Wednesday, March 12, 2008

Great Breifs Beget Great Work

I've just returned from Miami where among being treated to one of the greatest vacations of my life, I was able to participate and witness the newest advert that Sony will be blessing us with in the near future.

What I found most interesting was the brief given to Fallon UK by Sony, stating simply to be: Like No Other. The "Like No Other" brief was first manifested in the 2005 bouncing ball extravaganza, followed by an orchestra of exploding paint and in 2007 showcased a bazillion Play-doh bunnies hopping amongst an amazed crowd.

Well, the lasted installment of Like No Other manifested in Miami where a giant bubble machine and a crew of over 150 members helped capture a truly stunning event: Foam City.

I've written a bit about it at iF! with more information to be coming through the next days.

As this blog is about advolution and my mantra is: Fear is the enemy, I would like to point out that this work is the product of a very brave client giving a very creative agency a very brave brief, and more extraodinarily, sticking to it.



Bouncy Balls:


Exploding Paint:


Play-Doh Bunnies:

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Thursday, March 06, 2008

Building Better Briefs

Henry Lambert of iF! (PSFK) has just posted this article about brief writing:

The ever provocative and thoughtful Richard Huntington has posted his thoughts on how to approach brief writing. Richard is not a big fan of bureaucratic form filling, and would much rather see the time spent on thinking through the brief rather than writing useless pen portraits.
[The form] is naked because the structure is so spare that it directs one's attention to the quality of the thinking and away from the quality of the form.
And this is how it goes:
1. The role for communications. Look mum, no background. Background is usually an excuse to dump a load of stuff that is not important enough to get in the body of the brief but somehow seems like it might be relevant. My advice is to bin the background and get straight into the effect the activity is intended to create. The role should get to the absolute heart of the problem. And when you have nailed it it is still worth asking yourself 'why' a couple more times simply to get to right to the root of the task.
2. Target audience. This is the stuff about the audience that is absolutely relevant to the task. And don't write it in a "Timothy and Samantha are both aged 24 and like to go out a lot, watch DVDs at home and have a very experimental attitude towards sex" unless you have actually met these people and you aren't just making up some ghastly advertising targeting confection. This sort of trite story is the 21st century equivalent of telling the creative team that the audience are ABC1, Men and Women aged 25-44 - the square root of fuck all use.
3. Proposition. Call it what you will but this is what you are trying to communicate about the brand. Propositions work with the role for communications. The role for communications sets the challenge the work must meet and the proposition is the idea that we want to land about the brand.
4. Support. The stuff that convinces you that the thinking can be supported, will convince the creatives and ultimately will convince the consumer. This is not the repository of all knowable information on earth but the stuff that makes the thinking compelling.
5. Tone. Only if it makes the difference and you can elevate yourself above the cesspit of statements like "businesslike but not formal". On Tango briefs I used to write that if the work wasn't so funny that it made you piss blood then the work wasn't right.
6. Requirements. What do we know we have to do. If it is prescriptive then tell the team what the media agency has already bought. If this is a campaign that can achieve its aims by any means necessary then keep it open.
7. Mandatories. This is not the place on the brief to get creative. It is the place to communicate the stuff that is non-negotiable.
8. Creative starters. Use this to road test your thinking and to open up the ambition of the brief. Ensure that a couple are media starters, and if the requirements are open guide the team about the nature of potential solutions - digital applications, events, promotional ideas - whatever it takes.
It's as boring as hell but that is the point. Minimum time spent designing a funky new creative brief and maximum time spent on the thought or thinking that goes into them.