The hard part is to push teams past acceptable — to raise the stakes high enough, in a safe way, that everyone throws their big chips on the table. To agree to prototype, to bring to life, something that could be rejected by their boss or disrupt their work. Or worse, someone else’s. That’s where the good stuff is, and it’s not easy to get there.
…let without some very clear, rational purpose, and you shouldn't accept a designer doing so either. Making stuff look good is not a goal in of itself. Neither is striving to be innovative. These are byproducts of doing the thing that actually matters, which is, namely, solving a problem.