7 Takeaways from Influencing Virtual Teams

8 Traits of a Good Designer

8 Traits of a Good Designer

8 Traits of a Good Designer

1. Use “Because”

1. A good designer is reliable.

1. A good designer is reliable.

1. A good designer is reliable.

Using “because” increased compliance by a rate of 33% in a 1978 Xerox study. In this study, conducted by Ellen Langer, participants were observed in a scenario where someone was trying to cut in line at a photocopier. When the individual trying to cut in gave a reason, even if it was something as simple as "Can I use the copier before you, because I need to make copies?" they were significantly more likely to be allowed to cut in line compared to when they made the request without giving a reason. This demonstrated that using the word "because" and providing any rationale, even one that seemed obvious, increased compliance. Compliance with “because”equaled 93-94%.
The study highlights the power of providing a reason in influencing people's behavior and decision-making. When team members communicate their decisions, preferences, or requests with clear reasons, it can enhance understanding and cooperation.

A good designer is reliable. If a designer can complete work on time and at spec, it asserts to the rest of the team that they considered everything they can. The designer is thorough in their estimation of work, time management, and communication. A good designer takes personal responsibility for achieving outcomes.

A good designer is reliable. If a designer can complete work on time and at spec, it asserts to the rest of the team that they considered everything they can. The designer is thorough in their estimation of work, time management, and communication. A good designer takes personal responsibility for achieving outcomes.

A good designer is reliable. If a designer can complete work on time and at spec, it asserts to the rest of the team that they considered everything they can. The designer is thorough in their estimation of work, time management, and communication. A good designer takes personal responsibility for achieving outcomes.

2. Use Deadlines

2. A good designer communicates effectively.

2. A good designer communicates effectively.

2. A good designer communicates effectively.

2. A good designer communicates effectively.

Parkinson’s Law states that “work expands as to fill the time available for it’s completion." It suggests that tasks or projects often take longer to complete than necessary because people tend to use up all the available time, even if the task could be accomplished more quickly. Deadlines develop a sense of urgency, hold the team accountable, provide encouragement, provide accomplishment and help set priorities. 

Good clear communication helps set expectations. If a designer has strong communication skills it helps build a rapport with the cross-functional team. Good communication includes listening effectively. A good designer must make sure they are understood and makes sure they understand others. Honest and realistic communication can create an environment that fosters constructive criticism.

Good clear communication helps set expectations. If a designer has strong communication skills it helps build a rapport with the cross-functional team. Good communication includes listening effectively. A good designer must make sure they are understood and makes sure they understand others. Honest and realistic communication can create an environment that fosters constructive criticism.

How to set good deadlines:

  • Be reasonable
  • Be 100% clear
  • Always use them

3. Assign Responsibility 

3. A good designer manages time successfully.

3. A good designer manages time successfully.

3. A good designer manages time successfully.

3. A good designer manages time successfully.

The Diffusion of Responsibility concept states “Diffusion of responsibility refers to the fact that as the number of bystanders increases, the personal responsibility that an individual bystander feels decreases. As a consequence, so does his or her tendency to help.” ie. when it’s everyone’s responsibility it is no one’s responsibility.

A good designer can generate a work process/plan and see it to completion. Effective planning and organizing work is a valuable asset to small teams. Good IC designers excel at identifying goals, communicating them to the team, developing a plan, and estimating that plan. The mark of a good designer is making progress without a ton of oversight. At their highest level, a good designer will develop contingency plans and anticipate problems. Managing competing deadlines is also in a good designer’s wheelhouse.

A good designer can generate a work process/plan and see it to completion. Effective planning and organizing work is a valuable asset to small teams. Good IC designers excel at identifying goals, communicating them to the team, developing a plan, and estimating that plan. The mark of a good designer is making progress without a ton of oversight. At their highest level, a good designer will develop contingency plans and anticipate problems. Managing competing deadlines is also in a good designer’s wheelhouse.

  • Always assign responsibility to specific people
  • Use specific language “Ed, I need you to work on this task.”
  • Ask for volunteers. People who volunteer are more likely to complete the task. This is a principle called “commitment & consistency”. → in order to remain consistent with their self image people are more likely to honor a commitment that they signed up for rather than one that was assigned.
  • Assign individuals not groups

4. Be Direct

4. A good designer never assumes.

4. A good designer never assumes.

4. A good designer never assumes.

4. A good designer never assumes.

In a remote world, without gestures, facial expressions, and social cues you have to be precise and direct with people. Instead of writing “please give a brief summary” → use → “please make a one slide power point presentation with a few bullet points summarizing our project”. Also, when delegating always type out tasks and send them to your team. Don’t rely on verbal assignments. Writing out something gives a reference point.

We need real user insights to help us design successful products. A good designer may believe, they may work hard, and they may prepare…but they may never assume (without stating their assumptions). A good designer should always get validation. Some good rules of thumb: Never assume the users are using a product in the way we designed it. Never assume we know what features users want/need. Never assume you are the user.

We need real user insights to help us design successful products. A good designer may believe, they may work hard, and they may prepare…but they may never assume (without stating their assumptions). A good designer should always get validation. Some good rules of thumb: Never assume the users are using a product in the way we designed it. Never assume we know what features users want/need. Never assume you are the user.

5. Establish Trust

5. A good designer is always growing.

5. A good designer is always growing.

5. A good designer is always growing.

5. A good designer is always growing.

Trust is the “assured reliance on character, ability, strength or truth of someone or something.” Trust is a spectrum, very low → very high. Low degree of trust results in poor performance and negative energy. Trust = Reliability + Likability. One good way to establish trust as a manager is by having regular check-ins to discuss progress, concerns, and feedback. These interactions provide opportunities for team members to express themselves and build trust. Do yourself a favor and try not to discuss projects or tickets in 1-on-1s.

Continuous learning is a designer’s self-directed persistence in acquiring knowledge in order to expand their skill set and reach their full potential. It forms part of a designer’s personal and professional development in an effort to avoid stagnation. A good designer is trying to expand their skills and competencies regularly. Tip: Look outward for learnings, there are many good bits of knowledge in domains other than design.

Continuous learning is a designer’s self-directed persistence in acquiring knowledge in order to expand their skill set and reach their full potential. It forms part of a designer’s personal and professional development in an effort to avoid stagnation. A good designer is trying to expand their skills and competencies regularly. Tip: Look outward for learnings, there are many good bits of knowledge in domains other than design.

6. Be Reliable

Ask your team members: “Are you comfortable doing this task?” “Do you have any concerns about this project?”

Self-awareness is one of the most valuable traits a designer can have. By knowing your values, personality, needs, habits, and emotions, and how they affect your actions and the actions of others, you'll be better able to manage your stress, make better decisions, and ultimately lead others to do the same. A good designer seeks knowledge and understanding in order to inform their decisions. 

  • Be explicit. You cannot rely on someone doing a task if they are not 100% clear on what they have to do.
  • Lead by example. When you say you will do something. Do it.
  • Trust. Show your team members you trust them and they will become more reliable.
    • Keep in mind there are some people that are just poor performers.

7. Increase Likability

In short, likability in an office setting is not just about being popular or well-liked; it's about creating a conducive work environment for collaboration, communication, and productivity. Emotional ties=likability. Social Bonds=Likability. When you increase your likability you are contributing to better working relationships and improving your career prospects. Here are a few ways to increase your likability:

  • Get Personal. Virtual Teams can feel transactional. Learn about people, their hobbies, their plans, their vacations.
  • Share personal anecdotes and people will ease up about opening up.
  • Encourage social interactions. Have meetings unrelated to work. Spend a few minutes up front in a meeting to break the ice. Share small things, music, videos etc…
    Propinquity Effect states that the more you interact with someone the more you will like them and become friends with them. Stay in touch with the team at least once a day.
  • Meet face to face. Meeting face to face at least once is the best thing you can do to increase likability.
  • Be Positive.

Cross-disciplinary collaboration is essential for helping designers work together and communicate. A good designer can share ideas quickly and expose them to other team members for critique. Being proactive in seeking and giving effective feedback are two signs of significant collaboration among designers. Pro tip: Always state the goal of the meeting and what feedback you are looking for at the beginning of the critique

-La Fin

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© 2022 Jonathan Brazeau

© 2022 Jonathan Brazeau

© 2022 Jonathan Brazeau

© 2022 Jonathan Brazeau