Spec work in the mainstream world refers to doing work on the speculation that a client will pay for something. Speculative work is created with the hope that the client will pay for the work after looking at the output. Speculative work also encompasses design "contests". It occasionally is erroneously labeled crowd sourcing, group sourcing, or even outright incorrectly as open sourcing.
If spec work is about money, why do you think it applies to Libre design?
While half of the trap of spec work is failure to get paid for applying one's training and experience to a project, the other half is about a neglect of process. Spec work is devoid of the traditional client / designer relationship - there is no process, no iteration, nor any planning or strategy. It is, in the end, a glorified contest of randomness.
There has yet to be an earnest discussion about spec work and contests in our culture. Much like a poisoned water supply, the approach is everywhere.
It is entirely acceptable to work in a pro bono situation while it is entirely unacceptable to work in a contest driven environment.
Who is this about?
This is about every Libre / Free Software project that requires art and design. The problems surrounding spec work impact both the developers and artists.
Why is spec work in Libre / Free Software culture bad?
Developers do an injustice to their projects by permitting contests and spec work scenarios. For the developer, spec work is devoid of strategy and planning. For the artist, hours of work are given up to the chance of a toss of the dice.
In addition to problems of chance, the output quality of spec work is symptomatic of a dysfunctional design culture. We need not look far to see poor design, terrible execution, and a distinct lack of harmony across presentations.
The complexities stem from a contest mentality and start with the individual or individuals that are selecting a 'winner'. What is the chance that Apple, BMW, Nintendo, Gucci, or Starbucks would bet their design ethic on an art / design director with zero to no experience in the realm?
Are there any solutions?
We should attempt to build and grow relationships with disciplines outside of our own. Artists should seek to be involved in a project with the goal of providing the iteration, process, and planning necessary. Developers should seek to enlist a designer or artist full time in their projects with the goal of bringing quality and consistency to their project.
Developers and projects need to understand the pitfalls and shortcomings of contests and spec work. Artists and designers need to acknowledge that by contributing to spec work they are dragging the culture further away from sustained design innovation and quality.
How do I find an artist or a designer?
Any project seeking an artist or designer should be active about it. Discuss work within your project and look for someone you feel is capable of delivering an effective solution. Any artist or designer that chooses to call themselves such will have work available for evaluation in the form of a blog, portfolio, or samples. Don't expect miracles. It takes trust and ability to create good work that is appropriate for your audience and goals.
Spec work is completely devoid of value and fails to do a project justice.
Imagine what an iPhone would look like if it were delivered in final form via a spec contest. What type of design ethic would there be at Nintendo if every single sprite or 3D model was farmed out on speculation? What associations with quality and luxury would BMW hold if they ran contests to develop their automobiles?
The very act of suggesting spec work and contests drags the design presence of a project down.
But I want to control the output!
Remember that enlisting a designer / artist affords you more control as opposed to less. A designer is enlisted to ask questions, figure out the issues and problems, and attempt to design a solid and innovative solution.
Also remember that many artists and designers have spent many years in education, practice, and research. A solid artist / designer will be able to leverage that background against your project's needs.
Creative direction is no easy path that is filled with many opportunities for failure. If someone with training and education is capable of utter failure, what is the percentage chance that someone without said training and education will succeed?
We are all responsible.
Spec work fails miserably at internal consistency and delivering an overarching style. Worse still, it creates the appearance of a culture or project that is crass and completely ignorant of all things creative. Spec work is just as terrible a decision in Libre / Free Software culture as it is in the mainstream. Spec work and contests will never deliver the quality of traditional art and design process.
We need to shout it loud and clear that spec work should not be affiliated, is not related to, and will not be tolerated with the Open Source / Free Software movement.
We are all guilty. Now let's fix things.
Further reading:
AIGA's view on spec work
The impressive logo designer David Airey's view
Thank you for reading...








8 comments:
Beautifully put. I'm reminded of Andy Rutledge on RFPs and committees.
I followed this link from your post about the Lucid poster competition. When it comes to spec work I think you have to judge it on a case-by-case basis.
Sure, Canonical could pay someone for a wallpaper, but they alreayd have their own default wallpaper. Also, the whole idea of Ubuntu is that it's a community supported project.
I've seen a few poster design competitions for major festivals and in those cases I think it's pure exploitation. This isn't like Canonical who want material to support the default material, they're relying on spec work for their whole brand identity. I see this happening all too often.
@Antonio: There simply is no place for contests and speculative work. No need to judge case-by-case.
The results of such a cultural malaise speak for themselves. Worse, the outward appearance of a contest driven society is fundamentally negative.
It is an entirely different manner to select an artist / designer and work with them on a pro bono publico basis.
The latter works. The former does not.
Thinking about it, I do actually agree with you now. It does happen in the open source world too and although there's no money involved it must've been disheartening for those who entered the gedit competition not to be picked...
I suppose that the only way to solve this, as you suggested, is for developers to actually ask a particular designer for their time, but we all know design and open source haven't had a great relationship in the past!
With that said I wonder how many people made something specifically for the wallpaper competition. Do you have any way of knowing?
My completely uneducated guess is that a lot of the pictures either existed before the competition or weren't produced with the competition in mind.
First, I think seeing the culture as developers and designers is part of our issue. We need many different abilities, and in the end, we all play on the same team.
We aren't likely going to be winning many hockey games with only a goalie and a winger.
The cultural malaise of contests won't be attracting any top talent soon either. It's so sinfully shameful that it simply repulses anyone with any degree of credibility.
With regards to numbers, you likely cannot tell. I suspect it is high. It is even more offensive when you look at the rubbish (and authors) that were included versus the quality of output that was excluded.
Hopefully the analysis at leasts makes the final decisions look as arbitrary and crippled as they should be perceived.
Thinking about it, I do actually agree with you now. It does happen in the open source world too and although there's no money involved it must've been disheartening for those who entered the gedit competition not to be picked...
I suppose that the only way to solve this, as you suggested, is for developers to actually ask a particular designer for their time, but we all know design and open source haven't had a great relationship in the past!
With that said I wonder how many people made something specifically for the wallpaper competition. Do you have any way of knowing?
My completely uneducated guess is that a lot of the pictures either existed before the competition or weren't produced with the competition in mind.
@Antonio: There simply is no place for contests and speculative work. No need to judge case-by-case.
The results of such a cultural malaise speak for themselves. Worse, the outward appearance of a contest driven society is fundamentally negative.
It is an entirely different manner to select an artist / designer and work with them on a pro bono publico basis.
The latter works. The former does not.
Beautifully put. I'm reminded of Andy Rutledge on RFPs and committees.
Post a Comment