From Voice ~ Topics: ethics, professional development
The Resistance: Designers and Clients Go Head-to-Head
Ideally, the design proposal would emerge unscathed. As if. Amongst themselves, designers acknowledge the possibility of having to deviate. But capability statements prominently tout variants on the term “strategy.” Designers may cite adaptability in their skill set. However, having to exercise the ability isn’t popular. It’s bad enough when it’s just due to stuff happening, like technical glitches. But to change course due to someone’s uninformed opinion can be galling.
The favored client is one that gets out of the way. Otherwise, for designers (and generals), resistance is to be overcome. Minimally, it’s an irritant. The role of opposition obviously isn’t well regarded. However, it’s one that bears reappraisal. Clients generally do need to be more sophisticated. But the reasons and results aren’t what one might assume. And while strategy is vital, flexibility needs to move up in the hierarchy. The ability to change course effectively should be valued just the same as charting a course, then following it unwaveringly. Good work is usually thought to occur despite, not because of client involvement. In most descriptions of designer activity, the client quickly disappears after demonstrating the good taste of selecting the designer. If they reappear during the process, it’s usually to impede the designer by offering an opinion that interrupts the smooth execution of the strategy. Preferably, they only reenter in the last act to embrace the solution with near-orgasmic glee or congenial admiration for a new-found peer.
This narrative is most prevalent at the elite levels of design. Notoriety in the field arguably comes from a designer’s ability to regularly avoid concession—or have it be negligible. Such purity is rare. But given the choice, designers would overwhelmingly opt for an unfettered practice.
The necessity to compromise, to adapt to circumstances, makes design difficult to practice. This is especially true if practitioners doctrinally follow particular formal and/or conceptual approaches. To avoid concession, designers attempt to “educate” clients out of obstructionism. This amounts to launching a PR campaign for old tactics rather than actually changing them.
Though compromise is a fact of life, it’s a troublesome topic in our individualistic culture. Graphic design’s stature as art to its practitioners (however strident claims to the contrary may be), and the popular view of art as “self-expression,” makes compromise akin to selling out. What else could explain the popularity of Ayn Rand’s The Fountainhead amongst designers? It ain’t the prose style.
Designers do make a strong case that their way is best, as they dedicate their time and livelihoods to mastering visual rhetoric. Even if designers merely manipulate graphic grammar, they’re the most adept at it. Educated clients should realize this and give designers latitude.
Design eagerly anticipates the emergence of these patrons and the nirvana to follow. However, the educated client may not be the savior designers presume. Their appearance will signal not the start but the end of a golden age.
Contrary to conventional wisdom, designers—especially at the elite level—largely have their way. Clients regularly concede points and power. They’re susceptible to personality and patter. Legendary designer/client relationships, such as Paul Rand and IBM, set a bad precedent. They distorted the roles and raised unrealistic expectations.
A new, sophisticated client will ask informed questions and expect substantive responses. Those answers may not be forthcoming. Designers have limited experience facing a worthy opponent. So far, clients have failed to mount a substantive challenge to designers’ spiel.
If design is (as often claimed) gaining stature, challenge may come soon and often. Will designers be prepared? Practice might be gained from some in-house resistance in the form of criticism. Unfortunately, it’s been marginalized, driven underground. (It’s design’s version of “Don’t ask, don’t tell.”)
Design’s lack of notoriety and respect as a substantive cultural activity (such as journalism or architecture, to name two) is due in part to the lack of productive resistance. Identity is significantly shaped by the quality of one’s opponents. They can serve as a hone. That sparks fly isn’t always an indicator of trouble.
The state of design cannot be attributed to designer or client alone. It’s a dynamic that may be adversarial and advantageous. Clients need to be given their props as contributors to good design.
The way to produce the sophisticated adversary is an open question. Designers may have little or no influence. But they can modify their attitudes and behaviors. Too often, client input is regarded as a de facto detriment, irrespective of content. And freewheeling, personal aesthetic achievement is regarded as design’s highest prize. True collaboration and accommodation, not simply its rhetoric, should be the goal. The result will be a process that can truly be called the good fight.
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I wounder to know the best of how good to be the designer
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If I take a moment to step back and reflect upon design as a whole (as I see it) and ponder what I have absorbed throughout my collegiate schooling (and beyond), I can only agree. The designer/client relationship has always been at the vanguard of would-be designer woes - or has it? Surely, we all have bad experiences at one point or another, but to me this "resistance" is just a facade. As family heirlooms are passed down from generation to generation, so are false-truths regarding clients to younger, aspiring designers. It's both visual and auditory and as soon as Joe Schmoe gets his degree and begins freelance work he's already brainwashed into thinking communication is futile.
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It's unfortunate to hear a design educator bemoaning clients as if they're merely a hurdle to be cleared. Delivering design services and results to a client, through close collaboration, is a very challenging yet satisfying endeavor.
Complaints about clients are indeed common, but they are not the fault of the clients. I believe these complaints stem from the inadequate education and experience that many designers have, and also the building-up of the designer ego as something that should not be questioned, as if we somehow earn the right to decree what good design is. Funny, that is not how other professionals practice their trades!
Rigorous practice in any field is subject to constant bombardment...from peers, clients and customers, employers, and the powers of business that force us all to compete. For example, my wife is a physician, and she must practice medicine under the constant questioning eye of insurers as well as patients who demand explanations and justifications for every little decision she makes. Sure it can be annoying, but she cannot practice medicine without patients nor insurance compensation any more than designers can design without clients and budgets.
Designers should check their egos at the door when entering this field of work...and realize that working with and for people is not the hurdle but the reward. If clients threaten your "creative" ideas or goals, don't whine about it...figure out how to be a better designer. Learn how to be persuasive, charming, and confident instead of petty, stubborn, and defensive. In doing so, you just might become a skilled designer after all. -
Milton Glaser once said: "Extraordinary work is done for extraordinary clients."
True. A client is a medium of art for a designer, like a brush is for a painter. The fact that you cannot attract a good client is a sign of your own mediocrity. And, when you project your own mediocrity to your own client, the ugly fight begins.
I would not say that designers should check our egos at the door, but we need to be aware of the extent of our expertise, the area within which we should assert our own egos. For instance, if your client is in the insurance business, chances are, they know more about insurance and the market of insurance than you as a designer do. Good design is not just about creating something that looks good. Design has specific communication goals. In that sense, your clients should be able to help you come up with a more effective design by sharing their knowledge and expertise of insurance. Just as in industrial design, form and function cannot be so easily separated in what we regard as good design.
When you respect your clients for their expertise, they would be more likely to respect your expertise as a designer. This leads to a synergetic relationship, which in turn yields good design. When you are insecure, you try to project authority in everything. Insecure people attract insecure people, so if your clients start projecting authority in everything, you have only yourself to blame. -
My thanks for the comments so far (and any that may follow).
To Kristofer, I can only assume you mean me when you say "It's unfortunate to hear a design educator bemoaning clients as if they're merely a hurdle to be cleared." If so, please reread the article, as its entire point is to say the opposite: "Clients need to be given their props as contributors to good design."
To Dyske, I would conditionally agree with Milton Glaser's quote. The important question is how the "extraordinary" or "good" client is defined. The design field has a number of collaboration-is-good and respect-the-client platitutes that fall to the ground when an actual client confronts a designer's cherished esthetic and/or conceptual notions. And, more importantly, when the field chooses who to honor and why. -
What I liked about this article is that it made me rethink my concept of the perfect client. I have to be honest, I've always dreamed of a client that challenged me a little, then stepped aside and let me do my own thing--and showered me with praise afterwards. That sounds crummy, but it's the truth.
In reality, I've never had a client like this. But the idea that it might not be all it's cracked up to be is reassuring--especially while I'm being pummelled by a client! -
Its all very well having a chummy discussion about how designers ought to respect the client more but this is presuming we are talking about a client who knows what they want and is in fact AUTHORISED to get it.
For the majority of designers, we are not dealing with "THE CLIENT" we are dealing with the assorted underlings, minions and scions of the client. We are dealing with Julie in marketing or bob in accounts.
They are handed the task of getting that poster done, or that marketing collateral. Julie has no idea what a "font " is and although you have told bob 13 times by email and twice in person, the bastard KEEPS sending you a tiny jpeg of the corporate logo.
With most designers being forced to deal with non-design, non-technical types who usually dont know how to handle a design job, it is practicable to simply take it off their hands, tell them what they want to say, how to say it and how much to spend. Then hand them the bill and send them on their way. Ive always found them grateful for this approach.
There are the exceptions of course, but they are rare. Exceptions always are.
What the author of the piece is referring to is a beautiful world where the designer meets up with Steve Jobs to discuss where they might take the annual report to. Steve feels that they should continue to echo the look and feel of the hardware graphically, representitivley. The designer has just had lunch with Derida and is interested in deconstructing the apple logo. A fruitful conversation ensues.
Yeah right.
Today I was asked "how big" I can make 'letters'.
"real big" I assured her, "real big". -
I find myself agreeing with almost everything said and especially with the article. In some cases I've found my self responsible for providing an exceptional service. One that reflects my own reputation and ability. On the other hand I have found myself never calling work my own. We're here to do a job and clients are there to get a job done. I like to meet half-way .. and in some cases its rough path. In other words, I can see where ego gets in the way when we are defending our fundementals and personal ideas. But it's our job to do a good job and normal people can make someone happy while doing it. I feel like the article is a psuedo call to not be arrogant and stubborn as designers.
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Designers should design primarily for themselves first; if not, their design will niether inspire or affect an audience.
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The subjectivity inherant to our profession is in play here, and our our - non - ability to translate it in words the ininitiated can understand could be the key.
The elite designers, thanks to their achievements and recognitions, are never asked to explain the subjective aspect of their work ; in a way, it's also why they are hired. Clients are happy to not really "get it" because they know it's going to work for them in the end. Or they just wouldn't dare questionning an aclaimed professional on his choices.
In the other 99% of designer-client situations, the clients seem to be more comfortable to question what they feel is subjective to the designer's work.
The productive resistance you're talking about could be explaining the design choices you make in words that your client can understand, so he doesn't feel lost in the haze of "creativity".
Because you can't just say the colours "vibrate" or the layout "flows" better this way.
As of today, I'm unable to get in such a debate with a client who wants to know why it would be so bad and not more effective to have the logo bigger. But I'm a young professional and I'm not loosing hope to coin it one day. Advices and links to some reading welcome.
This only way I found so far to get away from these situations is to get the client to describe his goals the best he can and stick to it. He can get in my way anytime he wants, but as long as I'm sticking to the brief we've set together and can refer to it to explain my decisions, the relation is ok. -
At this time in history you've got technology encouraging participation in a designed, though incorporeal environment (for instance youtube, wikipedia, weblogs, ebay, even google wouldn't be here but for user participation), inexpensive design software, and modern advertising that makes its 'sell' on the fact that they've got good design (target, furniture stores, consumer electronics.)
This raises awareness of design as a practice, but the technology enables (and sometimes encourages) anyone to completely abandon good design rules, or completely ignore them in the first place. What kind of impact do you think this trend has on the client-designer relationship? Is it easier now to convince a client that your design choice is the right one because our design is becoming more mainstream, or more difficult because it gives anyone a sense of 'design entitlement?' -
What a blue collar, widget-maker point of view. Mr. Fitzgerald has forgotten the skilled communication that prevents such folly from being called design.
Marketing managers and business majors need to be educated to manage resources like creative talent instead of inflicting themselves on it. The greatest skill a designer has is listening and making that information work through design.
Don't call yourself a designer if all you do is act as hands on a keyboard. Go flip burgers if you are so passionless about your work that your choice is always the path of least resistance. That's not doing your job; that's just making a living. My advice to young designers is to explore the other side of the coin at http://blogs.graphicdesignforum.com/skirkland and find a different way of thinking about your life's work. -
Paul, your question has been hotly debated in the field for more than a decade, from many perspectives. I first caution about generalizing "the client" as a homogenous mass. So, maybe this is a fudge but: it depends upon the client and the project. If there's been an impact on the client/designer relationship that's been pretty much agreed upon, it's that clients expect more quicker and cheaper.
As to the current ease or difficulty of convincing clients, one of the points of my article is to challenge the often automatic assumption that's in your question: "convinc[ing] a client that your design choice is the right one." Is it? Are you really crediting the client's input? I'm saying that it's frequently the default position of designers that the client's role is to give the job then get lost.
I've been unsurprised and gratified by the fury that has greeted this article from some quarters. Susan above presents some of the reflexive attitudes I outlined: clients are de facto ignorant and "need to be educated"; to compromise one's ideas (not be confused with ideals) is to be just "a hand on a keyboard".
Personally, I don't live in a world of such extremes where it's either gold or garbage. And at no point do I suggest choosing the "path of least resistance." I say precisely the opposite.
Of course, there are many conscientious designers with the courage and conviction to appreciate and work with their clients. They're not the problem. It's a strain of designers I fear are overpriviledged in design. What does it say about a field that has such open and widespread contempt for its patrons? How can it not come back and bite it on the ass?
Lastly, I thank Susan for saying I have a "blue collar" point of view. That's my background and I'm proud to stand with the majority of everyday working designers who don't get a lot of attention in the design media. As I'm usually stereotyped as a fuzzyheaded, ivory tower, elitist academic, it's a refreshing change. -
It has been my general experience (after 30+ years) that “good clients get good advertising” – or design, or communications programs. So what makes a good client for a designer?
First, however Mr. Fitzgerald meant it, the client is not the enemy – ever. Andy Rutledge, referencing the AIG post in his eponymous blog, reinforces the point: “Learn it now and remember it: The designer and the client are not opponents.”
Second, good clients are those who know you will not make them look like idiots or failures in front of their bosses. This is a level of trust that is earned over time, through dialogue, cross-training between designer and client, and the cultivation of the relationship. As Mr. Fitzgerald says, “Clients need to be given their props as contributors to good design.” Just as many people do not immediately understand all the meanings of a particular painting, many clients do not “get” what the designer is trying to portray (especially if the designer isn’t particularly clear about the sales proposition). It’s part of your job to educate them – gently – about what the design is trying to achieve. Mr. Sailly addresses this in his responding post.
Third, your duty is to make certain your design is really, really superb – not just in terms of type and color, but in reaching the client’s expressed (or even unexpressed) goals. Is it the very best design it can possibly be? It’s easier to sell great than ordinary – see below.
Fourth, good clients buy into your “story” about the design you are proposing. This is the selling part of the design process and many graphic designers and art directors are not experienced in this – at least until they gain experience and enter the category of the “great ones.” Time after time, I have seen a client accept a design as is because they became passionately involved in the spiel, caught up in the potentialities of the story behind (and supporting) the design approach.
So: not head-to-head but heads together; build understanding and trust; design great; sell the clients, don’t just tell them. Great designers (and ad guys and marketers and PR pros) wouldn’t be in business without their clients.
Oh yes – please spell-check your work. -
It might be interesting to hear what little 'ol me has to say, a design undergrad with little to no experience in the real world. Still in the academic mindset, creating a relationship between a client and a designer has to do with not only selling a concept, but understanding the relationship between the client and the designer before stepping foot into the presentation room. There is a whole psychology behind the client vs. the designer. It is a pre-established relationship where the client always makes the final decision.
Although the designer is always the brightest and the most creative (wink wink), there is a necessity to compromise in the course of a design solution for a client. If one person is unhappy than nobody’s happy. Do we really want to be unhappy? Making decisions in order to accommodate one another’s beliefs is the way of life. It is how you interact with your parents, your peers, your spouse, and even your dog. I think designers define victory by creating a strong design concept and compromising with the clients likes, dislikes, wants, and suggestions. -
Still being a college student, I have yet to work with a real client myself. But from experience interning, I saw firsthand some of the frustrations that go along with designer/client relations. It is hard to come up with a solution as a designer only to have it shot down by some uninformed, narrow minded client. I think the key is to stay unattached. I would hope to be able to take an idea that I presented and tweak it to satisfy my client, regardless of what I thought of his/her opinion. Though this sounds painful and some believe compromising is selling out, I think it's an opportunity to reevaluate the idea and solve it better. Maybe I'm naive, but I believe that designer/client relationships should be beneficial when looked at optimistically.
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I, too, am a graphic design student and have had minimal relationships with clients. I have been working to find a perspective on this client/designer relationship. It seems to me that this problem is that a designer's ego is creating the problem of spec work coming about as a result of the lack of satisfaction due to the designer's ego getting in the way satisfying the client. The designer needs to remember who they are doing the work for. In addition, it can be extremely helpful to get the point of view of someone who lacks a visual language that designers think in. Whether it is the client or someone from the target audience, input from an outsider can only be productive when taken openly. It seems absurd that a designer would isolate themselves from their client and expect it to be what the client wants in the end. This problem also seems to have roots in the academic institutions from which rarely involve the perspective of a client on projects while a designer is being trained.
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I have always been under the opinion that to be a great designer, you must have the ability to take a clients bad idea and make it into something exceptional. Of course we always want to do what we think is best, but in our field thats now always an option. So in those cases maybe we should look at it as a challenge, not a burden. Easier said then done, I know.
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The ideal situation would be having a client who understands the function of a designer. Some clients just think of the designer as means of simple production or production monkey. There are those clients who want to be designers, basically designing and the designer puts it together. Many don't understand the difference between restrictions and demands. They fall under the impression because," I'm paying for a service I will micro manage the project." While on the other end you have designers who disregard the clients role in the project. (The above is not true in all cases)
"I have always been under the opinion that to be a great designer, you must have the ability to take a clients bad idea and make it into something exceptional." Paul Stonier
You said it best Paul. Thats all apart of being a designer, but what do you do when the concept is so ill conceived that it begins to interfere with basic communication. I think back to acronym used in programing Garbage in Garbage Out, GIGO. -
Regarding Mr. FitzGerald's assertion that "graphic design’s stature as art to its practitioners (however strident claims to the contrary may be), and the popular view of art as “self-expression,” is where I have the most trouble with his article. First, he has made a strong statement and then in parenthesis suggests anyone who disagrees is simply one of a strident group of self-deceiving designers. A convenient and ironic tactic for an article based on successfully handling client resistance and working with differing points of view.
My training was under an A.D. with 30 years of experience, both as a studio owner and as an in-house A.D. I can say quite stridently and with complete and utter confidence that I was taught to approach design
from a business perspective. Solutions without sound reason, functionality or usability were never presented to the client - never. I am unable to count how often "it's not art, it's business" was repeated. We still did amazing, award-winning work, that most importantly produced impressive returns for our clients. Did we often have horrendous client input, absolutely. So I was also taught to pick and chose battles. If you design purposefully you have a solid case to present when issues arise. If you don't have solid reasons for your design, it shouldn't have made it to the client in the first place. "It looks good" or "I like it" doesn't fly with a good designer and it definitely won't fly with any client I've ever met,
good or bad.
Designers of the future, who understand and approach their design as
a business person, will sit at the table with the CEO's and leaders of companies while a wide array of critical decisions are being made. Those designers who continue to fantasize about being an artist will be down the hall fetching him/her a cup of coffee. -
Designers just need a good read on the client's personality. The situation is of course complicated by middlemen (who are often the worst offenders within the client's organization). But mostly how a designer adapts to convince your client is determined on the client's management style. Some clients need to be sweet-talked and others need to be confronted. For instance, when dealing with an indecisive client, limit the client's choices severely and present it as the only solution, either authoritatively or gently (but have other solutions ready). Other clients who need to see choices should be shown choices, but don't show anything that wouldn't work or be bad for anyone. Also, there are clients who want to see that you're an expert in your field, and like you as long as you make them look good. And there are just some clients that can't be pleased, who revel in chaos, indecision, and ignorance, and love to move the goalposts.
By the way, everything I've said about clients also applies to art directors, creative directors, and account executives. So the faults are actually within our own profession many times. (Well, AEs are not really designers but salespeople, and that's a discussion for another time...)
Be persuasive, ask good questions. Re-explain yourself from a different perspective: put your work in the client's terms. Be like a good quarterback and have a good "touch" in dealing with people. Remember that "consensus is the absence of leadership."
And, as someone said above, designers need to look at themselves every once in a while and make sure they are neither of the following types at either end:
1) production monkeys (mentioned above): anything-for-a-buck yes-men with no taste, brain, or spine
2) client-hating self-important elitists, who wonder why their clients don't collapse under the weight of their "brilliance". After all, they have done numerous brilliant, widely-lauded posters against nuclear war, famine, Republicans, and Helvetica (or if they're Swiss-style holdouts, against scribbly type).
And that's how we avoid being either of them.

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