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collaboration for
Designers
written by Jarrod Drysdale at thetinydesigner.com
1. Priceless
Creative work has no value. Or does it?
When I worked at ad agencies, there was this joke about the
creatives. It went like this:
Every copywriter has a half-written novel manuscript they are
hoping to get published. Every designer practices fine art on
the weekends hoping to eventually become a full-time painter
or photographer.
However, we creatives had a different way of telling the joke:
When a client tours the oce, an accounts person would
make the inevitable crack about novels or painting to earn
free bonus points with the client. We creatives always politely
laugh, then return to our desks to try and find a new creative
way to sell used cars for the client, as our souls die just a little
bit more.
Theres nothing wrong with designing ads to sell used cars.
Theres nothing wrong with selling used cars, either. Thats not
the point.
The point of this story is that there is always a question about
the value of creative work, and an assumption that creative
Purpose
Youre a designer, so you know that definition already: design
is creative work with a purpose.
Purpose is critical when evaluating design because instead
of judging based upon aesthetics, which are dominated
by personal taste and plagued with subjectivity, its easy to
measure whether a purpose is achieved.
However, in your dealings with clients, programmers, and
other non-designers, when was the last time you actually
discussed that purpose? Id wager you usually discuss the
specifics of a design.
After all, youre trying to defend your work and make sure the
result will perform, and when your counterpart is asking you to
make the logo bigger or remove some critical interaction, you
have to do something to make sure the design isnt ruined.
So you answer with something like this: If we make the logo
bigger, it wont look as good.
And what always happens? The other person wont give and
you end up having to make the logo bigger.
This is because you arent connecting the specifics of a design
to purpose. Of course the design will look worse with an
obnoxiously large logo dominating the visual hierarchy. But
what does that mean for the goals of the design? It almost
certainly means the design isnt going to drive sales or
communicate the message as clearly.
But thats not what you said. You said the design wouldnt look
as nice.
This is exactly why people dont seem to value design; we
dont explain it to them well enough. When we fight even tiny
changes to our design or claim SquareSpace Logo is bad,
we can come across as petty. No one else but a designer
understands why a gigantic logo can cause a design to be
As successful and smart as this guy truly is, he had the wrong
idea about design.
The best way to fight the creative type stereotype and thus
build appreciation for the design profession is to consider how
we present ourselves and our work.
Admittedly, there is a side to creative work that is
unpredictable. We all have those days when a design isnt
coming together and when you start to think Oh no, this
design is never going to look right, Im such a hack, what am
I even doing, I should quit design forever. And then, after a
brisk walk, it all comes together with a perfection thats too
sweet to describe.
There is a magic to what we do, and it can be dicult to
explain that aspect of the work to people whove never
experienced it.
But maybe we dont need to.
Our clients and coworkers crave the insight we can provide
and the results we can deliver. However, all they see is the
magic. They dont understand how design is made, which
makes judging its value dicult for them.
As creative professionals, we so often discourage others from
joining in on the creative process. Its dicult enough to stare
down our own doubts without having to train a bunch of
novices in how to evaluate creative ideas.
While there are dicult days when we face doubts and the
uncertain parts of creativity, there are a lot more days when
we just show up and do the work. No one else sees the 50
logo concepts you throw away before you find the design you
will actually present.
Non-designers have no clue that this kind of thing happens.
All they hear about is the rollercoaster of emotions, which is
really only a small part of creative work and decreases with
experience.
Were telling people about the wrong parts of the creative
process, and in doing so, propelling the creative type
stereotype.
This is silly, but Im really fond of explaining the more
predictable side of creative work like this: its beating your
head against the wall until something breaks.
What I mean is that creativity is dicult, strenuous, and brave
work. Its working late into the night when you finally found
inspiration, and then waking up early to grind out the rest of
the design even after its gone. The muse is elusive, and most
days, designers have to work very hard to find good ideas.
So instead of trying to explain the mysterious part or the
feeling of an idea materializing on the pagewhich others are
probably never going to understand anywaywhy not explain
under my belt.
Now, you might be thinking Im a terrible designer. Maybe
thats the case (its not, wink), but I think the reason those
projects underperformed was that I was left to make
assumptions.
So, why is that the ideal? As designers, why do we want others
to just leave us the hell alone so we can go make a design the
way we think is best?
Our designs can benefit from the excitement and
contributions of others. In fact, to do great work, we absolutely
must have that input.
However, we prevent ourselves from getting the information
we need from the business, programming, and marketing
experts who we work with and for.
Designers need to stop locking others out of the creative
process.
Like the research I shared with you earlier indicates, everyone
is creative. But when we act as gatekeepers and refuse to
let non-designers join in the creative process when they are
clearly capable of contributing, were only reinforcing the
negative stereotypes about creative professionals.
So often, we approach designs like the experts, and staunchly
Next time a client asks you to make the logo bigger, ask them
why. Connect that mundane aspect of the visual style to their
business goals, and teach them why the logo should remain at
the size you set originally.
At each interaction with a non-designer, become a guide
and mentor. Elevate the conversation beyond details and
talk about goals. Take these people through every step of
your design process and teach them why you arrived at your
solution. Tell them why the idea they just had off the top of
their head is wrong and why you already ruled it out, and even
brave showing them all the iterations you had to scrap along
the way. I guarantee you that theyre going to be astounded at
the amount of thought you put into your work.
The value of what we do lies in our skill, thoughtfulness, and
diligencenot our creativity. Design is a profession, not a
calling. Instead of fighting for every minor aspect of a design
as if your career depends upon it, become a teacher. Prove the
value in what you do.
Become a creativity advocate, and youll find that our
profession isnt in jeopardy one bit.
thinking.
Of course, you know that if you used the specific terms, nondesigners would have a more dicult time understanding
because they dont know the jargon. (Although, to be fair,
more junior-level designers might not be totally conscious of
the exact theories and often act upon instinct, which is why
theyll struggle to explain their work in simple terms.)
Describing a design in terms of feelings isnt nearly specific
enough. Its a well-meaning but unsuccessful layer of
abstraction. So what are we supposed to do?
We need to teach basic design concepts, so that our clients,
bosses, programmers, and other colleagues can understand
what we do.
However, just teaching design basics isnt enough. No one but
us cares what proximity is unless we also teach how it will
affect them.
We need to start relating every aspect of a design to the other
persons goals.
For example: that classic client request to make the logo
bigger. Instead of saying it will look bad, explain that a bigger
logo will change the visual hierarchy and make the CTA more
dicult to find. The client certainly wants people to click that
CTA, but they dont realize that a bigger logo affects this.
The remainder of this course will step through the visual
design fundamentals you already know, but will teach you to
explain them to non-designers in simple terms. Youll learn
how to connect design theories to the goals of your clients or
boss.
This is valuable because youll be advocating for good design.
Youll build appreciation for what you do, and youll finally
have a better way to respond when they say Make the logo
bigger.
(Oh, and like I mentioned at the end of the previous lesson,
I suggest you teach visual design concepts before trying to
get people to understand more advanced topics like user
experience.)
Visual Hierarchy
Alignment
Proximity
You could explain all the Gestalt Principles, but Ive found that
doing so confuses non-designers and provides way more
detail than necessary. That said, proximity is a simple and
important concept. Its also very easy to relate to goals.
Proximity is about grouping items within a design. Theres a
ton of psychological research about spatial relationships, but
the part you need to know is that we can use this psychology
to increase a persons understanding of a design.
When a person sees a grouping of items, they infer a
relationship between them. So, you can group items within
a design to imply that they are related, so that the person
doesnt have to read every single one of them to know what
they are or what they do.
Spacing
Contrast
Repetition
Color
Typography