the-creative-process1-1

How in hell do you scope this?

From a business perspective, “creative process” is an oxymoron. Yet, every agency has one. In the age of projects versus client relationships, the process looks like hours worked. PM’s and AE’s must estimate how many people to put on a creative project and how many hours they will spend doing it.

With clients choosing agencies like restaurants and ordering a la carte off our menus, a neophyte might think it would be easy calculating the bill. Unfortunately, it is harder than ever.

From a creative perspective, the process defies accounting. The time frame for making creative was, is and always will be a guessing game, fraught with variables. How long does it take to come up with an idea – Two hours? Two days? Two weeks? And how long does it take to flesh out the idea? And how many ideas do you require?

When guessing how long a project will take to complete the guessers would ideally need to calibrate how different individuals create, which is unique. For example, Sally likes to work alone. Jack and Jill work best as a team and Bill, Fred and Mary love collaborating. And what about nights, when I like to write? If one calculated how many hours I play with a paragraph of body copy we’d be over budget on everything.

In the good old days, an agency had a relationship with a client (with a yearly nut augmented by media commissions), which allowed for expanding and contracting creative resources, contingent upon the growing or shrinking demands of each assignment. Therefore, creative directors could deal in real time, adjusting resources based on immediate needs, wants and capability variables. In a fire drill, we called in resources with impunity. On a pitch, we might give a bunch of newbies a crack. And so on. Though still a process, it was far more fluid and organic than what we have now. The creative department did not have finite budgetary limits.

As a manager, I’m all for tightening the screws and figuring shit out. As a creative director, I know it seldom works that way.

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From a business perspective, “creative process” is an oxymoron. Yet, every agency has one. In the age of projects (vs. client relationships) the process looks like hours worked. PM’s and AE’s must estimate how many people to put on a creative project and how many hours they will spend doing it.

With clients choosing agencies like restaurants and ordering a la carte off our menus, a neophyte might think it would be easy calculating the bill. Unfortunately, it is harder than ever.

From a creative perspective, the process defies analytics. The time frame for making creative was, is and always will be a guessing game, fraught with variables. How long does it take to come up with an idea – Two hours? Two days? Two weeks? And how long does it take to flesh out the idea? And how many ideas do you require?

When guessing how long a project will take to complete the guessers would ideally need to calibrate how different individuals create, which is unique. For example, Sally likes to work alone. Jack and Jill work best as a team and Bill, Fred and Mary love collaborating. And what about nights, when I like to write? If one calculated how many hours I play with a paragraph of body copy we’d be over budget on everything.

the-creative-process

In the good old days, an agency had a relationship with a client (with a yearly nut augmented by media commissions), which allowed for expanding and contracting creative resources, contingent upon the growing or shrinking demands of each assignment. Therefore, creative directors could deal in real time, adjusting resources based on immediate needs, wants and capability variables. In a fire drill, we called in resources with impunity. On a pitch, we might give a bunch of newbies a crack. And so on. Though still a process, it was far more fluid and organic than what we have now. The creative department did not have finite budgetary limits.

As a manager, I’m all for tightening the screws and figuring shit out. As a creative director, I know it seldom works that way.