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Alright, here's my latest gray matter baby.
Product design is all about imagining, crafting and iterating creations that tackle users problems head-on or cater to specific market needs.
Improvisation, also called improv, is a form of theater, usually comedic, where the performance is unplanned, created spontaneously by the performers. The ultimate on-the-spot creativity. No scripts, just raw communication, relying on an actor's ability for diving deep into character and engaging with fellow performers.
So, what's the connection between these two worlds? Well, I've put together 8 improv rules (crafted by some real brainiacs, mind you) and cracked the code on how they can amp up the design process.
Oh, and you might be thinking, "Why on earth is she talking about a cross-over of improv and design?" Easy! Before diving into design, I spent years as an improv enthusiast, teaching it to eager learners. Not sure that helped, hopefully, that gave me some credibility.
IMPROV RULES
1. “Yes, and…"
In the improv world, we've got this golden rule called 'Yes, and…'". It's as basic as it gets. It means that whatever has been established, you must agree and move it forward by adding new information. By saying “yes”, you accept the reality created by your partners and begin the collaborative process.
Saying “no” grinds invention and innovation, saying “yes” reminds you to respect what your partner has created and to start from an open-minded place.
Design Principle
2. Add new information
We don't just stop at "yes", we go all out with "yes, and…". In improv, you agree and then add something of your own to keep things moving forward. When we're improv-ing, progress only happens when we add in some fresh ideas.
Design Principle
3. Don’t Block. No Negation
Don’t negate someone else’s reality. Basically, it's all about not raining on someone else's parade. Denial destroys or stops the addition of new information or worse, negates what has already been established. Blocking is a way of minimizing the impact of new information, keeping the action from moving forward.
Design Principle
4. Avoid Questions (User Questions in Design)
Another form of blocking is asking questions. Questions force our partners to fill in the information or do the work. Don’t ask questions, instead, what you wanna do is take charge with bold statements. Be part of the solution.
Design Principle
5. Be Specific
Details are the lifeblood of moving a scene forward. Each little nugget provides clues to what’s really important. Details help provide beat objectives.
Design Principle
6. Focus on the Here and Now
A good scene doesn't just happen out of nowhere. They do not take place on an empty stage. Focus on the here and now. A scene is about the people in the scene. The change, the struggle, the win or loss will happen to the characters on the stage. Focus on what is going on right now.
Design Principle
7. Make choices
When it comes to improv, it's all about setting the scene. This is a three-part process:
a. Who (basic character type)
The best way to create a character in improv is to think of a very specific personality type and just start moving like the character. Choosing an occupation might help to spark a character.
b. What (conflict, or “the problem”)
The conflict is so important that we call it “the game.” You can’t have a scene without a conflict.
c. Where (setting)
Create where you are very specifically.
Design Principle
These questions aren't just for improv, they're the bread and butter of the design to be kept in mind during the whole process. Who are we designing for, who is our user? A great tool to answer this question is a user persona. What problems are we solving? What are the pain points my user is having so I can make sure to create a product that solves exactly those problems and not just blind guess. And where, where will the user use the product? It is dark, is it during the day, usually at work, at uni, at the grocery store, on the street, in the car, in bed, somewhere noisy, somewhere with excessive stimulus, etc. These are the building blocks of a killer design, so don't skimp on the details.
8. Listen.
Pay attention to what the other actors are saying and respond to them rather than just making up what you want.
Design Principle
CONCLUSION
I've handpicked a handful of rules and sprinkled some improv magic on product design. But here's the fun: this isn’t just about design—it's about the big picture. I’m sure that if you explore any other fields, you'll discover similar interconnectedness. It's a valuable reminder that what you learn in one realm can totally rock another.