Articles

UX Foundations – Planning & Mapping

Learn the foundational aspects of user experience (UX) planning and research including forms of user journey mapping and UX architecture.. Over the course of over two decades creating interactive experiences and balancing creative thinking I have spent a lot of time on understanding how things interact with people. In the early days of website design we ignored a lot of the disciplines software developers used in exchange for quick wins and fast track creations.

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When a creative director puts out a job opening out for a copywriter…and gets a LOT of ‘other’ resumes.

After the last few days of combing through initial applications for our latest job posting for a copywriter It was necessary to provide some key pointers to any applicants before you consider applying. This may also help other creatives understand how a Creative Director or an HR may treat your application.

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The creative long game SUCKS. But you can overcome it with these quick habit changes.

As creatives, playing the long game can be excruciating. Your head is almost always going a million miles a minute and new ideas are kicking out old ones constantly. Our built in need to create and produce things is in our nature. So, when it slows down to a snail’s pace of revisions, concept rounds, strike outs or delays in a project it can really kill your motivation…

The creative long game SUCKS. But you can overcome it with these quick habit changes. Read More »

Fast-To-Prototype: are too many rules and rigid structure killing your output?

“I bet many of you share all your steps in pretty infographics and overly large typography on your sites and in your pitch decks to show your clients and prospects how hard you work. How much you are worth…how much they will be involved…how much you safe check and control every penny and step for them.”

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3 Don’ts and 6 Does for Creative Directors. As well as any one who leads a creative team.

“It comes with experience that gives you a weird sort of future sight – you can practically see into the future and visualize the end work. But telling someone specifically what pixel to push or line to write is a sign of a bad CD and one of the best ways to have your team leave. No one wants to feel like a robot.”​

3 Don’ts and 6 Does for Creative Directors. As well as any one who leads a creative team. Read More »

ARTICLE: Dealer & Designer

Dealer & Designer Article by Todd Lawson for Strategy Mob

Originally written and published in Strategy Mob Magazine, October 2015 – Issue 01 and also featured on their website. Your focus is on moving metal. A good relationship with your creative team will help you sell more. You have a great dealership. Good deals, too. But something is stopping people from coming through your doors.  I’m

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