Mid-project debrief
I've spent time thinking about how my work process and client interactions will change.
Since the middle of December I have been working on a project design and help build an educational website for doctors. The project is a collaboration between a professional organization, a consultancy, a solopreneur, and the company I work for. The project has not always proceeded without problems and I’ve spent time thinking about how my work process and client interactions will change the next time I have a similar assignment.
This exercise is not unique to this project. I learn something from every project as I imagine all good designers also do. The difference is that this project has been so long and, at times quite difficult to manage. And admittedly I’ve made some significant procedural mistakes along the way. So here are a few of my thoughts on the subject.
Take ownership, but don’t revoke it from others
There are two habits I’ve had difficulty controlling. The first is becoming overly-invested in my work. I take my work personally. I want it to be the very best work that I can do. This contributes to two outcomes. First, I am never satisfied because a project is always a compromise between my best intentions and the client’s wishes. These two forces are not necessarily in opposition, but they don’t always (okay, they rarely ever) match perfectly. Second – and related closely to the first – I will occasionally clash with my client when I don’t think they’re making good choices. This isn’t very professional and it’s not ever a good idea. In my defense, it (like other roads to hell) comes from good intentions. As a creative professional, it is my purpose in a project to guide the client through the creative process and make design decisions. Those decisions have (or should have) good rationale to back them up. Clients, of course, are seldom knowledgeable (and are not expected to be) about the design process and on many occasions want to make their own decisions. I try to be a good guide, but I know I step over the line on occasion. In the end, the client is the owner of the project who has purchased my services and expertise. They are not obligated to listen to it, although the end result will sometimes reflect that. My task is to be useful, not to take over the project. And, often, projects deal with subject matter that I am not familiar with while the client is. Their own decisions may be properly informed by a different and no less valid rationale. The best thing to do is to work toward an understanding.
This last idea is related to my second habit: assuming that the person I’m working with doesn’t know as much as I do. In daily life, this is often true. I say this as a clear matter of fact and not as a conceit. I’m a fairly intelligent person. However, in my professional life, the average is much higher. I see it all the time in my peers. Why should I expect clients to be any different? Well, I’ve met clients or potential clients before who were the proverbial rotten apples in the barrel. Or perhaps their expertise and mine were so foreign as to not allow for good communication. The point, dear reader, is that I should learn not to have a low opinion of clients simply because they are clients and there have been a few “bad apples”. And hopefully I have not given the impression that I am unprofessional in my dealings with them. I always try my best. Like most people I’m only unprofessional in my head.
Don’t expect too much from the technology
I like to say that, these days, the technology for media development is generally so good that almost anything is possible. It’s simply a matter of cost. Well, cost goes to the client. That cost translates into difficulty for a developer. And the reality is that while many things are possible, the systems used for day-to-day “real world” media development are limited. It can take an extraordinary amout of work to bend those limits for an end benefit that does not match the work involved to achieve it. In addressing that issue, developers need to be part of the design process. There needs to be someone involved who speak to the feasibility of a design and offer suggestions for how designs can be modified to achieve the same results in communication and user experience but cost less to produce. And as I am learning, the differences between costly and relatively inexpensive are often very very subtle and depend on the quirks of the systems used for development. And because feasibility should be assessed before a design is approved, developers need to be involved very early in the process.
Planning isn’t just helpful; it’s vital
I understand the value of planning. In design, that typically means creating sketches or wireframe diagrams of a design or user interface. However, this can be time consuming and add cost to a project that a client doesn’t want to deal with. They just want to see the visuals. I’m beginning to see how this kind of visual planning is critical to a project and should be a prominent step in my design process. Perhaps it’s not something a client ever needs to see. But this step can be of great value to a design team or a designer/developer partnership. As I step further away from the development work and concentrate on the role of designer, this kind of planning becomes increasingly necessary.