Karajaluoto does not mince words when it comes to decrying poor design practice and outlining his ideas of how we all should work. I was able to glean a great deal from his experiences and processes. The book explains many of the issues I have encountered as a designer.
CHAPTER 1
Much of my frustration and resentment (of the scope of my projects, my clients’ input, and the limited extent of my design opportunities) have resulted from these myths. I categorize the myths into two main groups: what design is and what a designer is. I have found that design books, blogs, and videos teach many of these myths. Several of the myths feed the trend of backward design methodology that says to get novel designs, one must start with that goal in mind, and the effectiveness of the design will inevitably follow. Karjaluoto turns this on its head: Make an effective design the goal, and novelty will follow if necessary to the design’s effectiveness. Understanding this relieves a ton of pressure I have been putting on myself and my work.
Having a proper perspective on my role as a designer is freeing. Although it embarrasses me, I admit I had fallen for the “Designers are smarter than their clients” myth. In my experience, this attitude introduced combativeness and undermined collaboration in my client relationships. Obviously, I have some work to do to reorient my mindset on both design and designers.
Two of the author's metaphors are particularly relevant to this reorientation. As a "backstage worker," my role is to facilitate the communication of my client's message, rather than draw attention to myself or my skill (image 1). In my "tourist-like role," my job is to use my design knowledge in concert with my clients' industry-specific knowledge to further their interests (image 2). Based on the insightfulness of this first chapter, I expect this book to be highly applicable to my design practice.
CHAPTER 2
I see where people could get sucked into the form-versus-function vortex. In the context of a design's objectives, beauty (aesthetics, artistry, or whatever we want to call it) is often necessary to fulfill a design’s purpose. The differentiation is that artistry in and of itself is not the goal of a design. Something well-designed will, by definition, have the artistry necessary for that design’s effectiveness.
For example, an invoice will be artistic to the extent that such artistry matches the business’s style (based on its desired position in the market, etc.) and facilitates, rather than impedes, the communication of billing and payment details. In contrast, a concert poster may be more “artistic” while fulfilling its objectives of catching the eye of passersby, being memorable, and delivering event and ticket information.
Having said that, I question whether the statement that “ugly but functional pieces will still find use” is accurate. Can “ugly” be separated from “poorly designed” in any meaningful way? I doubt it.
Another statement that caught my attention is, “Design seems like it’s about ideas, but it’s actually about facilitating actions.” True! I cannot point to a single thing I have designed for a client that was not intended to make some action possible, more straightforward, or more likely. Clients wouldn’t need a designer if they didn’t want to generate actions.
And finally, this sentence needs to be underlined three times: “When you think critically and seek out more viable possibilities for clients, your role is elevated to that of a trusted advisor.” I stumbled into this role of “trusted advisor” in my current company, thanks partly to my boss, who had the patience to mentor a newbie graphic designer with zero experience. Also, I am highly motivated to identify the purpose of a thing or process and how to improve it. This trait facilitates the diagnosis necessary for effective design. (It's also really great for overthinking and rewriting emails. *sigh*)
CHAPTER 3
While reading the section on asking questions, I realized that being a designer is a bit like being a classical sculptor. Asking questions is our way of fleshing out what the design should look like in the same way that a sculptor removes material to seemingly reveal the sculpture hidden within the piece of rock or wood. By the time the plethora of a designer’s questions have been answered, enough “material” has been removed that the nascent solution can be seen. This metaphor was only confirmed by this sentence at the end of the chapter: “Design is a search for natural form and is an evolving process."
The section on organizing information hit as pertinent in a critically mundane sort of way. Meaning, it is so necessary to everything I do as a designer, that it is both remarkably important and a daily expectation. For instance, last week I was hired to design a wine list for a direct-to-consumer wine supplier that imports exclusive wines from Argentina. The practicalities of a wine list mean presenting a spreadsheet’s worth of information clearly and accessibly. Each entry must include the wine’s producer, region, name, type, and price and be linked to the coordinating specification sheet. All of this must be communicated in a sophisticated way appropriate to the supplier’s high-end, exclusive product. Disorganization is not sophisticated, nor is it clear, accessible, or likely to result in sales. Organization of information is key to design.
CHAPTER 4
Karjaluoto’s call to pursue and present a single concept is refreshing and rings true for me. In my early years at my current job, I fell into the trap of iterating multiple design options for a project. Often the client would choose either the weaker of the designs or, as Karjaluoto calls it, they would attempt to “Frankenstein” two or more concepts together. From there, I had to argue against a monster I had helped create. It was extremely frustrating!
Finally, I realized that I should present only the design I felt was strongest. Occasionally a client vetoes this, and I have to reset and try again. Oftener than not, they love it, and we proceed with either zero edits or very few minor edits (usually to the copy).
Unfortunately, that practice hadn’t wholly carried over to my freelance projects. Having read this chapter, I will consistently implement the single concept with intention and be prepared to tout its value to all my clients from now on.
CHAPTER 5
While reading chapter 5, I was struck again by how Karjaluoto takes extreme ownership of the design process. My job isn't restricted to making things pretty, but to thinking critically about each client's needs and how they can best be met. In my company, we call this the difference between fiduciary and functionary service. In fact, this is such a huge part of our business model and company culture that my boss had me design a poster contrasting the differences between these two attitudes.
This sentence made me feel totally called out, “Assumptions are easy to make, but their usefulness is often of no value.” This is so true, and I have a story to prove it. I was recently hired by a construction company to update their service area map to look more professional. I mistakenly assumed that I knew their goals for the project and the information they would like their potential customers to get from the map. I asked for file specifications and that type of thing, but I didn’t ask for the purpose, because I thought I knew what it was.
I’m now on the fourth or fifth iteration (I’ve lost count) of this map that should have taken maybe an hour to make. The poor client and I are both frustrated by the back-and-forth. Today we had a phone meeting and I finally asked the questions I should have asked at the beginning of the project. So I have (hopefully) learned the hard way to ask questions even about aspects of the project that seem obvious. I have yet to run across a client who thought I was too thorough or too interested in their business in the discovery phase.
CHAPTER 6
I found the various planning tools interesting, but I wish Karjaluoto had modeled how a graphic design project would appear in each tool. Since I don't have experience with UI/UX, website, app, or interaction design, I had difficulty applying his recommendations to a static design perspective. As a graphic design major, I'm looking forward to getting some hands-on practice with these tools in future classes. However, I appreciated the content strategy portion because I can more clearly see how that intersects with branding and campaign design. Even so, he needed to provide a clear example of what it looks like in use. I'll have to do outside research to fill in some holes. If you have any good resources for learning about these tools and strategies, please share!
While the planning strategies seem useful when appropriate, my biggest moment of agreement was when Karjaluoto decried "shadow planning." I also noticed this in the Netflix "Abstract" episode on Paula Scher. (Great episode, by the way! She is a legend. Also, did anyone notice the interview with Ellen Lupton, author of our Graphic Design Thinking: Beyond Brainstorming book?) She complained about New York City designers appropriating her original styles and treatments for their projects. Besides the fact that this "leads to limited and derivative work," it also seems like an ethically poor practice. Similarly, I've wondered about the wisdom of spending a lot of time perusing design magazines and showcases. When the AIGA upholds work as a breakthrough, designs like that pop up all over.
I agree with Karjaluoto that the motivation for "shadow planning" probably stems from fear. Knowing that a design or campaign "worked" for another company can seem like a safe solution when faced with a scary, high-stakes project. But it's gross, and there's still no guarantee it will work a second time. Meanwhile, that designer has hung a neon sign saying, "I totally ripped this off another (better) designer because I couldn't come up with anything myself." By the way, I'm preaching to myself here because I've been guilty of this, especially a few years ago when I was starting out. The planning stage is about doing the groundwork so that derivative design isn't part of the equation. Also, I recognize that design is impossible in a vacuum; however, derivative work is obvious, like visual plagiarism.
CHAPTER 7
I have learned from every chapter in this book, but this one was plain fun to read. Building two sets of boards for tone and style is such a helpful idea. I’ve confused clients when they've interpreted an image I’ve chosen for tone as indicating a style choice and vice versa. Having two separate boards would drastically eliminate that confusion.
Even though the goal is to eventually present one concept, the idea generation portion of the creative stage should produce a plethora of ideas. I’ve had this internal motto for my art and design for about a year: Don’t be precious. I tend to obsess over finessing which can block me from finishing a project or exploring other ideas. Focusing on quantity over quality helps break through this personality block to creativity.
The talking-someone-through-it tip works like a charm. Sometimes I even succeed in doing it on my own: I’ll explain the idea (or essay, etc.) out loud to thin air which helps me look at it differently. Sometimes I voice-record myself too, so that I don’t have to try to remember every idea as it comes.
Over the last three chapters, I’ve had a recurring thought: the designer devoting this much time and effort before even building assets must be pretty spendy to hire. A designer can’t afford to devote days to research and planning if the invoice does not reflect that cost. How idealistic is Karjaluoto’s time-intensive process compared to real-world projects and deadlines? Although, I suppose clients with larger businesses are necessarily better at planning ahead. Small-time clients tend to be a bit last minute, in my experience.
CHAPTER 8
Part of what I had hoped to learn in a graphic design degree program was how to persuade clients that the logo does not, in fact, need to be larger. You may imagine my disappointment when Karjaluoto says in this chapter that because "the client's desires always overpower those of the audience… you might always need to make the logo bigger." I suppose I need to accept that this client/audience struggle is inherent in graphic design and choose a different battle.
I appreciated the section on iteration. Before reading it, I thought I was crazy for saving so many versions of my work. Although, my method is different from what the author recommends. Rather than save each iteration in its own file (which requires opening a bunch of separate files to compare them), I duplicate the spread or artboard within the document, name it in sequence, and proceed. If I make some radical change, then I will save a new document and create its iterations within that file. Doing this keeps similar iterations together and me organized.
I was surprised when Karjaluoto said, "Some designers feel that production is beneath them—a necessary, but boring, step." Production is quite possibly my favorite part of the design process! I finally get to see what I designed on a computer take form in the real world. Whenever possible, I like to take a hand in the production, such as painting the logo on an 8' x 12' wall in my office lobby or hand-stamping logos in gold ink on black wine bags. (That took two strings with 50 clothes pins and 100 bags hanging to dry for three days in my living room, right in front of the TV— twice.) I love paper, foil, cork, fabric, and paint samples. Talking a client through textures and materials seems to come more naturally than pitching my design choices made on the computer.
Speaking of materials, I also thought it strange that he left material selection to so late in his process. I've done this several times and paid the consequences in apologies when I had to redesign something or when the client had to pay more than we both expected. I've learned to get materials chosen before I mock up the final design. That way I have time to redirect. Also, there's not much more frustrating than taking what you feel is an excellent 5" x 7" design and having to "tweak" it to fit paper that is an inch narrower and three inches longer. That's not tweaking. Often it means starting over so the original design doesn't look smashed into the wrong size container.
CHAPTER 9
Having defined roles that both parties agree on will help avoid unnecessary combativeness throughout the design process. It would also encourage respect for each other's varying expertise. And it will set the client up for success by framing their role as one that "identifies problems, not preferences." I've often had clients tell me their favorite color or a choice that would appeal to them when they do not represent the target audience. I've tried to repel this feedback by reiterating the importance of the audience. However, beginning the client/designer relationship by agreeing on these roles would help avoid that discussion. Instead, the client and I would have an accurate expectation of our different, complementary roles.
The thrill of the unveil is, frankly, a thrill I could do without. Keeping the client abreast of a project's progress through regular updates would remove some of the hyper-criticism and undue stress of presenting and getting approval for the final deliverables. Of course, omitting the unveil requires dedication to frequent, informative communication. Neglecting this imperative practice will likely make clients feel unconfident in either my guidance or the project's direction— if not both. On top of the angst this causes, a lack of confidence certainly does not make for repeat business or word-of-mouth referrals.
CHAPTER 10
My experience with workflow, file structure, and naming conventions is limited. As the sole in-house graphic designer for an independent real estate brokerage, my workflow can afford to be flexible. Approval for these template-based projects (using templates I created years ago and update every so often) is only needed for listing-specific content changes. When I have one of these template-based drafts ready for review, I email a low-resolution PDF requesting edits or approval. Only when I receive final approval (and “final” here does actually mean final) do I upload the high-resolution document. I learned long ago that uploading draft files can lead to office personnel (who are not involved in the approval process) to print whatever files they come across as they move quickly from task to task. To eliminate the possibility of accidental printing of the low-resolution, unapproved version, I don’t upload any drafts to the shared server. I also notify office staff when a particular document is ready for printing. On my system, I keep one version of a template-based project, overwrite it with new edits as they are sent to me, and upload the final to a “Working Files” folder within the property’s marketing folder. The nomenclature is based on real estate terminology, so ours reads “Client Last Name Property Street Address Document.” When we need a new version of something after a year or so, I either delete the old (for small updates) or move it to a "Previous Versions" folder (for extensive updates or complete redesigns).
As an adult college student, I was gratified to read that Karaluoto doesn’t consider design the “domain of the young.” It feels like the designer persona in culture is a young, edgy 20-something killing it out of the gate. I’ve wondered if I have a legitimate place in this field. (Imposter syndrome means nothing, of course.) I’m not saying a young designer can’t do great work, but it reassured me to see this opinion from an experienced (and older) designer.