The Art of Product

## Metadata
- Author: [[YouTube]]
- Full Title: The Art of Product
- Category: #articles
- Document Note: ---
tags: [product-management, creative-process, wordpress]
author: Tammy Lister
source: WordCamp
reference: https://www.youtube.com/watch?v=JhYtnWY2JBk
date created: 2024-12-20 09:00
---
# ๐ท๏ธ Title: The Art of Product
## ๐งฐ Action Inbox
- [H1] Establish creative process documentation โ track how you make products #process
- [H2] Create product sketchbook space โ safe ideation environment #experimentation
- [H3] Build feedback boundaries and training โ structured critique sessions #collaboration
## ๐งญ Table of Contents
- [๐ Summary](#-summary)
- [๐ Main Content](#-main-content)
- [๐๏ธ Notes](#๏ธ-notes)
- [๐ References](#-references)
- [๐ฃ๏ธ Paraphrase](#๏ธ-paraphrase)
- [๐ฐ Newsletter](#-newsletter)
- [โ
Action Items](#-action-items)
- [๐งช Hypotheses](#-hypotheses)
- [๐ Methodology](#-methodology)
- [โ Questions](#-questions)
- [๐ฎ Future Research](#-future-research)
- [๐ก Implications](#-implications)
- [๐ง Learning Styles Assessment](#-learning-styles-assessment)
- [๐ Accessibility Assessment](#-accessibility-assessment)
- [๐ DEIB Assessment](#-deib-assessment)
- [โ
Logical Validity](#-logical-validity)
- [๐ก๏ธ DARVO Analysis](#-darvo-analysis)
- [๐ฏ Conclusion](#-conclusion)
### ๐ References
- [The Art of Product - YouTube](https://www.youtube.com/watch?v=JhYtnWY2JBk)
## ๐ Summary
Tammy Lister presents how artistic creative processes can enhance product development. She explores the similarities and differences between art and product creation, arguing that product makers can benefit from adopting artistic practices like establishing creative processes, building safe spaces for experimentation, and maintaining focus through structured feedback. The talk emphasizes that both art and product creation require learned processes, not just innate talent, and that successful products benefit from creative heart alongside functional execution.
## ๐ Main Content
Lister argues that while art and product creation have different goals - art connects emotionally while products solve problems - their creative processes share fundamental similarities. Art follows a process of inspiration, percolation, preparation, creation, and reflection, while product development moves through definition, ideation, preparation, creation, and testing. The key insight is that product makers can improve their work by adopting artistic practices: being authentic, maintaining focus through boundaries, establishing documented processes, and creating safe spaces for experimentation. She emphasizes that both practices require years to develop and benefit from structured feedback and collaboration.
## ๐๏ธ Notes
#### โฑ๏ธ [00:00](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=0) โ [H1] Introduction: Art vs Product Definitions
- Key idea: Art is difficult to define with countless debates, while product has more precise applications
- Evidence: "Sister Wendy's quote focuses on what art can be and can encompass"
#### โฑ๏ธ [04:32](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=272) โ [H2] Art vs Design Distinction
- Key idea: Art doesn't require function while design does, art isn't results-driven
- Evidence: "Design requires a function and art does not"
#### โฑ๏ธ [06:45](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=405) โ [H1] Creative Process Framework
- Key idea: Art follows five steps: inspiration, percolation, preparation, creation, reflection
- Evidence: "Most projects in product and art have a discovery period"
#### โฑ๏ธ [09:15](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=555) โ [H2] Preparation as Ritual
- Key idea: Setting up tools and environment is crucial before creation begins
- Evidence: "Being prepared is the breath at the start before you take a leap"
#### โฑ๏ธ [11:20](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=680) โ [H3] Artist Development Timeline
- Key idea: Creative vision and theme take up to 12 years to form
- Evidence: "The creative process is taught and even their Creative Vision takes 12 years to form"
#### โฑ๏ธ [13:45](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=825) โ [H1] Product Development Process
- Key idea: Product flow includes definition, ideation, preparation, creation, and testing
- Evidence: "Definition is understanding the problem space before jumping into creating"
#### โฑ๏ธ [16:30](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=990) โ [H2] Key Differences: Purpose and Pressure
- Key idea: Art can exist for its own sake, products must solve problems under time pressure
- Evidence: "Products are often delivered through data, art could be expression of artists"
#### โฑ๏ธ [18:45](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1125) โ [H1] Being Yourself in Product
- Key idea: Products need authentic voice and identity, not just corporate layers
- Evidence: "Having your own identity and voice is something to craft"
#### โฑ๏ธ [20:15](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1215) โ [H2] Focus and Boundaries
- Key idea: Set clear goals, vision, and deep focus times like artists do
- Evidence: "Baking into product practice times for deep focus empowers what you are making"
#### โฑ๏ธ [22:30](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1350) โ [H2] Process Documentation
- Key idea: Document your creation process to refine how you make products
- Evidence: "Establishing that and logging is key to refining how you make"
#### โฑ๏ธ [24:45](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1485) โ [H3] Feedback Structure
- Key idea: Feedback needs boundaries and training, don't just ask for "anything"
- Evidence: "Set questions set context maybe even do a quick little video"
#### โฑ๏ธ [26:20](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1580) โ [H2] Safe Creative Spaces
- Key idea: Need sketchbook-like spaces where ideas can form without harsh judgment
- Evidence: "Having similar spaces to create products is essential"
#### โฑ๏ธ [28:10](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1690) โ [H3] Experimentation and Play
- Key idea: Allow space for mistakes and happy accidents in product development
- Evidence: "Play is critical in art and allowing space for ideas experimentation"
#### โฑ๏ธ [30:25](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1825) โ [H2] Knowing When to Ship
- Key idea: Like artists knowing when work is overworked, product makers must know when to release
- Evidence: "There is a fine line in knowing when to release"
## ๐ References
- [The Art of Product - WordCamp Talk](https://www.youtube.com/watch?v=JhYtnWY2JBk)
- Mason Ward 2002 study on artist process models
- Sister Wendy's art philosophy
- Andy Goldsworthy nature art practices
## ๐ฃ๏ธ Paraphrase
- Product development can benefit from artistic creative processes including structured inspiration, preparation rituals, and reflection phases
- Both art and product creation require years of practice and learning - there's no instant mastery in either discipline
- Successful products need authentic voice and creative heart alongside functional problem-solving to avoid feeling sterile
## ๐ฐ Newsletter
**Bringing Artistic Process to WordPress Product Development**
Tammy Lister's WordCamp talk reveals how artistic creative processes can transform how we build WordPress products. Rather than viewing creativity and business as opposing forces, she shows how structured creative practices actually improve product outcomes.
**Key insight**: Both art and product creation follow learnable processes - inspiration, preparation, creation, and reflection. WordPress product makers can adopt artistic practices like maintaining sketchbook spaces for safe ideation and establishing feedback boundaries.
**Practical application**: Document your product creation process, create safe spaces for experimentation, and remember that authentic voice matters as much as functional execution.
Resources: [Learn WordPress](https://learn.wordpress.org/), [Developer Docs](https://developer.wordpress.org/), [WP-CLI](https://wp-cli.org/)
## โ
Action Items
#### WordPress
- Core: Establish creative process documentation for feature development
- Design: Create sketchbook spaces for WordPress admin interface explorations
- Community: Build structured feedback frameworks for contributor onboarding
- Training: Develop curriculum connecting creative process to product development
- Plugins: Encourage authentic voice in plugin development beyond pure functionality
## ๐งช Hypotheses
- Products developed with documented creative processes have better user engagement than those without
- WordPress products that balance creative authenticity with functional requirements achieve higher user satisfaction
- Teams using structured feedback methods similar to art critique produce more innovative solutions
- Safe experimentation spaces in product development lead to breakthrough features
### ๐ Methodology
- Survey WordPress product teams on creative process documentation practices
- A/B test products developed with vs. without creative process frameworks
- Analyze user feedback on products with authentic voice vs. corporate approaches
### โ Questions
- How can WordPress core development benefit from artistic creative processes?
- What specific feedback structures work best for distributed WordPress teams?
- How do we balance creative experimentation with product delivery timelines?
### ๐ฎ Future Research
- Study correlation between creative process adoption and WordPress product success metrics
- Develop WordPress-specific creative process frameworks for different team sizes
- Research how artistic practices influence open source contribution patterns
### ๐ก Implications
- Practice: Product teams need dedicated creative process documentation and safe experimentation spaces
- Policy: WordPress project governance could benefit from structured artistic feedback methods
- Education: Developer training should include creative process alongside technical skills
- Community: WordCamps and meetups could offer creative process workshops for product makers
### ๐ง Learning Styles Assessment
Reading level estimate: Grade 10-12
#### ๐ Visual learners
- Present: Speaker presentation with visual frameworks and process diagrams
- Improve: Process flow charts, before/after product examples, creative workspace photos
#### ๐ Aural learners
- Present: Conference talk format with spoken examples and Q&A
- Improve: Audio summary of key creative process steps
#### ๐ฃ๏ธ Verbal learners
- Present: Clear definitions, analogies between art and product creation
- Improve: Glossary of creative process terms, story-driven case studies
#### ๐งฉ Kinesthetic learners
- Present: Process frameworks that can be implemented step-by-step
- Improve: Hands-on workshops, creative process checklists, sketchbook exercises
#### ๐ง Logical learners
- Present: Five-step process framework, clear cause-and-effect relationships
- Improve: Decision trees for creative choices, process optimization metrics
#### ๐งโ๐คโ๐ง Social learners
- Present: Q&A session, emphasis on collaboration and feedback
- Improve: Creative process team exercises, peer review frameworks
#### ๐งโโ๏ธ Solitary learners
- Present: Personal reflection practices, individual creative development
- Improve: Self-assessment tools, personal creative process journaling prompts
#### ๐ฟ Naturalistic learners
- Present: References to Goldsworthy's nature art, organic creative processes
- Improve: Creative process ecosystem thinking, sustainable creativity practices
### ๐ Accessibility Assessment
#### Screen reader semantics
- Present: Clear talk structure with defined sections
- Improve: Transcript with proper heading markup, alt text for visual examples
#### Keyboard navigation
- Present: Standard video player controls
- Improve: Chapter navigation, skip-to-section functionality
#### Contrast and readability
- Present: Standard conference presentation visibility
- Improve: High contrast slides, larger text for key points
#### Text resizing and reflow
- Present: Video format allows full-screen viewing
- Improve: Responsive transcript layout, zoom-friendly materials
#### Media and captions
- Present: Video content with clear audio
- Improve: Closed captions, downloadable transcript, audio descriptions
#### Forms and interactions
- Present: Simple Q&A interaction
- Improve: Accessible feedback forms, structured question submission
### ๐ DEIB Assessment
#### Cultural breadth
- Present: Universal creative principles applicable across cultures
- Improve: Examples from diverse artistic traditions, global product development practices
#### Inclusive language
- Present: Gender-neutral terms, accessible creative vocabulary
- Improve: Plain language alternatives for artistic jargon
#### Neurodiversity support
- Present: Structured five-step process, clear frameworks
- Improve: Multiple process variations, sensory considerations for creative spaces
#### Representation
- Present: Female speaker in tech/design space
- Improve: Diverse artistic examples, varied product development contexts
#### Psychological safety
- Present: Emphasis on safe creative spaces, permission to experiment
- Improve: Explicit discussion of creative vulnerability, failure normalization
### โ
Logical Validity
#### Strong reasoning
- Deductive strength: Creative processes exist in art โ Can be applied to products โ Therefore products benefit from creative processes
- Inductive strength: Multiple examples from art education supporting process-based learning
- Causal reasoning: Clear connection between creative practices and improved product outcomes
- Analogical strength: Strong parallels drawn between artistic and product development cycles
#### Fallacies
- Appeal to tradition: "Art has been created for many years" - doesn't necessarily validate all artistic approaches
- False dichotomy: Occasional oversimplification of art vs. product differences
#### Tone of voice
- Overall tone: Encouraging and inclusive, sharing personal experience with professional insights
### ๐ก๏ธ DARVO Analysis
- Deny: No denial patterns present
- Attack: No attacks on critics or alternative approaches
- Reverse victim/offender: Not applicable to this content
- Emotional cues and rhetoric: Positive, encouraging language focused on growth and learning
## ๐ฏ Conclusion
Lister successfully demonstrates that artistic creative processes can enhance product development without sacrificing business objectives. The key takeaway is that creativity and structure aren't opposites - both art and successful products require learned processes, safe experimentation spaces, and structured feedback. WordPress product makers can improve their work by documenting their creative processes, establishing authentic voice, and creating safe spaces for ideation and experimentation. The talk provides practical frameworks for bringing artistic practices into product development while maintaining focus on user needs and business goals.
## ๐งฑ Refactor Appendix
### ๐ Literature Split Pad
Purpose: Stage CEE units that become Literature notes.
Split level: H3
### [H1] Creative processes enhance product development outcomes
> [!quote] [The Art of Product](https://www.youtube.com/watch?v=JhYtnWY2JBk) by [[Tammy Lister]] via [[WordCamp]]. Published 2024. Accessed 2024-12-20.
> "The art of feedback is practiced throughout you gain insights and you can test through research."
Structured creative processes from art can be systematically applied to improve product development practices.
[view highlight](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1350#H1) #creative-process #product-development ID:rw_001
### [H2] Safe experimentation spaces prevent idea death
> [!quote] [The Art of Product](https://www.youtube.com/watch?v=JhYtnWY2JBk)
> "Don't have spaces where ideas die though - if critiqued before too shaped that's why the concept of product Sketchbook spaces is great."
Product teams need protected environments for early-stage ideation without premature judgment.
[view highlight](https://www.youtube.com/watch?v=JhYtnWY2JBk?t=1580#H2) #ideation #psychological-safety ID:rw_002
---
### ๐ Atomic Split Pad (Zettel Candidates)
Purpose: Promote reusable claims into Atomic notes.
Split level: H4
#### [Z1] Creative mastery requires documented practice over time
- Artists take 12 years to develop
- Document Tags: [[h1]] [[process]] [[creative]] [[collaboration]] [[experimentation]]
- Summary: The Art of Product
- URL: https://www.youtube.com/watch?v=JhYtnWY2JBk
so we're going to go to our first talk of the afternoon and that's Tammy liser uh yep thank you she's her talk is the art of product and I was telling her earlier that she doesn't need an introduction because everybody knows Tammy and she insists it's not true but I'm saying it is true I'm sure everybody's heard of Tammy she is uh I'll give I'll give the actual bio but a product creator focusing on WordPress
she has a hybrid background across product design psychology and development she contributes to Wordpress and is passionate about open- Source community and drinking tea so everybody help me welcome [Applause] Tammy so thank you you most likely have your own definition
of what is art and what is product and everyone has different backgrounds and bring those into this room into this talk myself I spend my days creating products in collaboration with others and also empowering others to create and my own background is a hybrid one also in Roots in art and this talk is one which is actually quite personal because I've gained that perspective from art that I've brought into making product and that's what I'd like to share
today I want to begin by looking at what is art and what is product and then how art is created and where the differences are and moving on to where the similarities are and I'm going to end with sharing how when creating products we can benefit from the practices in creating art but this all starts with some definitions so spoiler it's not easy to Define art there are countless arguments and debates strewn across cord our es
and essays and academic huls around this if you study art months and months are spent trying to answer what is art and actually eventually coming to the answer that no one really can Define that and there's a lack of definition but it doesn't stop that or we shouldn't pause there and give up there is a way to start having an understanding in a Common Language and that's really around what is and what isn't so sister Wendy's quote focuses a bit more on what art can be and can
Encompass and the boundaries of that practice and there's a better definition of taste and where is the what art debates tend to get more complex and fun and long it really is uh easier to do this because art is wide covering a lot of beholders perspective product on the other hand is more narrow it's easier to Define it has a more precise application however the concept is offered here a
particular where Market is quite wide similar the desire piece of this can be interesting to dive into a product is made available for market and you reach a desire or a need and that is far more than the exact or the creation aspect of Art and it's wor also defining and I want to be very clear here that art isn't design you can think about it in these terms and of course there's going to be some debate that always is amongst these things design requires a function
and art does not art can have a function but it doesn't require One Design is results driven and art doesn't need to be again it can be though and some artists create boundaries on purpose so now we've looked at or I've tried to come to some understanding of how I'm going to be framing this at least with some of these definitions I want to move into considering the creative processes how did things get even made in art and then we can move on
to products art is a process uh not a product is a very bold quote to particularly add to this but what does it mean though a process is something you go through it's not an object it's a flow often not focused on the end result in many sense art is just doing there's a phrase that you might have heard before Art For Art's Sake after all there is importance in in
both value there is value in the creative space and if we create products without creative Spa process or that lack of input they lack we can all sense that we've all had or use those products that have that there's a feeling of function without heart or consideration and when there's too much creating or uh too much art or too much consideration this creative overworking we've also tried to use products have
had that and experience products either side of those scale so this could be a scene as a visualization of the creative process you start things kind of happen and they're often oblique and not transparent maybe a little frenzied and at the end is a piece of art Tada that's not very satisfactory process though right since you can't really learn from this you can't really get any meaning
from this at all the messy middle is truly messy if it's seen like this some play on this almost mystical nature of this creative process um wanting it to seem this illusion of grandiose that said it is a process so let's look a little bit more into what it can be defined as so defining the creative process isn't new and many have done it even in studies Mason ward in 2002 conducted interviews with artists and developed a pro process model for art
making with these four steps artwork conception idea development making the artwork an idea development and finishing the artwork in declaring the process they claimed the most that most artists actually used a process they weren't the first to Define and they certainly aren't going to be the last to do that but their work had some really interesting aspects we're looking at the theme that artists follow
throughout their career and that said I'd like to kind of build on this and share an iteration building on some of the experiences I've also had so key part of this adaption of this process is it draws on what is taught in art because art is taught as a process people didn't just stop in day one knowing how to do everything students are exposed to different methods at a foundation level and then they find their paths each might have variations but the core path more more or less simmers down to these five steps
inspiration percolation getting prepared creation and reflection most projects and in product and also when you create art have a discovery period and in art you're almost in a Perpetual Discovery period you're Gathering constantly into your Sketchbook if it's a particular project you're Gathering maybe the insights particular for that the input is key maybe you go wide at the beginning and then you narrow in you are opening your
mind and your brain to as many inputs as possible so the next one is percolation this is where you take all that great information and you distill it down you plot it out you decide what fits what doesn't trying it on for size and from there you might even need evidence or you find out what sparks into research and even ideas you're letting it sit with you and then
you are getting prepared setting up to paint something is almost a ritual experience for many artists they will lay out their tools one by one squeeze paints onto the pallet waiting to be used then each brush is laid out the water pulled into a pot then they sit they breathe and then they can begin being prepared is the breath at the start before you take a leap taking note of that is important part of the creative process and it's important to
have at the beginning before creation after discovery provides the flow sometimes creation looks like that tangle mess shared earlier that messy middle and that aha moment at times seems lost until you find it we've all had that but this can be calm and it's often not the easiest process to go through having patience though when creating is key as you work through these options and then finally we end with reflection this in the previous example was finish but reflection fits as this
ensures you get to the finish and pause checking before release and letting out that breath personally and lots of people do this they build a micro kind of creative Loops from prepared to reflection into their processes so they're kind of doing that little release Cycles as well so simpler of Frameworks and there's going to be multiple different ones might say uh find and transform and share but there are multiple ways to do
this and as I continue in this talk you'll hopefully see how these can be expanded into your product work as well a few important additions to this flow that I haven't directly called out yet but I'm going to later of evaluation iteration and adaption these processed Loops often repeat and baking in repeating Loops is one way to ensure that these Pro processes build up towards release you're gaining that information and
you're iterating in short artist process vary but the creative process exists and has a flow from start to finish you don't just do the messy middle and then Tada it happens so it's worth noting about processes that artists don't just day one get it they don't just turn up knowing how to create a masterpiece that's not how this works often the creative process is taught in fact most of the time time it is and even their
Creative Vision or theme they're working on takes as noted here in this study up to 12 years to form the expectation often when seen a formed artists that this just happen is unfair and likewise we can't judge products or those making it on their first product or even their second or third iteration we need to have that art and that practicing of products themselves just like art needs to be learned so does making produ
products so often the term art practice is used to describe the way art is created the practice is the way the work is gone about but it goes beyond the doing and might influence the materials the tools and even the critical approach that happens it includes intentions choices actions and ways of working and also processes forming a practice is key to
an artist and I would argue the same for anyone creating products sharing work early is a term often said in the work that we do particularly within open source in art the practice of sketchbooks establishes and fosters this along with feedback much like working into a team or an open source project sharing is and thinking is done in safe places that art establishes in the first year when creating art if you're being taught you get to learn a wide range of Foundations
you're trying on all these different mediums to see which ones or one might be the one that you want to try and practice you're learning about them you're trying them on to see and then in the years later you will find them to find the one or the collection of them that fit this leads you to your final year the final pieces and you start to make the final steps towards what will be your art practice it forms by trying on those range of different ones not
just by waking up and knowing that it happens you don't just from day one go aha this is what I'm doing you're practicing creating a product has a practice to it also there are recognized disciplines processes those making products also get vast benefits learning and listening to others there are a lot of Frameworks and flows but today I'm going to share the product flow that more or less down what
most typically use it's worth noting that terms change for this countless blog posts and articles and theories have been written about this but it kind of boils down to definition ideation preparation creation and testing so it starts with definition here you are defining what you're creating this is understanding being aware of what doing after after all when you walk into a room you kind of assess the room
before you walk forward often this can come from research but it is where you start to be aware of the problem space you feel those as part of this you define what there is and what there isn't jumping without into this kind of phase into creating is adorable absolutely but often doesn't result in a clear product at the end and we've all been there absolutely when we make products we've all just jumped into making so this discovery session without
a clear definition formed is essential then you have ideation ideation without definition is a clear differential between art and product for example in art you often are defining for experimentation with product due to resources you're more likely to have a case proven before scheduled from what tech you need to what marketing campaign you're having
products need preparing for as you're creating and you do this now before the flurry of creation you're doing that preparation and then creation this is often after ideation and I will note how many product flows merge these two processes together many see creation as also prototyping by calling it creation ideation and prototyping are and I feel personally should be unique I ideation goes wide
and prototyping hones in on the ideation that's actually the best one to go for and then finally the testing I can't stress this enough how important testing is in this flow often testing can be seen as a loop return back to the beginning it's important to poke your hypothesis more or less that is a similar process to the creative process but let's look where the distinct
differences between creating art and products are and then move on to finding where these more similar pieces are and when you can learn from them the process of creating art and creating products is different as I said but gold wory is an artist that heavily inspires me and this quote means a lot to me personally because it differentiates between where I see product and art there is a difference for me that doesn't mean that there isn't a
process it means the reasons or the meaning of the peace even without a theory of the peace there are still methods and practices so gosw worthy the pieces that he creates are often in nature and he needs to have and decare some really clear processes and structure to what he is creating but the difference between products and art is that art can be created beautifully just because a product has reasons if it doesn't is
well art and that's okay art can take many many different forms time being unimportant as a factor in art can often be a misconception there are however different pressures absolutely on products and art often time is not on the product Maker's side the pressure of release looms and the phrase time is money is often at the Forefront compared to where in art often feels like uh time can be taken where
canvases can sit weight and inspiration can strike those creating products almost have to have inspiration on tap art could be said to be the expression of the artists and if that is the case then products are often delivered through data an expression of a need this doesn't mean art can't be created through data far from it it does mean that products unlike art typic respond to data and even iterate
inversions after release it isn't so typical to see that in art art tends to be released once without iterations although some pieces do break that rule so this side sums up the key differences product is about getting the job done achieving the need and often the need is outlined in the customer diving exploring the requirements the reality is that police pleasing isn't the only success matric and sometimes
being unpleasing can win if you get the job done art on the other hand has to connect in some way to the viewer it doesn't have to please often choosing to connect with a different emotion but the connection can be a measure of success but what can we learn where the paths cross and where they are the same both art and product have principles and Foundations to follow we've talked about and I've talked about
the process but even a loose creative process is one followed when you create a product probably the biggest thing you can do is not do as in a problem is not document your creation process establishing that and logging is key to refining how you make I'd encourage trying other practices also on for size seeing what might work along the way learn and establish with those creating your own
product path collaborating together and as we move into this area I want to focus on four areas uh particular where we can bring those practices into where we're making product and these are be yourself Focus process and experiment so being yourself as a product might seem a little bit peculiar to say when thinking about but it's incredibly true this is as much about
being yourself as knowing when to be different enough and when to be blending in USPS are great and being cute can be cool but it's also about being measured and appropriate overly cute when a problem arises and doesn't sit well with an experience flow doesn't always work even the Twitter farewell lost its appeal over time artists are often identified by
their unique capabilities having a unique product idea might be hard often difficult or often seems impossible in certain spaces but having your own identity and voice and dealing with it is something to craft also be human Generations have learned to see through corporate layers the business cynicism is a reality now admit when you fail just enough but don't overly emotion this isn't an opport Unity to overshare and your product isn't your
dear diary artists by their nature of work Focus often at the cost of the world around them whilst that approach isn't recommended to product making what is needed is setting boundaries a clear goal a vision of what's creating a road map and Clarity of what releasing it's ideal to set in Focus times for creation an existing product needs maintenance promotion and tending to nurturing just
like a garden and just like a living being this often means that finding creation focus is harder baking into product practice times for deep focus empowers what you are making it also means flourishing of ideas and what ifs happens and those growths of features but of course this also needs boundaries set to ensure you don't lose sight of that business that you are trying to achieve but the Deep product
work is really key to also Empower having a process for your product creation is really essential there are so many different ones or variations that you can do but how you create is going to depend on who you create with and what you are creating a product without a process is kind of an adorable Collective creating without Direction have that road map f stick to it but review and iterate have check-ins
make sure you're aligned respond to data and feedback that is product making and then ship shipping is incredibly important that's part of product making you repeat you grow you adapt with data and input repeat that cycle if you create with others you craft a process collectively and you agree as part of your values establishing feedback sessions at all
levels is critical this can be a project and it has to be at team and also at leadership Levels by ensuring that the art of feedback is practiced throughout you gain insights and you can test through research feedback does need boundaries and training don't expect people to just be able to give feedback without direction for example when you ask for feedback set questions out don't just ask for anything don't just post a link
um to a figma or a link to something and say feedback that's not going to give you what you desire set questions set context maybe even do a quick little video within art feedback is taught as a practice learn this craft because it will make you a better Creator and seek out opportunities for collaboration working in isolation can seem effective but it only limits what you might be creating on your vision
encouraging this across teams also if you form them different disciplines and different groups just like artists should be collaborating on a product collaboration unlocks so much artists often collaborate across their career and create pieces these influence their own bodies of work learn from this by creating and learning and collaborating with other product makers you are going to be able to have other ideas for things that you can create as well
art is often created in safe places Studio spaces having similar spaces to create products is essential however you create having a space for ideation to make and grow is key this could be a virtual space as well don't have spaces where ideas die though rev visit and check on their pulse artists have sketchbooks and products need similar spaces where Explorations can happen and if judgment happens too harshly
these ideas die really really fast if critiqued before too shaped that's why the concept of product Sketchbook spaces is great giving opportunity of spaces where ideas can be formed shaped and then delivered into pictures at that point and at that point only they should be judged and judged with a criteria just like when a Sketchbook presentation happens for an artist experimentation is how artists learn both new techniques
and try out approaches you often find pages of a Sketchbook filled out trying new materials like line by line often experimenting with new forms in product work there also needs to be spaces for this experimenting with new technology experimenting with new adaptions as well because that's how new ideas are going to Flo is by experimentation it's also how practices can refine just like the artist hones
theirs play is critical in art and allowing space to as the previous slid said for ideas experimentation ideas can be separated but an idea doesn't have to be formed to experiment and explore you can just be trying something new and you don't have to fully form it there is a danger of experimentation without documentation though or conditions set some limits and this means that you're going to have a positive result if you just kind of experiment and then it goes to
die you're not necessarily going to feel fulfilled by that allow space for mistakes um there's that phrase of happy accidents but it opens up in the work of art and product it's hard in product to not judge and see each failure as a concern or as a problem or as as death of the product however often those happy accents can be seen as opportunities to learn to Pivot to adapt maybe new way ways to change things failure is both
part of making an art and it should be part of making products knowing which to keep and this should be something that you practice knowing when to ship is key in product and often something Miss often the end of point is due to a budget or a previously agreed deadline set in stone before the project begins you need to bake in that Discovery and then you're going to be able to know when to ship predict and be able to deliver without stress if you're making a product there
is a fine line in knowing when to release and it's better to have a Cadence that ensures that regular releases happen and you don't have endless time without new shinies however for larger features knowing when they are done or when to stop and drop is a large part of product craft just as an artist knows when a piece is about to be overworked you need to know when you are adding too much like this overworks ultimate Swiss army knife it's adorable
but it's completely IR usable and yes this is a real product that you can buy you need to bake in when you need to let go of product features and even if you are a company with multiple products that aren't serving well and getting in the way think about releasing them it's okay to let go of a product that isn't serving you well sketchbooks and studios are full of pieces that won't be finished canvas are painted over because they don't serve a purpose anymore and
they're going to be better used and reworked as materials product workers as much about letting go as it is about refinement and creating every product has a life cycle creating and making is energy You by building something that you are by building something using energy that wasn't there turning up their brightness as this quote says the cost of that energy is what you can set back boundaries to by using those processes
art has been created for many many years just like products but it can teach us to keep that brightness levels up art and products do have more in common than we usually think I think I and I hope I've shared how these processes can differ but also can be similar and I've explored how we can do that no matter what we are making and how we can bring those practices in from idea to Creation we can bring princi principles and practices that work
within art to improve our products there is Art in product creation making products has a cycle a craft honing that craft practicing and refining is what makes products that don't only get the job done that Empower beyond that first ship that create companies where feedback flows experimentation ideation flourish and shipping is fuel thank you so much [Applause]
thank you do we have any questions for tamy come up to the mic if you have any questions and don't be shy Tammy says she doesn't expect questions I would love questions and I think that we should give her some
questions well jar come on up to the mic yes yes okay hello can you hear me uh great talk so I wanted to ask you because I was creating a lot of art I was writing I was um making Dr drawings making cartoons making movies but I also work
as a product designer so one big difference is how do you stay focused and keep your artistic sensibility and pair that with the need for deep execution and controlled execution when you have for example when you're working on a big project you know that feels more like just tedious work which bit feels tedious the product
design yeah the product design and the whole thing maybe you're developing you're creating something bigger you know and at some point is just about the the pure execution of it you know the so one of the things for me and this is going to be very personal is by bringing the way that I create art into the way that I create products um that's helps me keep focused also telling myself at the end I can create art really helps give me myself that creative cookie um I
think by giv breaking it down into those processes you are delivering pieces of work in your artwork right you are creating something you're iterating and releasing but you are doing that and you're going through tedious processes but you're not feeling it's tedious because you are passionate and loving and appreciating that so what you have to kind of do which is not easy but it's
kind of part of it is to bring some of those enjoyable practices into your product making practices I know that sounds incredibly simple but that that would be my kind of recommendation there thank you and and also I would say don't be afraid to bring your sketching into your product work if you're not doing that already think how you can cross over your sketching and your artwork into
your product design any other questions okay well that's it for the first sesh of the SEC of the afternoon day one we do want to remind you all to grab swag it's from the information desk
right in the middle of the entire building uh so do grab swag there's a lot and then there is a walking tour this afternoon if you guys are interested um we're meeting at Patza Castello sorry um and the first 13 spots are free you can still join but you just have to pay so you're meeting at 5:30 15:30 so that's it for the sesh you guys have a good time [Applause], The Art of Product, YouTube, 01ka7d5rka8sj3165xhsfmega9.