Five Things to avoid when Giving Design Feedback

Posted May 07, 2010 in Blog, 2 Comments

It would be hard to argue that there is no place for subjectivity in design. Unfortunately, this is the very reason that makes giving constructive design feedback a daunting challenge. Add to this the fact that not all of us are designers: sometimes we just feel that something is wrong, but can’t explicitly put it into words. Needless to say, unconstructive criticism is the worst thing that could happen to a designer: not only it demotivates, but it also causes considerable delays due to multiple blind revisions (in the case of professional design). For better results, here are five things to avoid when criticizing design:

1. Vague statements

Avoid generic critics that are too vague to communicate anything to the designer. Lines like “It’s ugly”, “It’s off the mark”, “I don’t understand” etc won’t cut it. They just end up confusing the designer and delaying the project . Make an effort to pinpoint what bothers you, even when you lack the technical knowledge.

2. Personal tastes

NEVER EVER criticize design based on your personal tastes. Once a work satisfies the basic principles of design (contrast, color combinations…), it becomes counter-productive to bring personal tastes and preferences into play.

3. Uninformed criticism

Before voicing your opinion, always ask for the Why. Judging a design work without seeking to know about the reflections and motives that went behind it is plain amateurish. Mutual understanding is key.

4. I-can-design-too attitude

Do not underestimate design. I know you can use Photoshop. I know you had already made a website or a logo for your college Art club. But let’s be honest: If you know that much about design, you wouldn’t be seeking the expertise of a designer in the first place. Heck, even if you DO really know design, do not get too cocky, as this won’t make things any better.

5. Superfluous comparison

“Do this, everyone does it.” should be avoided at all costs. External references should be used moderately, as every project is unique. There are no best practices.

A problem well defined is a problem -mostly- solved. And when it comes to design, it gets even harder to define the problem. Let’s not make it any harder.

  1. Posted by yoRgi on May 8th, 2010

    When dealing with a client the two worst things that can happen is: 1. the client hiding smthg from you 2. the client changing his mind at an advanced stage of the process of creation.

    So I would add two more point: 1. if you have smthg in your mind voice it at the brief, don’t hide till its too late. 2. make up your mind before the brief, then as you said in point 1, be as precise and exhaustive as possible, don’t omit any single detail as everything can help the provider -the designer in this case- get a grasp of what you want in order to narrow the gap as much as possible between your expectations and what the designer suggests.

    Then I’ll add two points for the designer: 1. When you are making a design, keep in mind that you are not making it for yourself but for another person. You may extremly like the result of your hard work but the client may not. You should always start from the assumption that the client knows best what he wants and what is good for him, then if you see anything wrong with it you should advise him as you are a consultant too. There is a very difficult balance to find to how far you should go to make a client change his mind, which leads me to the 2nd point: Ask for an early feedback. Or, even better, try to involve the client in the process of making a design. The bad thing about this is that you have to make so many comprises along the way but at least the client won’t get surprised when he sees the final result. Designers tend to go and lock themselves up in their labs until they’re done then come out to reveal their masterpiece on D-Day saying “TADA!”. 50% of the time they’ll get bad feedback from the above. Make the client talk more often and listen closely, you never know smthg -even clients- can make some good point (^_^).

    Good read, keep up the good work!

  2. Posted by Kaishin on May 8th, 2010

    I 100% agree with you… the only thing is that the last part was scheduled for a designer-perspective article Well anticipated!