Design Advice from my Deathbed
July 19th, 2006
In my many years traveling through the professional world of design, I have been called upon to offer advice. Some young hatchling of a designer wanders up to me, all bright-eyed and bushy-tailed, and asks the one question that will lead them on the path to greatness.
If you had one piece of advice for an upcoming designer, what would it be?
I love being asked that question. Designer’s ego aside, it’s a great opportunity to help others avoid the mistakes I made or at least recognize them when they happen.
And what better place to offer this sage advice than on my proverbial deathbed. So let’s set the scene…
My maroon and beige Victorian bedroom is dimly lit by a few candles. Flowers and food baskets with quickly-written get well cards are carefully placed throughout the room. The air is still. Family members remain in a supportive, yet empty, gesture. Some sit with arms folded while others pace, offering an occasional nod or comforting touch to another’s shoulder. Conversations often break the silence with talk of football, funeral costs, work and the latest Vegas odds on when I’ll bite the big one.
I beckon my offspring to my side. “As you enter the strange and wonderful world of design, I have one piece of advice that I hope you will take with you throughout your careers and lives.”
“Yes, father?” they reply anxiously.
“Trust yourself.”
They touch my hand, thank me with all the love in their hearts and begin to walk away. With a belabored breath, I call out to them. “Offspring?” They stop and turn. “Yes, father?”
“I’ll probably kick off tomorrow. Let’s talk.”
And in the next six hours, this is what I told them. Well, at least the highlights.
Design:
- Take criticism seriously, but understand where it’s coming from and why it’s being said.
- Know the difference between inspiration and plagiarism.
- Design for the client, not yourself. If you’re trying to satisfy your own creative desires, go paint a landscape.
Content:
- Keep it short and to the point.
- Have a consistent message in your content and your imagery.
- Throw “lorum ipsum” in the trash. You can’t design if you don’t know what is being said and how much text is being used to say it.
- Don’t fool yourself into thinking you can write. If you can’t, suck it up and get someone who can.
Usability:
- Give usability your highest consideration, but don’t use it as your sole measuring stick for your design.
- There are standards for a reason.
Coding:
- Don’t be afraid of DIVs and CSS. They can be your best friend.
- Never forget your ALT tags.
- Write your code by hand, not WYSIWYG.
- Even if you can’t code it, understand it. You’ll be able to discuss it and design for it.
- Don’t fool yourself into thinking you can code. If you can’t, suck it up and get someone who can.
Flash:
- If I see a tween in your library, I’ll come back from the grave and kill you myself.
Clients:
- Take what a client really wants and translate it into what they really need.
- Offer your opinion and back it up with proof.
- Remember that you are working for your client, not yourself.
Business:
- Design is a business. Treat it as such.
- Never do work on spec.
- Always have a contract.
- Success is understanding the client’s bottom line as well as your own and how you can benefit both.
Ethics:
- Reputation is everything.
- Ask for help.
- Be honest and up front. If you say you can do it, do it. Otherwise, don’t say it.
As they walk away from my side, overwhelmed and under-impressed, I know I have done all I can do. It’s now up to them. Good luck, my offspring, good luck.
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3 Comments Add your own
1. All Blog Headlines | pitt&hellip
July 19th, 2006 at 6:32 pm
2. Design and You: Why Oh Why Ask Why
July 21st, 2006 at 12:12 pm
[…] Spectorbrain recently posted a time traveling missive from his death-bed, wherein he imparts excellent professional advice to young designers. It’s geared towards internet/web designers, but I maintain that it’s a must read designers, producers and creative directors of all stripes. From design to dealing with clients, he covers point-by-point where every design professional should operate from should they want to create excellent work. […]
3. Local Memory&hellip
July 24th, 2006 at 2:37 pm
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