By Kristin Zhivago on Mar 23, 2007
Every CEO and entrepreneur has a need for both graphic and website designers. Too bad there are so few good ones out there.
Sure, there are people who say they are designers. And they do, in fact, churn out work for clients. But I'd estimate that only one out of 200 actually know how to solve design problems, have truly satisfied clients, and consistently turn out good, solid work.
What's the problem? It goes back to something a CEO once said to me, about ten years ago. "No one is teaching kids how to think." He was right. Being a good designer means you follow a well-tested process. You gather all the input you need, you prioritize it and analyze it, and then you come up with solutions that meet the requirements.
There will be tradeoffs; the design process always involves a delicate balance between all of the various goals, resources, form, and function. But the best designers do a masterful job of meeting all the requirements while creating something pleasing and functional.
Instead of learning how to make these tradeoffs, young designers are taught to imitate established designers or to follow their own creative whim. It is easier to teach someone to imitate or to do whatever he/she wants than it is to actually teach the student to think - or be of service.
The result is always something inappropriate for the client. I can't tell you how many entrepreneurs and CEOs are frustrated with the designs that come back to them, after they think they've provided the information the designer needed.
The successful design method
Let's just look at what a successful designer does, step-by-step. We'll call the designer Alan, just to keep the language simple. The process consists of five stages: Input, Analysis, Solutions, Selection, Refinement.
This method applies to both graphic and website design. The difference, of course, is there is more interactivity involved in website design. But the method is the same.
What elements go where? How do they relate to each other? Which element will be the "dominant visual element"? What will balance that dominant visual element? What is the color palette? Is there an overriding requirement that must be factored into every aspect of the design? The answers to these questions will start putting "boundaries" around the design, which is as it should be. As Alan works with these elements, much of the function - and even the form - start to become obvious.
The client looks at them and thinks, "Did this person even hear what I was saying?" Or, "Did this person actually do any thinking?" Clients are frustrated, because they don't want to select any of the designs that have been presented. They know, intuitively, that the presented designs are so far off, that no amount of "refining" will make them work. The designer either gets fired or the client settles.
The smaller clients settle, because they don't have the money or time to keep fussing. They pick one, and use it, but they're never really happy with it. They know it doesn't meet their needs, nor does it meet the needs of the target audience. This inappropriate design actually prevents them from being as successful as they should be.
Designers are inclined to want to play, at the client's expense - creating something punk for a non-punk client, for example, or using a typeface just because it's new and cool. Those who do this are not designers. They have left millions of dissatisfied clients in their wake, and given the design profession a black eye.
If you're one of the good designers that we've just described, I'd love to hear from you.
Guy Kawasaki author of The Art of the Start