Joy to the Designer. Being a good client.
Posted by Gagan, Saturday, December 15th, 2007 | About this Post
First, a huge apology for being so tardy in posting this month’s article. And an apology to precede that one: Sorry for not posting any article at all in November. There are a billion excuses one could make about how priorities sometimes have an interesting way of dictating what gets completed and what must fall to the wayside, but I won’t bore you with them. Thank you for waiting, and thank you for continuing to make this lil’ blog a part of your online journeys!
I write this month’s article in the spirit of bringing some joy to my fellow designers. A happy designer is one that has happy clients. There is no greater professional joy than to know that your work matters and is being appreciated by those who use it, and those who pay for it. While clients (those pay for the work) wait to derive happiness from the reaction of the end-user (those that will use it), the design process often precedes that usage. So the client and the designer must work together and alone, against odds, creating work together that has yet to see light of day. Someday the work will be known to, and used by, millions but for today it is tended to and developed by the two people who care most about it.
I have written articles about ethical designers, and I have bantered about how to be a good designer, but this month I write a few tips targeting clients. I think every designer should get their client to read these. And clients: ‘Tis the season to give. So go on, give your designer some love! Here are the 10 things that you can do to share some joy with your designer:
- Don’t rush it. The first to market syndrome plagues most of the online business world. Sometimes the quality of the final product can be directly proportionate to the time spent on building the product. Ask for timelines from your designer, and work with them to meet your business needs. Consider breaking up your project into phases if necessary. Your customers will love you, not if you launch your product within a month, but if your product actually meets or even exceed their expectations.
- Design briefs are important. Design briefs
help define the problem and the desired solution. It’s important to at least identify the problem that needs to solved, the target audience and the intended impact even before the first pixel is drawn. Good pre-planning and a targeted brief just means that everyone is facing in the same/correct direction. You should be a partner in helping craft this document. It doesn’t need to be a thick document. Good design briefs are short, succinct and capture the key points that help define the project and its requirements. - Don’t design for the designer. Don’t ask your designer if they can move that one element 5 pixels to the left or right. Of course they can. But if they are good at their job, everything was done with intention. Good designer lay out grids and work from them, so moving elements means everything could potentially have a ripple effect. They are presenting you the best solution for the design problem you posed to them in the design brief (see #2). If you don’t trust your designer or don’t like their work, the issue may go far beyond the 5 pixel shift. There may be other things that need to shift (either how you relate with the designer or your business to another designer!)
- Help Manage production. It is important that assets are managed with care during production. I find it humorous to see files names such as “final_final.doc”. It’s good to get used to versioning
and working within a structured pipeline to provide assets to your designer because you are ultimately helping them deliver intended results on time. Trust me, more chances that the copy will be correct if you give a file named “About_copy_GD02.doc” for implementation instead of “final_final_07_FINAL.doc”. - Communicate. Well! It’s important to define communication protocol early on. Instant Messages and impromptu phone calls are usually not productive because they interrupt the flow of work and catch people unprepared. It is best to define when/how often status and feedback meetings would take place. I find weekly check-ins is a good thing along with the usual stream of emails as needed. Meaningful subject lines and well-formed emails help matters. It is best to not have stream-of-consciousness communication as it can make it difficult for the recipient to follow along and result in misunderstanding and wasted time seeking clarification.
- Help define expectations. In the end, everyone wants the same thing. A successful project. Success means everyone walks away happy and looks forward to another opportunity to work together. Good pre-planning also means that success metrics are defined and so the end-result can measured against those objectives. This also removes subjective desires or at the very least identifies them. In my experience most people in this world are not bad, lazy or mean. Most misunderstandings happen when expectations are not aligned. Set expectations, develop trust and a plan and then build something good together.
- Don’t hire in-house full-time designers. The agency model works so much better than having in-house designers. Designers who benefit from being exposed to a diversity of projects, bring fresh energy and perspective to the client work they take on. In-house designers who deal with only one product, one problem at one time, end up stuck in the politics and become colored by the subjectivity that surrounds them. Obvious exceptions are designers who work in large, kick-ass companies where the entire ethos is built around keeping design integral to the company’s mojo. These companies have built successful brands by design and work hard to keep their designers (and thus their design) fresh and innovative e.g. Apple, Google even Harley Davidson!
- Do some small talk. While familiarity breeds contempt, a lack of humanity and connection leads to communication that is not natural and that can negatively impact project quality. It takes only a few minutes, but connecting with each other at a human level creates a more fulfilling and positive work environment. Some of my best clients are those that I can see myself socializing with. That doesn’t mean that I would socialize with the, but I get them. And that matters.
- Care about the project. Like a tiny seedling, a project needs to be taken care of, and tended to, by the stakeholders. Neglect, apathy and negativity can severely hinder the project plan and result in ugliness all around. Only hire people you think can care about the project you want them to work on. Don’t hire people who show even the slightest indication of being flippant or bored by your project needs or its objectives. They won’t be able to sustain the energy required in later stages.
- Respect! If you read the previous points, you know this article is not really about design at all. It is not really even about the final product. It’s about how people come together to achieve common objective. And the process for creation. How people connect, and how the process flows, depends largely on communication and mutual respect. If you have to share a common objective to solve a given problem together in the best way possible than you have to respect each other. Respect is the oil that makes this machine run smoothly. The design process can be fulfilling and rewarding in not only its outcome but in the how the end-result is made. And if there is mutual respect that process can be joyful. That is why our guiding principles are all about respect.
We wish you, our clients and everyone around the world, a joyful festive season. We expect a whole bunch of new-ness next year. See you in 2008!