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en·vi·ron·ment
1. the aggregate of surrounding things, conditions,
or influences; surroundings; milieu.
2. the social and cultural forces that shape the life of
a person or a population.
designer
STARTUP model AGENCY model
1 Often a very “get things done mindset”
2 Rigid hierarchy
3 No time for development
4 Very top-heavy leadership: junior designers
are rarely given opportunity to pitch
1 Allows designers to take time out of the day
for development in the form of:
Designers are encouraged to present to wider company and explain concepts to coworkers in fields
other than their own
Weekly crits—designers share work in progress, from project objectives to printouts
Show & Tell—intersection between Communications and Product design worlds, helps both teams
understand each others’ craft
Design Talks—everyone brings a link to the table to discuss every Friday
Outings and exhibitons—experiencing and discussing the work of others inspires new ideas
Education stipend for conferences
Hosting designers from other companies
2 Collaboration across fields
STARTUP model
Percolate, SOHO
STARTUP model
Percolate, SOHO
AGENCY model
Pentagram, NOMAD
AGENCY model
Sagmeister and Walsh, NOMAD
HYPOTHESIS
This thesis presents the hypothesis that environment, defined as the social and
cultural forces that shape the work, processes and lives of creatives, can expand their
roles as designers in the marketplace.
In contrast to a focus on efficiency or productivity, an environment with a focus on
development allows designers to develop a voice, storytelling and peripheral skills
and encourages designers to ponder how design affects the world at large leading to
a higher rate of innovation and ingenuity.
Such a hypothesis could promote a new way of structuring creative agencies and
encourage new directions the design profession can take.

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Agency vs startup model

  • 1. en·vi·ron·ment 1. the aggregate of surrounding things, conditions, or influences; surroundings; milieu. 2. the social and cultural forces that shape the life of a person or a population. designer
  • 2. STARTUP model AGENCY model 1 Often a very “get things done mindset” 2 Rigid hierarchy 3 No time for development 4 Very top-heavy leadership: junior designers are rarely given opportunity to pitch 1 Allows designers to take time out of the day for development in the form of: Designers are encouraged to present to wider company and explain concepts to coworkers in fields other than their own Weekly crits—designers share work in progress, from project objectives to printouts Show & Tell—intersection between Communications and Product design worlds, helps both teams understand each others’ craft Design Talks—everyone brings a link to the table to discuss every Friday Outings and exhibitons—experiencing and discussing the work of others inspires new ideas Education stipend for conferences Hosting designers from other companies 2 Collaboration across fields
  • 7. HYPOTHESIS This thesis presents the hypothesis that environment, defined as the social and cultural forces that shape the work, processes and lives of creatives, can expand their roles as designers in the marketplace. In contrast to a focus on efficiency or productivity, an environment with a focus on development allows designers to develop a voice, storytelling and peripheral skills and encourages designers to ponder how design affects the world at large leading to a higher rate of innovation and ingenuity. Such a hypothesis could promote a new way of structuring creative agencies and encourage new directions the design profession can take.