Archive for July, 2006

Sunday River Golf Course Tour

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Every once in a Internet moon I stumble across a web app that has me literally lacking for any kind of criticism or improvements (gasp). Such is the Sunday River Interactive Golf Course Tour, which packs in every conceivable bit of information one could imagine about a golf course into a compact, interactive tour that leaves little more to want. From drill-down photos to yardage estimates to clear and concise information about each hole, even someone with zero enthusiam for the sport will enjoy peeking into this world and exploring a birds-eye view of the superb golf course design from legendary designer Robert Trent Jones Jr. Don’t know who created this, but it’s a well executed and thought out app / microsite.

Web Site Pet Peves

From the hundreds, if not thousands, of sites I review on a regular basis, there’s a few mistakes that I see coming up in the site designs over and over and over again, until they actually begin to get under my skin… So, what are they? Well here are the top 3 pet peeves off the top of my steaming head:

Pet Peeve No. 1: Unnecessary Music! Unless you have a really good reason to put music on your site (like you are selling an album or you make music) then please spare the world the pain of having to listen to your music selections, rollover sounds, and background noise blaring over our speakers.

Solution: Sure, you all want the world to see that you know how to put music on your site. It seems pretty cool, right? Well, check it out… Put the music on your site in the OFF state, and instead, let me turn it ON when I arrive, if I feel like it! That would be truly cool.

Pet Peeve No. 2: Hidden Entry Buttons. Over and over again we see predictable ‘Entry’ splash screens with one logo – which is not clickable 90% of the time – accompanied by a tiny ‘ENTRY’ link hidden somewhere at the bottom-right of the page. Boring! If you can’t introduce your work, or your product, on the first screen then you’re failing the basic design test, as well as losing a big chunk of traffic to people who won’t hunt and peck your entire page for a tiny hidden link.

Solution: Figure out how to speak directly to your audience, or if you must create a wrapper, either make it innovative, or very simple. But above all, create a clickable entry button that is (gasp!) large and clickable… That’s what a “button” is for, right? If someone can’t find a way in to your site or learn something about your product within 5 seconds, you’ve just become a history link to half of your audience.

Pet Peeve No. 3: Tiny Type and Buttons. The screen can be deceptive and by now, you have to know the majority of your visitors are NOT going to see tiny characters the same way designers do on high-end systems. Please stop, think and re-consider the medium. Nothing on the screen will ever be able to be held up closer to ones eyes like a book with small type to be scrutinized. And, you never have to aim a tiny cross-hair mouse on a book to find a small pixel to click to see the next page. Stop the madness!

Solution: Unless you have specific reasons, lose the tiny type. It was cool at first, and then pixel fonts came along and actually made small type legible. But while that solved some space issues, universally it just made items harder to click, severely reduced the impact of good copy.

Big type is the wave now, so remember your rules of contrast, and if you are going to use tiny pixel fonts you should offset them with large type where it counts. Also, size indicates hierarchy, so if you come at me with a page full of small type, forget it… my eye has nowhere to go, and nothing on your page looks important to me. Thoughtful designers will make big buttons, large navigation, use tiny type sparingly and/or offer options to increase type size if needed.

The final word on buttons. Buttons are meant to be clicked. Buttons are meant to be clicked. Don’t make me say it again… If you don’t make your buttons – and especially navigation – large enough to see and click (because… buttons are what?), then you are not in the right studio. Print design, down the block, THANK YOU!

That’s all of my Pet Peeves for the moment. But don’t hold your breath as innevitably more design peeves will come to annoy me in the near future.

The Client / Creative Relationship

I had some time over the weekend to rant and rave about the ins and outs of the business to friend – and it got me to thinking. What we need are some groundworks for the Client / Creative relationship.

What’s your understanding of the dynamics of the Client / Creative relationship? I’ve heard lots of opinions and countless complaints, but in all my wanderings, I have yet to find a good, non-legalese consensus of what we should expect of each other. A proposition that lays out the “spirit” of our relationship.

Why concern yourself with it? Because, if you’re human (like me), you sometimes repeat the same mistakes. You assume that your counterparts understand what you understand until the inevitable problems arise and you kick yourself. You think about how much easier it would have been had we simply agreed to some ground rules to begin with.

You are invited to join me in drafting “The Creative Relationship Preamble:” a document that lays out the basics of interaction between Creative (designer, copywriter, photographer, illustrator, and so on) and Client. Sound easy? Not for me–just getting the first fourteen articles in writing has been cause for lots of thought and more than a little soul-searching.

Article 1 – Leadership
Let’s acknowledge, up front, that the Client is the boss. Though we hope most aspects of our relationship will not require “boss-like” authority, once issues about our work are raised and aired, and we are still without consensus, we both acknowledge the people funding the work have the final say.

Article 2 – Collaboration
The Designer is not a decorator–they are as skilled at marketing as they are about look and feel. Let’s agree to build our relationship on collaboration, not dictation. The Client best understands the underlying concepts, products, and services associated with their organization–the Designer has a unique, untainted perspective worth sharing.

Article 3 – Authority
If there is more than one person representing the Client, let’s agree to determine from the outset, which member of the Client’s team has final decision-making authority. Particularly in the areas of style and tone, giving more than one person veto power often takes the edge off great work.

Article 4 – Knowledge
Let’s get to know our customers and prospects like we never have before; the problems they need solved and the benefits that will improve their lives. Let’s take advantage of the fact that the Designer, who is often uneducated about the subject matter, can offer a valuable unfettered perspective of the situation.

Article 5 – Goals
Let’s focus on goals, execution, and results. Form without function is not design–the Client hires the Designer to make something happen. Let’s make that something specific. Let’s begin our work together by determining what the Client expects to happen. Before the first word is written or the first layout is sketched out, let’s outline those goals, in as much detail as possible and in a way that allows us to gauge when we are successful.

Article 6 – Focus

Let’s embrace the fact that one size does not fit all. Some of us buy the car because of its style and allure, some focus on its technical excellence and power, others center on reliability and cost. Let’s agree to produce materials that appeal to the sensibilities of the audience and remain open to the possibility that the solution that has the potential to get the best results may not appeal to us personally.

Article 7 – Aesthetics
It is the Client’s responsibility to establish goals, to provide information, and to review and approve or reject concepts and finished work. It is the Designer’s job to translate the client’s story and goals into compelling words and images. Great work results from a near obsession with detail and nuance. Done right, a brochure, a web site, a catalog, and so on, is so carefully structured, changing a single significant element can drastically impact the whole.

Rather than dictate specific changes to a design–”move this here” or “change the color to,”–let’s agree the Client will request a new design or a variation of the original that addresses specific problems. Though it is helpful for the Client to point out areas of the design that they believe are inconsistent with the sensibilities of their audience, let’s agree not to do each other’s jobs.

Article 8 – Selflessness
Let’s focus on “it” not “I” and agree that pleasing ourselves is not our primary job. We certainly will strive to please each other when we can, but only if the work that results is attuned to our goals. Will the work stand the scrutiny of a different client and a different designer? That is the true test.

Article 9 – Confidentiality
It is sometimes difficult to gauge whether and which items of information are sensitive. For that reason, let’s agree that all of the information we share and the content of our communications remain confidential. If either party wishes to share information with a third party, they will discuss the matter with their counterpart before doing so.

Article 10 – Patience
Let’s not change for change’s sake. We will be immersed in our work and will review it over and over again. Let’s keep in mind that, in many cases, our audience will only see what we do occasionally. Our desire for change may appear long before our audience’s. Let’s agree not to change until we have identified a significant reason to change and have done everything we can to ensure the change will be an improvement.

Article 11 – Ethics
Real rewards are the result of ideas, products, and services that make the world a better place. Let’s agree to maintain the highest standard of ethics by dedicating ourselves to honesty, clarity, and style.

Article 12 – Trust
Let’s trust each other. We team up because there are some things the Client knows more about than the Designer and vice-versa. When there is no compelling reason to take a particular fork in the road, let’s concede the decision to the person with the most experience.

Article 13 – Reconciliation
Let’s agree how we will mediate disputes. Every relationship, especially one that entails so much communication and so many details, will inevitably suffer problems. Let’s agree to address issues freely and to allow space for each other to correct mistakes. If an impasse arises, let’s agree to share it with each other first, and if necessary, to choose a mutually acceptable mediator.

Article 14 – Liability
Because the Client has final decision-making power, let’s agree that the Client accepts ultimate responsibility for the correctness of content. It is the job of the Designer, Writer, and Proofreader to produce materials that are as accurate as possible; however, it is the sole responsibility of the Client to approve all aspects of the final work before it is published.

Article 15 – Loyalty
A Client who invests resources, time, and money in educating the Designer about their industry, audience, and organization deserves loyalty. A Designer who invests the same resources, time, and money in learning deserves the same loyalty. Unless otherwise agreed to, let’s define loyalty as being honest and sincere with one’s partner, not speaking poorly of them to others, and not working with direct competitors.

When changes in the relationship are unavoidable, let’s agree to share the reasons for the change and to give each other as much notice as possible before the change is made.

Well that’s it. Tell me your thoughts on the issue.




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