Few of us are designers, although most would like to think the contrary
Few things get stuffed up more than design, and it is normally because a good designer was nowhere near the project.
You did it yourself, or had the intern do it, the boss’s wife, or you went on line and got 55 alternatives for $99.97 and picked one with a pin.
Does not work, does it!
While running large marketing departments long ago in my corporate dark ages, there were two simple rules:
- There was a rigorous process of the product managers doing what they were supposed to be good at, building a design brief based on the strategies, product value proposition, and profile of the target audience, and it was followed.
- Nothing went out without me seeing it, and if there were several options, the one I favoured least was normally the one that was chosen.
I am a very good and widely experienced marketer, but a crap designer. Fortunately for the many successful projects over the years I know my own limitations.
So, to the design brief, the heart of any design project. Here is a short list of do’s and don’ts
Do:
- Offer the designer a range of emotional words you would like the designer to communicate. If the product is a healthy food product, words such as “nutritious,” “fresh,” and “natural” are likely words, but if the product is a body building supplement, they are more likely to be “Bold” “aggressive” and “masculine”
- Ensure the designer knows as much as it is possible to know how the customer will select, interact with, use and dispose of the product when it is finished. The more the designer can put themselves in the mind of the primary customer the better.
- Make sure you take a mock up or two into the typical outlet to see how it fares in its competitive habitat if it is a product that must compete for retail display space.
- Leave the graphical elements to the designer, that is their skill, so don’t box them in by specifying fonts, colours, layout ideas, or any of your preconceptions. However, if there are elements that are mandatory, such as a brand colour guide, or that will cause the rejection of a design such as using your photograph, it would be wise to ensure they were aware of the boundaries.
- Test where possible. Digital products can be subjected to all sorts of A/B tests and they often throw up amazing results, but in any event, be prepared to experiment, and improve with the benefit of the insights gained.
- First impressions matter, particularly when the impression is by someone with some empathy for the category. When running those large marketing departments of FMCG manufacturers, I used to ensure that all the women in the place were exposed to the designs, as they were more representative of the typical buyer than the men in the department.
- Finally, and most importantly, the design has to tell a story to the buyer, it must communicate what the product does in a split second, and why they should buy it.
Do Not:
- ‘Crowdsource’ the preferences of friends, co-workers, and particularly your partner beyond the “which do you like” question. Going one more and seeking advice on how to fix the shortcoming they see is asking for trouble.
- Stick with a design that once in the market is clearly not working. We all make mistakes, the skill is in recognising them early, acknowledging, fixing, and moving on.
As a final word, do not do the design yourself, it will most times be rubbish. Design is a fundamentally important and often abused part of the process of delivering value to a customer. Short cuts almost never pay off, they end up costing heaps in rework and lost opportunity, and keep the list of Do’s handy.
Colin,
I have been called many things, sane is not one of the most common, so thanks.
Some sanity!!!