Mid-project debrief

I've spent time thinking about how my work process and client interactions will change.

Posted June 25 2010
Design, Opinion
No comments
Comments closed
Tweet this article

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.