Chapter 6
Managing Creatives

Creatively Managing Creative People

Managing people is an art form, and design project managers need this skill. They need to be able to determine and implement budgets and schedules, as well as handle the people on the team.

Managers working with creative directors and design firm owners need to utilize the workforce in a way that results in great creative and maximum productivity—two things that can seemingly be at cross purposes during certain projects. Productivity, broadly speaking, is output per hour of labor or work. The highest cost on any design project, or for the design firm, will always be the design team’s salaries. So, in graphic design, it’s all about utilizing the team’s abilities in a way that consistently allows for the best, most useful, and creative output possible.

Evaluating Employees

Many things influence the productivity of a design team, including project work conditions (job complexity and type), nonproductive activities (impediments such as miscommunication, bad client input, computer problems, health issues, etc.), and labor characteristics (worker quality and contribution). The PMBOK Guide (see page 14) cites the following factors as useful when evaluating workers and their performance:

•  Quality of work

•  Quantity of work

•  Job knowledge

•  Related work knowledge

•  Judgment

•  Initiative

•  Resource utilization

•  Dependability

•  Analytical ability

•  Communication ability

•  Interpersonal skills

•  Ability to work under pressure

•  Safety consciousness (for a design team: creative consciousness)

•  Profit and cost sensitivity

•  Planning effectiveness

•  Leadership

•  Delegating

•  Development of other people

The PMBOK Guide suggests assessing each item on a three-point scale. The lower the score is, the better the employee is.

3 = Needs improvement

2 = Meets expectations

1 = Recognized strength

As we all know, brilliant creativity on demand isn’t always possible. Some things take a little longer to get right. However, professional graphic designers work hard to close this gap and produce great work consistently and efficiently. So much of ensuring that this will occur has to do with making sure you have the right people for the right job. Ask yourself:

•  Do they clearly understand the creative brief and the project’s goals?

•  Do they have the technical skills we need?

•  Do they have the creative abilities required for this project?

•  Are their time management skills up to par?

•  Do they have a good attitude about this project and the team members assigned to it?

Bring Out the Best

A clearly defined leader who directs the work with a well-conceived and articulated vision can bring out the best in a design team. This person tends to inspire the team to be more creative, take informed risks, and push to be the best they can be. Some other factors that bring out the best in creative people include

•  Mutual respect

•  Acknowledgment of people’s contributions, including credit

•  Good working conditions

•  Challenging and exciting work

•  Opportunities for growth

•  Rewards, financial and otherwise

Sometimes, design firms don’t want their employees to be overly creative but, rather, to be creative within a certain bandwidth of what a client expects the firm to produce. This is an important conversation to have with employees. Being creative within the project’s agreed-upon parameters (as stated in the creative brief) and within the inevitable project constraints is critical and is a major aspect of what separates designers who are in it for the business and designers who are in it for the art form. It could be that exercising full creativity is optimal when working on the firm’s self-promotion pieces.

Put It in Writing

One of the best things a design firm can do to ensure that the staff is working up to expectations is to have a contract or a letter of agreement setting forth expectations about the working relationship and outlining employees’ job responsibilities and what they can expect in return for this work. Include the following in any employment agreement you have with your staff:

•  Hire date

•  Terms of employment (hours/days of work, sick leave, holidays, vacation time, etc.)

•  Full job description

•  Salary

•  Benefits (health insurance, professional memberships, training/educational opportunities, retirement savings plan, etc.)

•  Performance review process outline

•  Date of first performance review

•  Dated signature of employer

•  Dated signature of employee

Design firm owners frequently complain that staff members aren’t doing what they should be, or they emphasize the wrong activities. This is usually due to a communication problem. Prioritize each employee’s duties and responsibilities in his or her employment agreement. Then have the design project manager further monitor the team members’ work to ensure that they are doing the right job in the context of a particular project.

Choosing a Leadership Style

How you lead is a function of your temperament, character, beliefs, style, and situational circumstances. What works at one time may not work at another. Understanding some basics about leadership styles will provide you with choices.

Some forces that influence the leadership style to be used include

•  How much time is available for the project or task at hand?

•  Is the relationship with the group based on respect and trust?

•  Who has the relevant information?

•  How well trained or expert are the group members?

•  Are there any internal conflicts?

•  What are the group’s stress levels?

•  Is the task structured or unstructured, complex or simple?

In the 1930s, social psychologists at the University of Iowa, led by Kurt Lewin, identified three styles of leadership based on decision making. Their experiments with groups of children working on arts and crafts projects showed that human behavior is a product of a person’s internal make-up, but it is greatly affected by the dynamic environment the person is in. These styles and expected outcomes are described on the opposite page.

Leadership Style

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Managing Creative People at Umbrella Design

“We work on two insights, really,” says Umbrella Design executive creative director Deven Sansare. “Here are some things we consider:

1. Good creative people are highly competitive. When they see their boss do great work, it usually brings out the best in them

2. Everybody needs a father and mother. If they believe that their failures will be shouted at but accepted and their successes will be rewarded, then most of the time you don’t really need to ‘manage’ them.”

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Working Well Together

Many design teams don’t clearly understand each other’s roles and responsibilities. Some don’t have the benefit of good leadership and management. That needs to change to both gel as a team and be able to do great design. Everyone on the design team needs to hold each other accountable to achieve optimum performance.

One of the realities of graphic design is that as projects move from concept to completion, they are in the hands of many experts—or in the case of a solo freelance designer one person is performing a variety of activities. Traditionally, the design work flow starts with the highly creative expert and ends with the highly technical expert. Experience and skill levels vary, but so does specific design expertise. Those who come up with great ideas can’t always execute them. Different skills are required as the process progresses from rough idea to finished piece. A designer should explain this to the client, but also make it clear within the design team. Projects are usually better served when handled by the team member with the most expertise in that phase of work. This disaggregating of design tasks allows the best person to be focusing talent on a particular aspect.

This chart shows the major roles of most design teams. Obviously, larger multipart projects could require additional people (more people in these roles, plus others such as illustrators, photographers, animators, and programmers). Design teams must understand that they will be working collaboratively with numerous people, often with different views of the project. Here again, respect is key.

Outlining a Team’s Responsibilities

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How to Effectively Critique Design

At some point in all projects, the design will be critiqued, both internally and externally. Some design firms ask the design team to critique the design as well. Here are some steps and questions to guide a team’s feedback and responses to a design during a critique:

Step 1: Overview

   Initial reactions: What is your first impression of the design?

   Content: Is the design complete?

   Aesthetics: What is the overall effect? Does it feel right?

   Style: Is the design appropriate for the stated goal or purpose?

Step 2: Analysis

   Layout: Does everything seem to be in the right place?

   Flow: Does the content appear in a natural and logical progression?

   Usability: Is it easy to use or interact with the design?

   Typography: Does the type feel appropriate in tone?

   Color: How is color being used? How does it convey the desired message?

   Missing: Is anything missing? Is anything there that shouldn’t be?

Step 3: Interpretation

   Audience: How do you think the target audience will respond to this design? Why?

   Details: Is the use of graphic elements consistent with the design goals? Why? Why not?

   Problem areas: What things in this design are not as effective as they could be? Why do you think that?

   Appeal: Is this an effective and appealing design for its context? Why? Why not?

Step 4: Evaluation

   Creative brief: Does this design fulfill the goals of the creative brief? If not, why not?

   Judgment: Given the answers to these questions, does this design work?

Team Management Issues

Even with the best of intentions, lots of designers don’t always play well with others. This may stem from having an independent creative nature. Couple that with the thrill of the hunt as they chase ideas and pursue innovative design solutions, and hours or days can go by before a designer looks up from the computer and checks in with others. In reality, that doesn’t work well, and designers probably should not be left alone without supervision. However, it must be useful supervision. This is why design managers need to figure out an unobtrusive yet effective way to monitor the team’s work.

Here are some of the main causes for wasted time and inefficiency that a project manager must be vigilant about:

•  Poor planning

•  IT or computer problems

•  Mismatch of skills to required tasks

•  Inadequate team supervision

•  Poor communication

Culture and Communication

It is most desirable to develop a culture within a design firm that nourishes creativity and business. Good project management can assist in that goal. One of the most powerful tools a manager can utilize is great communication. Here are some communication activities that a project manager should engage in on an ongoing basis:

•  Reporting project status to all stakeholders—design team and clients

•  Reporting on changes to the project, especially scope of work changes or content revisions

•  Reporting major concerns—team complaints and various obstacles

Through these activities, the manager is taking an objective view of the project’s work flow and keeping everyone well informed. It is then up to each team member to utilize what has been communicated to do their best work.

Giving Feedback

Do

   Give feedback when asked.

   Consider your response carefully before speaking.

   Be specific and concise.

   Tie objections to a clear rationale; put comments in context.

   Notice the body language of the person you’re talking to.

   Encourage discussion and useful debate. Make sure the person understands your feedback.

   Think of solutions or alternatives if invited to participate.

Don’t

   Get emotional; keep it professional.

   Attack the person; challenge his or her thinking instead.

   State opinions as though they were facts.

   Walk away if the person wants further discussion.

   Get defensive if the person doesn’t like your feedback.

   Demand it be done your way simply to power-trip someone.

   Provide a new solution or alternative if it isn’t your job to do so.

Solo-abriation: Ten Reasons Why Your Last Collaboration Didn’t Work

By Marshall Rake

Whether you are fresh out of design school or a professional with more than twenty years of experience, at some point, you have collaborated. And if you are anything like me, half of those collaborations failed miserably. The good ones produce the best work of your career, and the bad ones make you age horribly and keep you up at night questioning your profession. Successful collaborations force us to learn from one another. They make designers grow by testing their limits. Collaborations are what being a designer is all about. Here are ten reasons why collaboration can fail:

1. Ego

If you are the more talented designer in the group, keep your ego in check and get the other person involved. Give the person small tasks that keep him or her contributing. Collaborations can succeed only if all parties involved are feeding off each other. If neither of you has anything to offer the other, there is no reason to have a partner.

2. Brief Interpretations

Every designer brings a different frame of reference to the table. What is obvious to you may not be obvious to the person you are working with. Make sure you take the time to clearly go over the client’s and the project’s goals.

Type it out. It is always good to have something physical to refer to. When the arguments and differences begin to mount up, this will be the squabble solver.

3. Bad project

Sometimes, it really is not your fault. This may not be the most popular viewpoint in the world, but every project cannot be the best piece of design ever made. Sometimes, all you can do is make something bad a little better. If you do that, you do your job. You won’t win the awards, but you’ll make some logo for some small coffee shop in some small town just a tiny bit better.

4. Unfamiliar relationship

Collaboration is just like any other relationship in your life. You need to know what the other person is all about, and he or she needs to know what you are all about. Just because you have seen their portfolio does not mean you know them. Your project has a three-week deadline, but the pieces in their portfolio could have taken three months. Understand their work and not their glossy portfolio.

Talk about the project over lunch, coffee; anything that gets you out of the studio and talking. The more you know about them, the better.

5. Work habits

You know how you work, you like how you work. You are a diligent designer, you work hard and you stay focused. Your partner relies on Hail Marys and all-nighters. The collaboration is a short-term marriage; make it work!

Be the bigger person. Adjust to your partner’s schedule. Sacrifice yourself for the good of the project.

6. Work schedule

Your place or mine? Early or late? What exactly is early? It is hard enough balancing one person’s schedule; now you have to balance two.

It is not necessary to always work in the same room. When starting the project, it is helpful to physically work together to establish the relationship. Once you both are on the same page, feel free to work on your own, but do not overlook the importance of checking in face to face.

7. Designer-to-client relations

We are in the people business. Communication with clients can make or break the project. Handle the client well and they begin to trust you and the project will become infinitely more enjoyable.

Pick one collaborator to communicate with the client. Work as one united front. Send all the emails from one account; place all phone calls from one number. Keep it simple; do not confuse the client.

8. Inhibition

Speak up. If you have a good idea, let your partner know. Do not be afraid to be rejected. If you do not speak up and you are unhappy with how the project is turning out, you only have yourself to blame. It is your project, too; you should like it.

9. Base Knowledge

We did not all attend the same school, look at the same books, or have the same software and professional training. Do not assume everyone understands things the way you do; in fact, assume no one else knows exactly what you know. You might have to explain things to your partner, and he or she might have to do the same to you.

Be patient, and if you do not know, just ask. Collaborations are a great chance to learn.

10. Communication

You can avoid all of the previous issues by doing one simple thing: communicating. Be open and up front. If everyone involved knows exactly what is going on and exactly what needs to be done, the collaboration will be enjoyable and fruitful.

The next time you start a brand-new collaboration, keep these things in mind and just maybe you will come out a little happier, and a little richer.

Marshall Rake is a graphic designer and writer based in New York City. You can see his design work at www.marshallrake.com; and his literary and current culture publication, Epilogue, which can be seen at www.epiloguemagazine.com.

Project Profile in Managing Creatives:

BBC2 designed by Guilherme Marcnondes / Los Angeles, California USA + São Paulo, Brazil

Brazilian-born Guilherme Marcondes has worked with a number of stellar design studios around the world, creating work that blurs the frontiers between genres, techniques, and media. “I think it’s more inspiring when things fall between traditional definitions,” Marcondes says. “When you do something and you can’t explain if it’s ‘animation’ or ‘film,’ if it’s ‘humor’ or ‘horror,’ that’s when it starts to get interesting for me.” That’s what he did for BBC2 television network spots to promote Bruce Parry, one of the network’s most popular show hosts.

This spot was one in a series of six (each directed by a different person) promoting some of the hosts of BBC2’s popular shows. “I love the miniature approach, with its rustic metal parts and plastic plants, lending this piece a tactility that cannot be matched with any high-end 3-D/VFX wizardry,” says Marcondes.

Marcondes concepts the idea behind his films first, then chooses a combination of techniques to achieve his vision. “This spot was for Bruce Parry, who presents some wild reality shows, such as Tribe and Amazon,” he says. “My job was to create a visual interpretation of Bruce’s concerns about the environment and life in a materialistic society.”

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These images show behind-the-scenes and early production material from the Bruce Parry Identity for BBC2. “We built the ‘ultimate exploitation machine,’ powered by human beings, ravaging the land, sucking nature on one side and spitting out consumer goods on the other,” says Marcondes. “We placed the scene inside a mirror box to create a sense of boundlessness to the destructive process imposed by the machine.”

Marcondes’ work is rich in texture and symbolism. It is both bizarre and beautiful in its hybrid of storytelling techniques.

The spot for Bruce Parry took about forty-five weeks to accomplish—three weeks for preproduction, one day to shoot, and two weeks for postproduction work.

“My client was into the idea, so I didn’t have a lot of challenges on the creative front. Close to the delivery date, I had some problems with BBC2 executives, complaining that the spot turned out too ‘strange.’ I had to make some last-minute changes I disagreed with, but it turned out okay. I learned that you have to push the limit right at the beginning of the project. The tendency is that it becomes more watered down as you move into production.”
—Guilherme Marcondes, designer/director

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Perfectionism

Perfectionism is about striving to be the best. In its healthiest form, perfectionism can drive a designer toward new and exciting work. When it is unhealthy, however, it leads to obsession and anxiety.

Since so many graphic designers regularly experience a kind of perfectionism, design managers need to have a working understanding of the condition and a plan to circumvent it. There’s sometimes a fine line between healthy and unhealthy drives toward perfectionism and graphic design. Here are some of the pros and cons.

Pros:

•  Adaptive perfectionists are healthy, focused strivers, and very alert.

•  People with obsessive personality types are into perfectionism. They are focused. This is not to be confused with Obsessive Compulsive Disorder (OCD), which is a clinical psychological disorder involving various ritualized behaviors.

•  These people get a sense of pleasure from their work, especially their painstaking efforts.

•  They are often workaholics who are high achievers.

•  They are very motivated and persevere in the face of obstacles and discouragement, which can be inspiring to others. They are committed to overcoming roadblocks and pitfalls that stop others.

•  They pay meticulous attention to detail, a commitment that pushes them toward excellence.

•  They’re driven to make reality match their concepts.

•  They want to be the best. They are vigilant and dedicated, and possess high personal standards and lofty expectations about themselves and their team’s abilities.

•  They strive for excellence, and enjoy achieving that excellence and feeling good about accomplishments and lessons learned, all of which works to deepen their confidence.

•  They’re tough on themselves and others, but are not afraid to fail. They take informed risks and push themselves.

•  They’re incredibly productive—they are always in action and ready for new challenges.

•  They are okay with trial and error on the road to success.

What it means to a design manager:

These people can be inspiring. They have an ideal, but accept that it is a guideline or goal to propel the team forward. They are not defeated if these goals are not achieved 100 percent. It means they are still achieving above and beyond what others who don’t go for it achieve.

What to do:

Encourage their playfulness and willingness to tackle a big challenge—that’s the breeding ground of innovation. This kind of perfectionism boosts creativity. However, monitor the situation carefully, and make sure the drive toward excellence doesn’t become a perfectionism trap. Keep them focused on the creative brief. Always remind the team of their goals. Applaud meaningful results.

Cons:

•  Maladaptive perfectionists are neurotic and often have OCD.

•  They’re unable to feel satisfied with their work because they can’t see a job well done; they only see problems and flaws.

•  They may avoid situations where they might be seen as imperfect or a failure—this means they play it safe and don’t seek risk.

•  They can procrastinate because of fear of mistakes or errors. This stems from their deep fear of rejection.

•  They can become intensely anxious because of their fear. They feel it is unacceptable to make a mistake.

•  They are obsessive and they must be in control at all times. They try to anticipate everything so that they can protect themselves and others against unforeseen circumstances. In doing so, they often wear themselves out.

•  They put a lot of pressure on themselves and others.

•  They are often workaholics who can’t relax.

•  They can be extremely sensitive to criticism, yet stubborn, confrontational, and hypercritical of others.

•  They can use their perfectionism as an excuse and to seek sympathy from others.

•  At its worst, this form of perfectionism can cause depression and alienation from colleagues.

•  Too much focus on tiny, often irrelevant, details makes these people lose touch and energy and results in low productivity.

•  They’ve got to reach the ideal no matter what. For them the thing has no value if it is not 100 percent perfect and successful.

•  There is only one way to do it: the “right way,” which really means “my way.” And it is devastating when things go wrong.

•  These people have a rigid outlook, which doesn’t allow for human imperfection. Friction with coworkers is inevitable.

•  If they can’t meet expectations, they can be very defeatist.

•  This is low self-esteem masquerading as perfectionism. They feel like losers and are consumed by a sense of shame, self-recrimination, and guilt.

•  They are full of negative emotions, relentless frustration, self-absorption, and doubt in their own abilities.

•  Fear may cause them to conceal their mistakes from others.

•  They keep people from developing social skills and emotional regulation skills that help them cope with life.

•  They worry nonstop about their performance. They are preoccupied and can even choke under pressure.

What it means to a design manager:

This kind of perfectionism can be damaging to team morale. The all-or-nothing mindset causes a massive eleventh-hour scuttle of the work the team has done for days, only to have a new idea to execute at the last minute. The attitude can blow schedules, budgets, and client relationships. Fear-based action reduces creativity because they go toward the known and avoid taking risks that are so necessary for brilliant innovation.

What to do:

Keep communicating and managing to the creative brief. Ask: Is this design meeting agreed-upon goals? Remind them of the goal over and over. Ask if their new iterations and changes make the design better or just different. Help convince them to present it as is, get client feedback, and then refine it in the next phase of work. Be firm with them.

Quality Control and Quality Assurance

Designers are driven to do great work. The pitfalls of perfectionism notwithstanding, collectively, graphic designers seem to want to create powerful and aesthetically pleasing designs that work hard to meet clients’ needs and support business goals. It’s all about quality. In graphic design, quality refers to the client’s, the designers’, and even the design industry’s expectations.

Lack of quality in design projects causes

   Wasted time

   Additional revisions

   Increased costs

   Decreased team morale

   Unhappy clients

To ensure quality in their work, designers may wish to employ a quality control (QC) and quality assurance (QA) program.

QC is about the standard operational activities a company uses to control the quality of its product or service. Some things include

•  Clear direction and decision making

•  Constant supervision by experienced managers

•  Reviews of work for accuracy and completeness

•  Accurate documentation of recommendations, decisions, and assumptions

The goal of these procedures is to make sure the work is done right the first time. QC is about inspection and review.

QA confirms that the QC program is effective and ensures that the product and services meet the company’s requirements for quality. QA

•  Enforces QC standards

•  Helps the company make continual improvements

•  Reduces errors and omissions

QA is about planning and prevention. It is ongoing and keeps the design firm in top form.

Taking Responsibility for Quality
Practically speaking, a design manager is often responsible for QC and QA in the sense of setting up a work flow system and checking for accuracy and completeness of that work. This person can also monitor, review, and report to external and internal stakeholders. However, usually the creative director has the final say on whether the work meets creative quality standards. Often, this is pretty subjective. The more the design can be judged and evaluated on objective criteria, the more likely quality is achievable. The creative brief becomes not only the road map for schedule and budget but also an essential QC/QA standard.

Clients and QC/QA
Graphic design has informally adapted to QC/QA. When a client’s input and guidance are solicited in development of a creative brief, the client is helping to write a QC plan. Then when the client is involved in a series of milestone reviews as the project progresses, they are essentially participating in QA. One of the main reasons graphic design is an iterative process, with client input and feedback solicited at specific points, is to ensure their review so that quality standards are set and met.

Designers can tell their clients this, and frame their design process in QC/QA terms at the start of a project. If this language and management concept is meaningful to the client, speaking in terms of QC/QA can solidify a client’s impression of their design consultant as a bona fide businessperson who possesses artistic and business acumen. This can lead to trust. Warning: Not all clients respond to this kind of language. Some think it’s silly, or perhaps haven’t even heard of the concept.

Crisis or Problem Management

Sometimes, a project runs into unforeseen difficulties that escalate to real problems, even a crisis. The iterative phased design process of working usually means a project can be stopped at certain points before it becomes a disaster. However, trouble can always strike. Here are some steps to take in a crisis situation:

•  Acknowledge that there is a problem/crisis.

•  Define the crisis. Rate its severity.

•  Meet with critical team members. Determine if the design team can solve the problem. If you can, go ahead and fix it.

•  If you can’t solve the problem internally, alert the client about the problem immediately. Offer any solution(s) the team has formulated. Get client approval to implement it.

•  Either way, act on the plan. Determine if there is any impact to time, costs, and quality that the client expects from this project and must be made aware of.

•  Once accomplished, announce that the crisis is over and discuss the outcome. Learn from the situation.

Sometimes, a crisis can pull the team together, and even strengthen the bond with the client. It’s all about acting quickly, being truthful, communicating efficiently, and solving the problem.

Project Profile in Managing Creatives:

Kama Sutra Company designed by Chase Design Group / Los Angeles, California USA

Kama Sutra Company

Since founding Chase Design Group in 1986, Margo Chase has consistently led a creative team that has produced award-winning work in many areas of design. Recognized worldwide for her skill with custom typography and identity development, Chase is dedicated to creating client success through high-quality, intelligent creative. Her vision provides the fuel for Chase Design Group’s growth and achievement. When Kama Sutra first came to Chase in 1989, it had been through a packaging update that had missed the mark. Sales had eroded and the brand was consistently unable to break out of the adult market into more mainstream gift and specialty retail. The original product, launched in 1965, had an authentic look and a loyal following that had been lost. Over the years, Kama Sutra engaged Chase to help regain lost loyalists and find new ones through the development of packaging and marketing materials for new products.

BELOW
The key to repositioning Kama Sutra was to move the brand away from its “aging hippie” roots and adult (sex) market associations to appeal to a more mainstream consumer. Kama Sutra needed to look appealing and credible, but not overtly sexual. The Kama Sutra brand name evokes the romantic exoticism of India, and this was leveraged in the design so that mainstream gift retailers would not feel embarrassed to display the products in their stores. To fulfill on the equity of the brand name, hand-painted tapestries imported from India became the inspiration for the new design direction.

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BELOW
The redesign started with a core product overhaul that retained the equity of the original bottle and tube shapes. A new logo, combined with a bright green and gold tapestry pattern, gave the brand a rich, authentic feeling. Indian-inspired floral designs and bright colors helped make the products appealing and distinct. In addition, products grouped in new gift tin designs helped Kama Sutra break into gift and mass markets, increased sales exponentially, and positioned the company for further expansion.

BELOW
Kama Sutra does no advertising, so direct mail and in-store marketing materials are key to educating consumers and helping them discover new products. Wholesale product catalogs help retailers understand the brand through consistent copy tone and product descriptions. Product displays and fixtures help retailers display the full line and introduce new products in a brand-consistent manner.

“I don’t feel that there are many designers in the world who are really good at understanding strategy and then are able to translate that strategy into design. There are design firms that do well in one or the other, but few can do the magic that happens when the two come together.”
—Margo Chase, founder, Chase Design Group

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