The designer should play four roles

Source: Internet
Author: User

@ C7210: The following quote from Milton Glaser:

I was in a doctor's office at one time and saw a text on the wall titled "What A Surgeon Should Do," written in the 14th century. I found that if you replace a few words inside, then this text will be more or less applicable to the design counterparts:

"... The designer should be considerate about the client / user, be considerate of his colleagues and be careful about his judgment. The designer should be modest, solemn, elegant, compassionate and generous; Quality and its implications for the customer / user are the ones that give the greatest respect to the dignity it brings. "

I really hope I saw this passage earlier because I think this is a good basis for establishing the correct three views. When I just started as a graphic designer, I did not understand exactly what the designer should do from a broad perspective; nobody told me that I did not think they knew it, at least in South Germany Nobody in Texas knows. At that time I think what designers need to do is to do what other people tell you what to do, design things out and deliver them the next day.

Whether you are a design student, graphic designer, web / application designer, I think we need to first define a better definition of what a designer should do; this not only matters to ourselves The significance of the other, but also can change the concept of other designers of this function.

Today, I already own my own company, and I am still a creative person and still a designer. To go this step, I think I can not do without the definition of the four roles designers should play, and long-term implementation:

Problem solver

the host

Communicator

Explorer

First, the solution of the problem (or discoverer)

Even if Tomorrow is the zombie end of the world, all the technological facilities are destroyed. Without the Internet, mobile phones and computers, designers still have to design because people still have problems to solve. The essence of the designer is the solution to the problem, not the fooling around of the masks in Photoshop, the icons, or the hours spent finding beautiful fonts or materials.

It's the whole process of identifying problems and giving solutions that make us real designers.

In my first job (graphic designer mentioned earlier), I was just waiting for someone to tell me what problems to fix, waiting for someone to tell me what I should design and waiting for others to decide Color is the most appropriate ... My job is purely to please the boss and the customer, and I seem to have nothing to do with myself.

Now, I know that I need to determine the problem first. To do this, you do not need to be a manager at all; as long as you are a designer, you identify and solve the problem. Define the problem, which is the most important and foremost of all your design skills. You have to think about issues that your client or boss might not have thought of, you have to think differently in different ways, bring about a solution, and export value to the project.

Second, the owner

You do not have to first become the owner of the company before you can become the master of design. What we mean by "master" means people who do not wait for others to tell them what they are doing. They refer to those who take the initiative to think about how to create excellent products not limited to "requirements." They mean that they can initiate and stimulate design work A person who can question things in a clever way.

As Jason Fried suggested: "Do it for yourself." To work for yourself to give yourself a good reason to let yourself into the passion for design. Of course, we all know that it is quite challenging to really say that those design jobs that are done for the client or the boss or managers should be truly "done for ourselves". Sometimes, only "right" customers understand what you're doing; however, "good" customers or bosses are more likely to understand good ideas; if you try to give some idea that they did not think about, they would Listen and think. There are indeed challenges, but at least try to challenge.

Third, communicators (or tell the story of people)

Communicate with others in the clearest way, one of the most powerful tools a designer can have. We can communicate with others about a design concept through pictures and words. Those fundamental and most important issues need to be understood through communication rather than closed-door thinking: Who are your target audiences? What problems do they have to address? What are their goals and motivations? You have to achieve through design What are the most important things you want your target audience to achieve through your design?

Each time our own team starts a new project, whether it's a website or a mobile application, the above questions are all about communicating and understanding first of all. The answer to these questions is the basis and fuel for all our work and is the cornerstone of any design decision we make.

So, try to say more, read more, write more. The more communication, the more information is conveyed, the more accurate the cognition.

Fourth, explorers

For me personally, one of the most exciting things in our industry is the rapid change in things. Technology has been moving forward, and the possibilities we saw a year ago are no longer the same as those we see today. So, every time I face a new project, I try to explore new areas. Do not be over time and again with something you are already familiar with, try new processes, improve on old ways, or experiment with what you've always wanted to try. Designers should have enough adaptability, both on the design or on their own, we must try to constantly improve and improve.

In our team, after each project, we will summarize: how the project flow, what did not do well, which things are doing well in the next project which things can be optimized to allow customers And we can all get a better experience.

Do not be afraid of the obstacles and challenges in your design work. To be honest, there are very strict restrictions in many projects. Into the battlefield boldly, and do not forget to enjoy the fun of design. Try new things may lead to failure? This is nothing to fear, the next will get, when the satisfaction will be unparalleled.

summary

In my first job I have no idea what I can do as a graphic designer. After I discovered and insisted on playing these four roles, everything became clear - I saw better customers, higher quality jobs, better design environments, less stress, and more fun . From its own point of view, we are striving to be the best in these four areas and I find that many problems are solved.

Today, in our design team, we treat ourselves as problem solvers, project owners, communicators and explorers; every day is exciting.

Returning to the quote at the beginning of this article, "Look at the quality of the design effort itself and its implications for the customer / user as the greatest reward for their own dignity." Try to take pleasure and satisfaction from your design results and do what we love to do best.

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