Field Notes · By

Three Signs Your Creative Process Is Slower Than It Should Be

The design is almost never the slow part.

Most creative teams I've been around think they've got a talent problem or a time problem. They rarely do. Once somebody actually sits down and makes the thing, the design moves pretty fast. The drag lives around the edges, in friction so small nobody bothers fixing it.

I keep running into three kinds.

The Late Voice

You've been through two or three rounds with the people in the room, the work's tight, and you're maybe already thinking about the next project. Then someone who wasn't in a single one of those meetings sees it for the first time and has thoughts. Big ones. Sometimes it's the founder. Sometimes it's a sales lead who owns the relationship with the biggest dealer and knows something the rest of you didn't. Either way you're back at round one, and the team deflates in a way that outlasts the delay. The fix is almost embarrassingly obvious, and nobody does it: find out on day one whose opinion can kill the work, and go get it while changes are still cheap. Once I started getting that person's input in week one, the late rounds stopped.

The Scavenger Hunt

How long does it take someone on your team to find the approved product shot? Or the current logo, the real one and not the one from the old deck? If the answer is "depends who you ask," you're losing hours every week without noticing, because it's spread across a bunch of people in fifteen-minute chunks. I've watched designers rebuild an asset from scratch because tracking down the original would've taken longer. I've done it myself. Nobody's lazy in that picture. The system just never got built, and everyone learned to work around the hole.

Waiting for Certainty

This one is sneakier because it looks like being careful. It's waiting. We'll plan the shoot once the product is final, we'll sketch once positioning is locked. Some of that's legit, sure. A lot of it is people not wanting to make work that might get tossed, when tossed work is usually how you get to the good stuff faster. Put a rough direction in front of people in week one and you'll learn more than you would from a polished one in week six. People react honestly to things. They react politely to descriptions of things.

None of this feels like a problem while it's happening. A late opinion feels like input, and ten minutes hunting for a file feels like ten minutes. Waiting feels responsible. That's exactly why it sticks around. It doesn't blow up a project so much as sand the momentum off it, bit by bit, until the team stops expecting anything to move fast at all.

Because I run things principal-led, catching this stuff is on me. When a project stalls I can usually trace it back to one of those three.