CGI.

Iron Man was the proof of concept. In the comics, Tony Stark has a number of Iron Man suits which he uses depending on mission requirements. The classic suit, the red and gold power armour, appeared in the first film and was as close as possible to being a recreation of the comic book version. Audiences accepted the premise of a comic book on screen. With Thor, the studio could build from the character’s appearance in the comics to present him on screen. Loki, when he appeared in costume, was resplendent in his green and gold. Marvel’s releases of today build from the comic books.

Marvel characters that appeared in films from studios other than Marvel Studios have had mixed success. The X-Men franchise, released via Fox, avoided using costumes, with an exception that will be named below. Instead, the films went with leather suits when the team broke into places. The Spider-Man franchise, even after the reboot, kept the costume best known to the general audience. However, the character’s 1977 TV series, The Amazing Spider-Man had problems; the suit didn’t quite work. Budget may have been the main problem there.

The comic book character who may have had his costume translate the best to film and television is the exception in the X-Men franchise. Deadpool went out of its way to make sure that the costumes were accurate. Colossus, being a CG character, had no problem with the transition. Deadpool’s, though, included having his eye coverings express his thoughts and emotions. Considering that his appearance in X-Men Origins: Wolverine completely missed the mark, the costume in Deadpool is a complete reversal and should be applauded.

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

We’re almost there, my iterative (ha) effort to review the principles behind the Agile Manifesto – for creatives. We’re on the eleventh principle.

The best architectures, requirements, and designs emerge from self-organizing teams.

For people not familiar with IT, the only area of this that may seem odd is the word “architecture,” the structure of IT systems and the like. So let’s tweak this just a bit for creatives

The best structures, requirements, and designs emerge from self-organizing teams.

There we go. So what can we learn from this principle?

The idea is basically this: that teams who-self-organize create the best designs, the clearest requirements, and the best way to get stuff done. This sounds great, but I find a few people worry about it; how can people who self-organize get stuff done?

That’d be a great title for a section.  Let’s do that!

How Can People Who Self-Organize Get Stuff Done?

First, the entirety of Agile thinking and Agile methods is about self-organizing. The principles reflect this constantly, from communicating among people to reflecting and analyzing ideas and results. All of this helps cultivate self-organization.

(Also, most teams self-organize anyway, because no one can constantly be there monitoring their every move, though people try.  So it’s more realistic.)

Secondly, I take the word “teams” in the broadest sense – this is everyone involved in the process, from the actual creative to the person requesting the work to the people giving feedback.  I mean everyone involved – we’re all part of the team, even the folks ordering the work or the users testing the software as part of a beta program.

I find this approach helps because when you think of teams as broadly as possible (which you should), there’s more collaboration and communication, more trust, and far less us-versus-them. You get a lot more done as you’re automatically involving more people . . .

. . . and you cultivate self-organization with training, with being a good role model, with pitching Agile methods, and of course by using the principles of Agile and the methods to get your own stuff done.

So Why Does This Work?

OK so your team self-organizes and gets how to work together.  Or they’re close enough that they self-organize anyway.  But why does it actually work?

  1. People use their hands-on knowledge to design, plan, and organize. Like it or not the person up top of the big old command pyramid doesn’t know what’s going on all the time – the people doing the work do. This is doubly true for creative works, that often require intimate knowledge, gut-checks, feedback, and specific knowledge.
  2. People find the structure that works for them. The people doing the work don’t necessarily know what’s going to work at the start – but being self-organizing they’ll find out. Plus this exploration yields insights they can use elsewhere.
  3. People who self-organize communicate. This feedback tells people what’s needed, allows for adaption, and builds relationships to further the work.
  4. People determine needed artifacts. Agile principles and methods aren’t big on giant piles of documentation, but we do need them. When you self-organize you come up with what’s needed to track work, describe it, and record information. This saves time and increases clarity (also saving time).

Just remember, to make this work you have to make sure people are allowed to self-organized, encouraged, and trained or otherwise supported in doing so.

Where Does This Help Creative Work?

I’ve hinted at just how this affects creative work, but let’s get down to it – why does self-organizing support creative work – and how can you support it?

It Avoids Overstructure: Starting a creative effort with lots of unnecessary structures in place will kill creative work which needs a level of freedom and feedback and experiment. Allowing teams to self-organize helps avoid this.

  • What you can do in your creative works is allow for self-organizing and be aware of when you’re over-attached to processes and procedures.

It Allows For Adaption: Creative work is hard to automate, even though many of us have tried (me included), and it needs room for adaption. Allowing for self-organizing teams allows for that adaptability upfront – people can find what works for them.

  • In your creative works, support adaption by helping people (even if it’s just you and your client) change and adapt what works, with your eye on the eventual goal. That focus on value will help keep you from being distracted.

It Allows For Communication: Creative works are communicative work (even if sometimes the goal is to confuse, such as in a challenging game). To support communicative work people have to communicate and thus self-organizing teams support that – but also force it. When there’s no checklist being ordered and people are encouraged to communicate, you get more actual talking.

  • For creative works, encourage communication among people – and communicate yourself. It helps to be supportive, finding what works for them, not forcing your goals of “how it should be done,” but helping people find what must be done.

It Creates Habits and Culture: Self-organizing teams build their own structures and methods – and habits. This means that there’s more than just some org chart – there’s good habits and in long-term efforts, a culture that evolves. People who develop their own structures,, methods, and so on will remember and embody what they’ve learned. In time this leads to even more productivity as this is in the bones.

  • In your creative efforts, support developing a culture by finding what works and noting things that went right. In times the best lessons burrow into peoples habits.

What About Solo Creatives?

But what about solo creatives? How does this apply?

Recall that the “team” is everyone as far as I’m concerned – the client, people giving feedback, your roommate offering unsolicited advice. Even if you’re on there own there’s still “teams.”

What you want to do is:

  1. Find what “teams” there are – you and a client, you and an editor, etc.
  2. Encourage the teams to self-organize. Be open to feedback, listen, communicate, focus on goals.
  3. When possible, cross teams over. Share that client who wanted your art with a writer that you know. Share an editor with someone else. Build a larger culture among individuals to support each other.
  4. Even when it’s just you in the end, listen to yourself and your ideas. You’re a multitude – be your own team.
  5. Self-organize – don’t get too lost in other people’s ideas and advice, even mine.  Learn to rely on your own wisdom.

Always keep the need to adapt and adjust and self-organize.

In Closing

The eleventh agile principles notes that self-organizing makes for the best results. This works because people communicate, determine what works, and create what structures and tools are needed to get those results. You can encourage this with

  • Avoid overstructuring
  • Encourage adaption with feedback.
  • Encourage communication
  • Encourage development of a larger culture – the self-organizing lessons we keep with us.

Self-organizing teams can produce the best results – even if sometime the team is one person.

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Now gear up for one of my top Agile Manifesto Principles, the 10th Agile Principle.  Let’s get to it.

Simplicity–the art of maximizing the amount of work not done–is essential.

It’s another one of those principles that I can’t really modify or need to tweak to apply to creatives. It’s simple – maximizing work not done is essential to Agile practices. Agile practices are a great way to get work done effectively and sanely. So to deliver things effectively and sanely – maximize work not done.

Of course simple, compact statments like this are the ones where we also need to delve a bit, so let’s just take a look at what the value of simplicity and maximizing work not done means to a creative.

Simplicity Is About Right Value

Simplicity sounds easy to describe – until you actually try to do it. Then I find its a bit hard to phrase it, but you can think about simplicity as not just delivering Value, but the right Value. You focus on what people need delivered – and as little else extraneous as possible. Remember, Agile is a way to deliver Value.

When you focus on delivering the right Value to people, then you avoid distractions, unnecessary work, and the like. You don’t just deliver value – you avoid delivering less valuable and non-valuable work.

Up front this means focusing on simplicity from the start. I find this helps with creative works because, with many options, and at times unclear goals, you have to choose options and clarify them. You may well have to help your client or end user find what they really want – because they may not be too clear.

This also means simplicity is about an investment of time – doing the simple thing might just seem to take more effort up front. As you’ll see, the benefit of this investment pays off.

Simplicity Is About Clear Communication

Focusing on simplicity also means clearer communications for three reasons:

  1. First, you work early to clarify what’s needed (and as noted, you often have to talk this out).  This means that you have to work on and develop clear communications.
  2. Because you’ve worked on simplifying work, you’ve also got less things to discuss to distract you.  Communications are clearer because there’s less to talk about.
  3. You also have less to distract you period.  Simplicity means less chance of error, less rabbit holes to go down.

In creative endeavors, that can mean subtle works, assumptions, and hard-to-communicate idea, this clear communication is valuable indeed.  The efforts that you make earlier (and the work you don’t do) make your life easier.

I find this is a great thing to communicate better with this simple rule; if it’s hard for people to communicate about a project or creative work, if you’re going in circles, it’s time to focus on simplicity.

Simplicity Reduces Waste

Because you’re not doing extra work due to a focus on Simplicity, you’re spending your time better. The work you actually do meets a need – a need you clarified by a focus on simplicity and not complicating things. Everything you do is almost certainly valuable, or at least more likely to be so. Remember the agile emphasis on reducing unnecessary processes and documents?

The focus on simplicity also reduces wasted time.  Simply, you’re doing less and so there’s less chance to do it wrong.

Simplicity Is A Goal

So the benefits of simplicity are clear, but Simplicity doesn’t just happen – it has to be a goal. Your creative works need to focus on the simple, the precise, the effective from the start.

It’s probably easy to get everyone on board with this once they realize the value of simplicity (which is often found by discussing value).  We all want less complexity anyway.

But remember, ultimately simplicity is . .

Maximizing The Amount Of Work Not Done

Yes, your goal is to do less work overall as an Agile Creative.  Lazy?  No.

There’s plenty of work you can be doing, so you focus on doing the right work.  You work on what really matters, in a way you can keep delivering effectively.  There’s all sorts of things you can be doing, focusing on simple, valuable work means you don’t get distracted or do unneded things.

I believe you should celebrate finding something is no longer needed.  When you find something isn’t necessary, when you can ditch parts of a project, when you find something you can cut, good.  I’ve actually complimented people on the job for finding something isn’t needed.

And when it comes to creative projects, remember that creative people love figuring things out.  Turn some of that loose on simplicity . . .

But this all ties to one more thing.

Don’t Just Find Simplicity – Make It

You shouldn’t just seek simplicity – though you should – you should also find ways to make things simpler over time.  Simplicity is something to build in:

  1. Streamline the processes and documents that you use to make them simpler, focusing on value.
  2. Find ways to streamline code that you reuse or templates that you use for art (shades of the 9th Agile Principle)
  3. Improve communications with simplicity, such as combining several meetings into one or having a check-in as opposed to elaborate email conversations.
  4. Drop overcomplicated methods.

Just as you work to deliver value, always be on the lookout to deliver simplicity in how you do things.

This allows you to not just help your client, but to constantly uncomplicate your life and your efforts.  Each time you make things simpler, it pays off now and down the road.

Remember This Is Essential

That “Essential” part of the 10th is a final thing to remember.  Simplicity?  Doing less?  That’s essential to agile and agile practices.  All that clarity, all that focus, all those benefits?  The’re indispensable.

So next time you find things getting complicated, remember simplicity.

Rounding Up

So let’s get simple with simplicity.  Working for simplicity and looking for work not done is essential to agile practice.

To do this:

  • Keep simplicity as a goal and develop it.
  • Focus on value to keep things simple.
  • Focus on clear communication
  • Focus on reducing waste.
  • Maximize work not done.

– Steve

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Now on to the 9th Agile Principle, one of my favorites (it’s hard to pick a favorite), because it makes a great point often forgotten. It also applies to so many situations. Let’s take a look

Continuous attention to technical excellence and good design enhances agility.

Ah just soak that one in. By paying attention to technical excellence and good design, you become even more adaptable, more productive – more Agile. Simple, and elegant, so as you may guess I’m going to analyze the hell out of it. It’s not that it hides any excret complexity – it’s obvious – it’s that there’s a lot of power in this that anyone can use – and Creatives have unique opportunities to take advantage of.

Let’s take this – backwards.

The Goal: Enhancing Agility

Note this Principle spells out that technical excellence and good design are things that one wants to pay attention to – always. That of course seems obvious, because who wouldn’t want to pay attention to doing things right and designing things right? But it states specifically that this enhances agility – that it lets you act, manage, and work agilely.

The benefits of these things aren’t just “hey well done” – they’re that you use Agile methods and apply agile principles better. There’s a benefit beyond the obvious of “doing stuff well.”

So it helps to spell it out. If you want to improve agility, do things right and design them well.

For Creatives, which often deal with unpredictability, ways to enhance agility are always welcome. Creatives are almost always entering unknown territory, have challenges communicating work, and more.  Anything to make work more adaptable, more predictable – more agile – should be welcome. More agility allows you to deliver more value.

So let’s look at just good design and technical excellence help you out – and help you be an agile creative.

Good Design

When you design something well, it’s more than just a “valuable” piece of work. It delivers other benefits that deliver agility. Let’s look at them and how they apply to creative work.

  • Good designs prevents errors since you can get it right the first time. This means you save time since you’ve got less revision – and aspiring to good design focuses you on listening to the client and understanding work so you deliver value. That helps in unpredictable developments, which you probably face a lot.
  • Good designs are repeatable in part or in whole – which saves time in the future. That lets you work faster since you’ve got other things to call on like design templates, reusable code, or helpful checklist. This can help you in creative works because you’ve got some work done already – at least the less predictable or more standard parts.
  • Good design makes your work shareable – because you can communicate it. This makes it easier to review with clients, as well as easier to teach to people. Creative work has its challenges in communication, so good design makes it easier – and good communication means more agility.
  • Good design is just good practice. Making something well-designed in turn helps you just learn to do things better – and that by definition will make work more agile.  Creative work often involves multiple skillsets, so good design helps deal with that.

Technical Excellence

Good design isn’t necessarily the same as technical excellence.  Good Design may be about laying things out and putting things together well, about organizing and making patterns apparent.  Technical excellence is about attention to detail, about doing things right, and about not overdoing things. Again, it has obvious benefits anyway, but  let’s see how it affects Agile Creativity.

  • Technical excellence just means things are done right and done well.  This ensures not having to redo things so you can move on – good for any form of organization, but in agile . .
  • Technical excellence also means that you’ve learned lessons you can repeat and teach.  Since many Agile methodologies focus on review and improvement, when you do it right once, you can do it again.  This is important in creative work since, with so many options in creative works, having repeatable work is helpful.
  • Technical excellence builds confidence in the people you work with and deliver work to.  When people see you do well, they trust you.  Creative works, which have many options and many variants, require trust.

You want to aspire to technical excellence period – but when you work with Agile methods, the benefits are even more pornounced.

When it involves creative work, it’s essential.

The Ninth Principle

The Ninth Agile Principle really is a great reminder that designing things well and doing them right has more benefits than the obvious – it lets you be better at being Agile.  When you’re a creative it has some specific benefits:

  • Good design helps reduce unpredictability, creates repeatable elements, allows work to be easier shared, and is just good practice.
  • Technical excellence reduces doing things over, teaches you repeatable lessons and inspires confidence.

– Steve

Posted on by Scott Delahunt

Continuing with comic book adaptations, this week’s subject is also a look at how one work can still have influence. While the 1984 Supergirl movie wasn’t the blockbuster the studio hoped for, the movie it was spun off from, the 1978 Superman, is often taken as the definitive version of the title character. As a result, audiences have expectations of what a Superman or Superman-related work involves.

Lost in Translation went through the history of the character of Supergirl in the analysis of the 1984 film. However, there’s more to the character than mentioned there. Yes, Kara Zor-El was Kal El’s cousin and became Supergirl after arriving on Earth after Argo City was destroyed. Kara was the first Supergirl, first appearing in 1959 in Action Comics #252. She wasn’t the only Supergirl.

After Kara dies in the mini-series reboot Crisis on Infinite Earths saving Superman and the multiverse, other Supergirls appeared. The first was Matrix, an artificial life form from an alternate universe, with a different power set. As Supergirl, she spent time with the Teen Titans and as a hero on her own. When Matrix finds a dying Linda Danvers, she merges, becoming an Earth-born angel. This Supergirl has a different set of powers, including wings made of fire. Eventually, this merged Supergirl falls from grace, causing Matrix and Linda to separate. Linda keeps some of the powers, though not at the same level as before, and continues to be Supergirl.

The changes to Supergirl post-Crisis came from DC’s editorial wanting Superman to be the only surviving Kryptonian. When that policy was relaxed, Kara returned, though with her origin rebooted. She’s still Superman’s cousin, but after being launched from Krypton, she loses her memory. Her first meeting with her cousin has her in disbelief; to her, he should still be an infant. In reality, she had lost time while in her lifepod.

That brings us to 2015. The CW has had success with Arrow and The Flash, showing that a broadcast network can have success with a superhero TV adaptation. CBS took the chance on the lastest from Greg Berlanti, Supergirl. With Melissa Benoist as the title character, the first season explored hope, dreams, family, and how the three mix. The analysis that follows focuses on the first season; cinematic universes tend to go in their own direction once started, even when the studio works to keep close to the original work.

The opening voice over explains the background; thirteen year old Kara Zor-El was sent by her mother to keep her cousin, Kal El, safe until he grew up. However, Kara’s pod was knocked off course into the Phantom Zone, where she lingered unaging until somehow she got out. When she reached Earth, her cousin had grown up and become Superman. Instead of her taking care of him, he finds a way to take care of her, bringing her to her foster parents, the Danvers, Jeremiah (Dean Cain) and Eliza (Helen Slater). Kara grows close to her older foster sister, Alex (Chyler Leigh).

Once Kara has graduated college, she started work at CatCo, the media empire owned by Cat Grant (Callista Flockheart), former Daily Planet journalist. The series starts with Kara being Cat’s assistant and gopher, with her name mangled to Kira. Still, Kara keeps her spirits up. She enjoys her job and her co-workers. One, IT whizkid Winslow “Winn” Schott, Jr (Jeremiah Jordan), has a crush on Kara but can’t quite tell her. Starting that day is James Olsen (Mehcad Brooks), who has moved from Metropolis to National City to work for CatCo as the art director. Kara is looking forward to seeing her sister; Alex had been out of town on work. All in all, Kara’s life is normal.

All the normal goes out the window when Kara sees a news report about her sister’s flight in trouble. An engine caught fire and the plane was on a course to crash in the middle of National City. Kara runs out, throwing her jacket aside and, after a few short jumps, flies off. She catches the jet, but because women need to work twice as hard to be considered even half as good as men, she has to dodge a bridge before setting the plane down in the river. Despite the efforts, news anchors criticize her for setting the jet down where rescuers couldn’t get to it immediately. Nevermind that no one died.

Alex realizes who saved her and the other passengers and confronts Kara. However, Kara is just so earnest that Alex breaks down and reveals her big secret – she’s really an agent for the DEO, the Department of Extranormal Operations, whose mandate is to protect the Earth from alien threats. Alex knows Kara isn’t a threat, but her boss, Hank Henshaw (David Harewoood), isn’t so sure, but he trusts Alex enough that he’s willing to accept Kara. The problem that the DEO is facing is that Fort Rozz, the Kryptonian prison in the Phantom Zone, has crashed on Earth, letting the prisoners escape.

Kara can’t keep her excitement at bay. At work, after Cat names the new hero “Supergirl”, Kara needs to share her news with someone. That someone is Winn, who helps Kara with a costume. As Supergirl, Kara does what she can to keep National City safe. Her appearance, though, lets General Non (Chris Vance) and Astra (Laura Benanti), the twin sister to Kara’s mother, Alura, know that there is another Kryptonian on Earth. The plane crash Kara prevented was to kill Alex, set by escapee Vartox (Owain Yeoman) under Non’s orders. Vartox tries to kill Supergirl but fails, committing suicide when she beats him.

As the season plays out, Supergirl makes a few rookie mistakes, but with the help of Winn and James and with Cat giving her a media boost, she improves and becomes the darling of National City while still helping the DEO in its mission. However, as Superman’s cousin, Supergirl is constantly compared to him. This changes after she stops Reactron, a villain Superman couldn’t completely defeat.

Other characters from the comics make appearances through the season, including Dr. T.O. Morrow; his creation, the Red Tornado; the Silver Banshee; Jemm, Son of Saturn; the Toyman; and possibly the greatest danger to National City, Maxwell Lord(Peter Facinelli). There were also some twists on villains from Superman’s Rogues Gallery. Bizarro, who in the comics looks like a twisted copy of Superman, is based on Supergirl thanks to Max Lord and his experiments with Kryptonite to create a counter to the Girl of Steel. Brainiac appears as Braniac 8, though she prefers Indigo (Laura Vandervoot).

Of note is the episode “For the Girl Who Has Everything”, which takes a cue from a Superman comic. The producers realized that the Black Mercy, a creature that traps a victim in an memory recreation of a happier time, would work better with Kara. Superman has little personal experience with Krypton, having arrived on Earth as an infant. Everything he knows about the planet comes second hand. Kara, though, was older when she was sent away. She had family and friends, all of whom perished when the planet exploded. Kara is far more vulnerable to the Black Mercy, and the episode shows how.

Just having the names of characters, though, doesn’t make the series a good adaptation. It’s how the characters are presented. Kara is earnest and adorkable, which does follow from her appearances in the comics. She’s heroic because she wants to help. The Martian Manhunter is protective of the Danvers sisters and shares with Kara the loss of a family and a home. Maxwell Lord does reflect the character in the comics, a mix of helpfulness and dangerous-ness that makes it difficult to pin down if he is a hero or a villain.

The show also gave itself an out with accuracy. “Worlds Finest”, the crossover episode with The Flash, reveals that Supergirl isn’t quite in the same universe as Arrow and The Flash. Barry Allen (Grant Gustin) at one point goes through the differences between the universe he’s from and Kara’s. Cat also gets an interesting line when Kara, Barry, James, and Winn are lingering in her office, “You look like the racially diverse cast of a CW show.” Supergirl moved to the CW with its second season.

Each Supergirl episode plays like an issue of a comic. There’s character development; every character has a story arc. There’s heroics. If there’s a villain, Supergirl has a setback that helps her discover what she needs to defeat the miscreant. There’s even a end-of-episode cliffhanger, a hint on what will happen next week. Episodes have both stand-alone elements and still contribute to the the season’s main arc.

Supergirl, being the latest in Superman TV adaptations, also winks at the audience. Kara’s foster parents are played by leads in previous works. Helen Slater was Supergirl in the 1984 movie while Dean Cain was Clark Kent in Lois & Clark: The New Adventures of Superman. Cain’s co-star Teri Hatcher, who played Lois Lane, appears in season 2 as Rhea. Laura Vandervoot (Indigo) portrayed Kara on Smallville.

The series has the potential to be the definitive version of Supergirl to the general audience, much like the Richard Donner Superman. The chemistry amongst the cast and Melissa Benoist’s portrayal of Kara will leave a long lasting impression that will be hard to top.

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Now on to the 9th Agile Principle, one of my favorites (it’s hard to pick a favorite), because it makes a great point often forgotten. It also applies to so many situations. Let’s take a look

Continuous attention to technical excellence and good design enhances agility.

Ah just soak that one in. By paying attention to technical excellence and good design, you become even more adaptable, more productive – more Agile. Simple, and elegant, so as you may guess I’m going to analyze the hell out of it. It’s not that it hides any excret complexity – it’s obvious – it’s that there’s a lot of power in this that anyone can use – and Creatives have unique opportunities to take advantage of.

Let’s take this – backwards.

The Goal: Enhancing Agility

Note this Principle spells out that technical excellence and good design are things that one wants to pay attention to – always. That of course seems obvious, because who wouldn’t want to pay attention to doing things right and designing things right? But it states specifically that this enhances agility – that it lets you act, manage, and work agilely.

The benefits of these things aren’t just “hey well done” – they’re that you use Agile methods and apply agile principles better. There’s a benefit beyond the obvious of “doing stuff well.”

So it helps to spell it out. If you want to improve agility, do things right and design them well.

For Creatives, which often deal with unpredictability, ways to enhance agility are always welcome. Creatives are almost always entering unknown territory, have challenges communicating work, and more.  Anything to make work more adaptable, more predictable – more agile – should be welcome. More agility allows you to deliver more value.

So let’s look at just good design and technical excellence help you out – and help you be an agile creative.

Good Design

When you design something well, it’s more than just a “valuable” piece of work. It delivers other benefits that deliver agility. Let’s look at them and how they apply to creative work.

  • Good designs prevents errors since you can get it right the first time. This means you save time since you’ve got less revision – and aspiring to good design focuses you on listening to the client and understanding work so you deliver value. That helps in unpredictable developments, which you probably face a lot.
  • Good designs are repeatable in part or in whole – which saves time in the future. That lets you work faster since you’ve got other things to call on like design templates, reusable code, or helpful checklist. This can help you in creative works because you’ve got some work done already – at least the less predictable or more standard parts.
  • Good design makes your work shareable – because you can communicate it. This makes it easier to review with clients, as well as easier to teach to people. Creative work has its challenges in communication, so good design makes it easier – and good communication means more agility.
  • Good design is just good practice. Making something well-designed in turn helps you just learn to do things better – and that by definition will make work more agile.  Creative work often involves multiple skillsets, so good design helps deal with that.

Technical Excellence

Good design isn’t necessarily the same as technical excellence.  Good Design may be about laying things out and putting things together well, about organizing and making patterns apparent.  Technical excellence is about attention to detail, about doing things right, and about not overdoing things. Again, it has obvious benefits anyway, but  let’s see how it affects Agile Creativity.

  • Technical excellence just means things are done right and done well.  This ensures not having to redo things so you can move on – good for any form of organization, but in agile . .
  • Technical excellence also means that you’ve learned lessons you can repeat and teach.  Since many Agile methodologies focus on review and improvement, when you do it right once, you can do it again.  This is important in creative work since, with so many options in creative works, having repeatable work is helpful.
  • Technical excellence builds confidence in the people you work with and deliver work to.  When people see you do well, they trust you.  Creative works, which have many options and many variants, require trust.

You want to aspire to technical excellence period – but when you work with Agile methods, the benefits are even more pornounced.

When it involves creative work, it’s essential.

The Ninth Principle

The Ninth Agile Principle really is a great reminder that designing things well and doing them right has more benefits than the obvious – it lets you be better at being Agile.  When you’re a creative it has some specific benefits:

  • Good design helps reduce unpredictability, creates repeatable elements, allows work to be easier shared, and is just good practice.
  • Technical excellence reduces doing things over, teaches you repeatable lessons and inspires confidence.

– Steve

Posted on by Scott Delahunt

Comic book adaptations are still an ongoing concern. Many have already been renewed for the 2018-2019 TV season. The CW has been doing well with DC’s TV universe, with Supergirl, The Flash, Black Lightning, and Legends of Tomorrow. Today, a look at the first season of the first superhero series on the CW, Arrow, the story of how Oliver Queen becomes the Green Arrow.

The Green Arrow first appeared in the pages of More Fun Comics #73 in November 1941, fighting crime with his sidekick, Roy Harper, aka Speedy. Instead of superpowers, the pair used archery, though Queen’s wealth allowed for a variety of gadget arrows. Creator Mort Weisinger and designer George Papp were inspired by the serial The Green Archer, based on the books by Edgar Wallace. They modified the idea to be more superheroic, pulling in ideas from Batman such as the Arrow-Cave and the Arrowcar. Despite the influences, Weisinger kept with a Robin Hood approach, which Papp emphasized with the costume.

The first origin story was published in More Fun Comics #89. However, Jack Kirby updated the origin in Adventure Comics #250, having Queen get shipwrecked on a desert island. Andy Diggle added to the origin with Green Arrow: Year One, adding in smugglers trying to protect a slave-labour operation. Neal Adams gave Oliver his Van Dyke in The Brave and the Bold #85. Mike Grell aged Oliver for his mini-series, Green Arrow: The Longbow Hunters, showing a maturation and a move away from the gimmick arrows. The Green Arrow was also one of the first to deal with the effects of drugs, despite the Comic Code’s blanket ban. In Green Lantern #85-86, Roy was revealed to be a heroin addict, needing help to break the hold.

Through the years, the Green Arrow’s focus became social justice. However, the character was never one of DC’s A-listers, having been relegated to backup stories in various titles when his own were cancelled because of lack of readership. Still, the Green Arrow has enough of a hook for television without the massive public expectation that Batman or Superman have.

Arrow first aired in 2012, with Stephen Amell starring as Oliver Queen. The idea behind the series was to show Oliver becoming the Green Arrow while further exploring what happened when he was shipwrecked. Greg Berlanti is using Green Arrow: Year One as a launching point. The series starts with Oliver returning home after being missing on the island for five years after the family yacht, Queen’s Gambit was lost at sea. While the family reunion looks happy, there is a current of unrest beneath the surface. Oliver’s father, who killed himself so that Oliver could live after the shipwreck, left him a list of names, people who have failed Starling City, and a mission. To hide who is he is, Oliver creates a costume, one that includes a hood that hides his face in shadow and a painted green mask.

After Oliver kills a corrupt millionaire on his father’s list, the police get involved. Detective Quentin Lance (Paul Blackthorne) becomes the lead investigator trying to find the vigilante known as The Hood. Complicating things, Det. Lance is the father of both Laurel (Katie Cassidy), Oliver’s ex-girlfriend, and Sara (Jacqueline MacInnes Wood), who was on the Queen’s Gambit when it was lost and the reason why Lauren is an ex. Adding to the complications, Oliver’s mother, Moira (Susanna Thompson) insists that he have a bodyguard, John Diggle (David Ramsey).

As the season progresses, Oliver realizes that he can’t handle his mission alone and recruits some help. Diggle joins, reluctantly at first, and acts as a humanizing element for Oliver. Felicity Smoak (Emily Bett Rickards) gets pulled in because she realizes that some of the odd requests Oliver gave her just don’t make sense and starts asking awkward questions. As a team, they figure out that there is a plot against Starling City, one that would destroy the Glades, the city’s version of Gotham’s Crime Alley.

Oliver isn’t the only Queen getting into trouble. His little sister, Thea (Willa Holland), who Oliver calls “Speedy” is acting out and getting into trouble. After she crashes her car two days before her eighteenth birthday with drugs in her system, Thea is sentenced to community service, helping Laurel at her legal office. While working there, she meets Roy Harper (Colton Haynes), a young small-time thief. Roy at one point is kidnapped by another vigilante who is going after people who let the Glades become what it is. After the Hood rescues him, Roy wants to meet the him, and does what he can to find him.

However, that’s just half the series. The other half is told in flashbacks and covers Oliver’s time on the island. He wasn’t alone after he arrived; he was first found by Yao Fei (Byron Mann), who taught Oliver how to hunt and how to kill. A group of mercenaries hunting for Yao Fei find Oliver but can’t get him to talk. Eventually, the mercenaries do find Yao Fei, but Slade Wilson (Manu Bennett) is also looking at takes in Oliver. The mercenaries’ plan is to shoot down a civilan airliner. Oliver, Wilson, and Yao Fei’s daughter Shado (Celina Jade) work to stop the mercenaries. The climax of the flashback plotline coincided with the climax of the main story, ending Oliver’s first year on the island.

At this point, Oliver Queen isn’t the Green Arrow yet. He’s still more vigilante than hero, but he’s beginning to show the social justice side of the the original character. But that’s the goal of the series, to show Oliver becoming the hero. As such, liberties are being taken. Yet, such is the nature of cinematic universes. Once the base has been set, a story will go in its own direction. Yet, /Arrow/ still is the story of the Green Arrow. It’s not just the trappings, poor adaptations still use the trappings, but present them badly or just wrong. With Arrow, while Oliver isn’t the Emerald Archer seen in comics, he’s heading in that direction. Every hero has a backstory; Arrow is Oliver Queen’s.

...
Seventh Sanctum™, the page of random generators.

...  ...  ... ...

...
 
Seventh Sanctum(tm) and its contents are copyright (c) 2013 by Steven Savage except where otherwise noted. No infringement or claim on any copyrighted material is intended. Code provided in these pages is free for all to use as long as the author and this website are credited. No guarantees whatsoever are made regarding these generators or their contents.

&nbps;

Seventh Sanctum Logo by Megami Studios