You know the tools. Is that enough?
Of course not.
That is how I opened a guest lecture at Alamtara. Laptops closed. Phones away. A room of creatives who had finished the course and knew the software.
You can't read about push-ups and get strong, and knowing the software doesn't make you a designer.
The lesson is about the other part. How designers think. I prepared it for junior creatives. Here it is written down, for designers who already know the tools.
It has three parts. When I cut it down to fit one hour, I found all three come down to one word.
Understood.
- Craft: make work that is understood.
- Diagnose: understand the client before you design.
- Present: get your idea understood.
| Part | The job | The check |
| 01 Craft | Make work that is understood | Would four different people get the same message from it? |
| 02 Diagnose | Understand the client before you design | Did you ask why, or assume? |
| 03 Present | Get your idea understood | Does every decision stand on a reason, not a preference? |
01 Craft: make work that is understood
Draw a fence
Is design an art? Start by drawing a fence between the two.
| Art | Design |
| Talent, taste and self-expression. | Visual communication and problem-solving with type, space, image and colour. |
| Art is interpreted. | Design is understood. |
| It sends a different message to everyone who sees it. That's its value. | It sends the same message to everyone. |
Neither is better. They do different jobs, and a client is paying for the second one.
The four-people test
Before you call a piece finished, ask: would four different people get the same message from it?
Words are not writing
Line, shape, form, texture, colour, type. You already know the elements. They're your vocabulary.
Elements are the words. Principles are the grammar.
But knowing words doesn't make you a writer. What turns vocabulary into answers is a process.
A process you can run
- Curious empathy. Learn who you're speaking to before you draw anything. You can't hit a target you can't see.
- Define. Write down the real problem in one sentence.
- Ideate. Generate options against that problem, not against your taste.
- Play with it. Prototype on one real surface.
- Test. Put it in front of people.
It isn't a straight line, it's a loop.
Testing shows you something the brief never mentioned. That redefines the problem. So you go round again.
The same loop, for identity work
In my Alamtara branding session I ran the loop on identity. The labels change. The logic doesn't.
| Step | For identity |
| Curious empathy | Learn who you're speaking for before you draw a mark. |
| Define | Write the judgment line, the rule you'll keep when asked for "more." |
| Ideate | Generate options against the judgment, not against taste. |
| Play with it | Prototype the system on one real surface they actually ship. |
| Test | Stress-test: can a teammate apply it without you in the room? |
Audience → Judgment → Options → One surface → Lock.
Consistency of judgment beats a clever mark.
The first step is the one I love most. From my own notes:
I love interviewing founders, getting to know them, with a white note page and a present brain, full of curiosity.
And the test step is not only for the end:
Sometimes, the idea reveals itself early but you must research against it
Taste is built, day by day
The loop tells you what to do. Taste tells you when it's good.
Taste isn't a gift you're born with. It builds up through repetition, one step at a time.
"Sweet results require patience and a taste."
"Care arrives before the invoice does."
Then there is the question of where taste comes from. Copy or steal. The idea is Austin Kleon's, from Steal Like an Artist.
| Copy | Steal |
| Take one source and reproduce its surface. | Take ten sources, understand why each one works, and combine them. |
| The result belongs to someone else. | The result is your signature. |
Think about it
You hit a creative wall on a tight deadline. What's the first thing you do?
In the room, I asked this and held seven seconds of silence. Hold it for yourself too.
02 Diagnose: understand before you design
Great craft still fails if it solves the wrong problem. So who decides what the problem is?
When everyone zigs, zag
The market is noise. Too many products, features, ads, messages and channels, all pushing in the same direction. Nobody can hear "better". What gets noticed is different.
It's better to be different than better.
That line I credit to Chris Do. The zag is Marty Neumeier's. So is the test that goes with it.
The onlyness test
Can you finish this sentence?
Our [offering] is the only [category] that [benefit].
If you can't fill in the blanks, you haven't found the difference yet, whether for a client or for yourself as a designer.
Nobody asks a question
A client says, "Make me a flyer." The junior designer says "OK!", makes the flyer, and does five rounds of revisions. Everyone stays comfortable and nobody asks a question. The flyer ships, and the real business problem is still there.
Make me a flyer→OK!→Flyer, revisions ×5→Problem still there
Make me a flyer→Ask why→The real problem→The right answer, maybe not a flyer
Don't ask "What do you want me to make?" Ask why first. Never assume you know the answer before the client finishes talking.
The answers lead to the real problem, and from there to the right answer.
Sometimes that answer isn't a flyer at all.
#AskDontAssume
Reputation is slow-cooked
Clients forget the colours. They remember whether you were reliable, whether you delivered on time, and whether you were honest with them.
reliable + on time + honest = reputation
Good work also needs room to think. Rushing is how you end up assuming instead of asking.
Anything that can't be slow-cooked isn't mine to cook.
03 Present: get your idea understood
The client wasn't in your head.
Now the idea has to survive the meeting.
A great idea nobody remembers is a failed idea.
Five things that make an idea stick
This is Patrick Winston's star.
- Symbol: one image people can hold on to.
- Slogan: a short handle they can repeat.
- Surprise: something that breaks an assumption.
- Salient idea: the one thing that stands out.
- Story: the problem, what you discovered, and the solution.
The reveal: the lecture was a star
I built the talk on the star, then showed the room at minute 40.
| Star point | In this lesson |
| Symbol | The fence: art and design |
| Slogan | #AskDontAssume |
| Surprise | "Maybe not a flyer" |
| Salient idea | Design is understood |
| Story | Your story |
Defend every decision
"Blue, because I like it."
A preference. The client can have a different one, and then it's their taste against yours.
"Blue, because…"
A reason, standing on three legs: the audience, the visual hierarchy, and the brief.
Feedback is a brief in disguise.
AI and you
AI is good at research, building personas, and producing lots of ideas fast. It can't supply taste, curious empathy or judgment. Those still have to come from you.
AI is not going to replace you. Designers using AI are going to reach heights nobody else reached.
AI can make the slides. Only you can give the reasons.
What to take with you
- Design is understood. Solve the problem and send one clear message.
- Diagnose before you design. Ask why. Don't assume.
- Get your idea understood. Package it well, defend it with reasons, and use AI with taste.
On Monday
On your next brief, before you open any software, ask why and write the real problem in one sentence.
Thinking like a designer = making things understood.