How does it work in real life?

I’m stilll learning, and I don’t completely understand the client-designer relationship, how it all works.

So this is how I think it goes - You get hired. The client sends you the brief. It could be to design a logo, the cover of something or creating a physical 3D form of e.g. a birthday present box. You have a set amount of time and budget.

You create your final design or thumbnails/sketches and send it via email to the client. They give feedback. Or if it’s a physical form, you mail it to them? A question: the form wouldn’t have to be made of the real materials needed for making a birthday present box (strong, sturdy cardboard, ribbon). If you created it out of normal paper and used paper strips to represent ribbon, would that be acceptable? After all, you’re not meant to make the REAL thing, are you – you’re just creating it to show how the design will look on the present box – so the real thing could be made in the factories or something with my design on it. Is that right?

After you finish everything and the client’s happy, what’s next? Or is it the end? Where does the paying part come in?

I might have put it all in very simply – but I’m still trying to understand how it works. I’d like answers from experienced designers who’ve gone through these many times. Tell me the process.

What you’ve described isn’t far off, but it’s a lot more collaborative.

Before any work starts, there’s usually a conversation to clarify what the client actually needs, goals, audience, budget, timeline, where the design will be used, etc. The brief often evolves during this stage.

The designer draws up an estimate, mostly towards budget, but ok to push the budget at this stage, but not to overpromise scope of work. This normally includes how many concepts or revision rounds are included. Most take a deposit upfront (for example 30–50%) before starting work.

Then start developing ideas, sketches, or early concepts, not final work. These are shared with the client for feedback. The goal here is direction, not perfection. For example, for a magazine I might design 8 pages, main content, feature article, double page spread - maybe about 3 versions of each, or say 3 versions of 3 design ideas. This usually leads to I like a bit from Column A B and C - which is fine.

After feedback, refine the direction. This stage can go through a few rounds until everyone is happy. So you’re taking the selected direction and improving on them and getting them signed off.

Physical items like packaging, you usually don’t make the final production version yourself. It’s normal to make mockups or prototypes using simpler materials just to show scale, structure, and appearance. And if you have nailed down a packager that can do the job, they can usually send over a blank dummy of the actual structure to show the concept, to ensure it holds weight, size, etc.

A paper mockup representing cardboard and ribbon is completely normal at the design stage.

Once approved, the designer supplies final files or specifications in the correct formats for print, production, etc.

The remaining payment is usually made at this stage, before or upon delivery of final files. So you wouldn’t send your production files to a printers until you’ve received payment, a PO or something similar.

You can stay involved during production, helps with print checks, but you have this an additional cost, that puts the risk on you for perfection, but they’re paying for it.

The biggest difference between how students imagine it and how it works in reality is that design is less about producing a finished object yourself, and more about solving a problem and communicating clearly with the client throughout the process.

And you’ll always have a plan with the production/printers if things go wrong, a reprint, or not to spec, what is the recourse. Last minute changes, a mistake by you or the client, how is it fixed, how much will it cost and how to rectify.

When you build a relationship with production and print you get more pull from them, that is you have better interaction to resolve things quickly and cheaply.

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In real life, Graphic design tends not to be simple small parts of what are often viewed as larger jobs.
Students tend to view freelance design as “doing a logo” or “doing a cover” or “doing a box or package design”
Things aren’t always so one-off.
You might be doing a logo design for a new product based on an existing brand guide that needs a label (cover) and a shelf-worthy package design.
Aim higher.

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Be a graphic designer is like to build a complex puzzle you need to resolve from a customer who doesn’t know anything about Graphic Design. You need to build this puzzle with different elements, like images, typeface, using also colour, shapes, grids, other things like creativity and also psychology. It begins using a piece of graph paper(mockup) then to make a prototype.

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For designers, the client is usually the company they work for, rather than an outside client. For the purpose of answering your question, let’s assume the designer is a freelancer working directly with a client. Even in that scenario, every situation is different, so I’ll answer you question in very general terms.

Maybe in crowdsourcing situations, but that’s one of the problems with crowdsourcing: clients don’t have a clue how to write a brief that covers everything the designer needs to know.

A better approach is for the designer to talk with the client about the project. This gives both a chance to clarify the project’s details by asking questions, raising concerns, and discussing issues that are unique to each project.

In a traditional advertising agency, the process always works this way. The account rep (and sometimes the creative or art director) discusses the project with the client. In this situation, the account rep, in collaboration with the creative or art director, writes the creative brief for the designer.

As I mentioned, though, every situation is different.

In a freelance situation where the designer is working directly with the client, that’s possible, but I would never do that except in very rare instances when I’ve developed a tight collaborative relationship with a very savvy client.

Showing a sketch or rough idea to clients is almost always interpreted as an invitation to collaborate and interfere in counterproductive ways. Clients aren’t designers, and they can’t typically see past the roughs, so they begin giving unhelpful feedback based on misinterpretations of what they’re seeing.

This is even worse if the rough ideas are sent to the client by either mail or email. In that situation, the same thing inevitably happens, and it’s never good. In that situation, the typical response from them is something along the lines of, "I’ve been thinking about your ideas all day. I showed them to my wife (or husband, or best friend, secretary, or guy I met on the street), and we like the symbol you drew, but instead of it being so abstract, could you draw a fun cartoon monkey hanging from a tree while eating a banana?

In other words, the foolish decision to mail a rough idea to a client has turned into the disaster of the client asking you to draw a stupid monkey.

In my opinion, the first glimpses of your thoughts should be in the form of very tight mockups (comps) that are so polished, well-done, and immaculate that they leave no room for misinterpretation or client modifications. However, clients always want to feel like they helped, so we would always have a set of questions whose answers made little difference to the design, but satisfied their need to feel included in the creative process.

Much depends on the budget. On some projects, expensive working prototypes are warranted. On others, a tightly rendered drawing might suffice. No matter the budget, the objective is to communicate the solution to the clients in ways that favorably impress and convince them, and that gives them the confidence to give you the go-ahead to proceed.

After the job is done and the client is happy, a small sales pitch for whatever else the client might have in mind down the road might follow.

Payment generally depends on the contract. If you’re working with a government agency or a large corporation, you’ll likely agree to their terms, which usually involve payment after the job is completed or in monthly installments for long-term projects. Sometimes, with reputable small clients, a series of emails outlining the project and payment terms are all that’s needed, as emails can act as informal contracts. For new clients, especially if there’s a chance they might be unreliable or dishonest, it’s best to break the project into phases and require payment in advance to start each phase. For instance, pay upfront for the ideation stage and mockups, then pay in advance to begin implementation. For these newer, higher-risk clients, full payment should be collected before the final delivery.

As I said, every situation is different, and everything I’ve mentioned has exceptions, but the objective is always to impress clients and get paid.

I generally agree with what @Smurf2 wrote, but unlike him, I’ve never shared rough ideas with clients for the reasons I mentioned — either in freelancing or in my agency roles. Again, though, this is an example of what works well for one person or company but not for another. There is no universal one-size-fits-all best way of doing things.

Questions:

  1. How do you talk with the client? Face to face or usually emails?
  2. What is an example of a conversation between the client and designer, discussing what the client wants?
  3. Are you saying sketches and thumbnails shouldn’t be shown to the client, because they won’t understand the ways of a designer? (Because my course teaches me to share sketches with the client for feedback - but now I hear that some designers don’t do that)
  4. How about payment as a freelancer?
  • How do you talk with the client? Face to face or usually emails?

Communicating with the client in their preferred format is good client service. Approvals, however, should always be in an archivable format. Even if I get a verbal approval, I’ll request the client approve a PDF or send an email with an approval.

  • What is an example of a conversation between the client and designer, discussing what the client wants?

Designer: Here is my design and here’s why it will appeal to your target market and generate the results you want.

Client: Looks great, now make all of these changes.

  • Are you saying sketches and thumbnails shouldn’t be shown to the client, because they won’t understand the ways of a designer? (Because my course teaches me to share sketches with the client for feedback - but now I hear that some designers don’t do that)

In general, I would not share sketches. Exceptions to that: 1) if I need to show a comp of a photo to be taken or 2) if I am in a face-to-face and need to convey an idea to a client.

  • How about payment as a freelancer?

Solid options are 1/3rd on contract approval, 1/3 at artwork approval, 1/3 at final delivery (or last third NET 30) or 50% on contract acceptance and 50% on delivery (or second half NET 30).

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My answers are the same as @Steve_O’s

In addition to what’s been said, there’s another reason I disagree with your course. From what you wrote, it seems the course’s assumptions are that you will immediately be interacting with clients once you graduate.

No agency, in-house or otherwise, will let a newly graduated student handle something as important as client relations. It takes years to master those skills on the job, and nothing in a typical design curriculum adequately covers business and client issues.

It’s also ill-advised for new designers to freelance and interact with clients for much the same reason. A new designer will run headfirst into the brick wall that separates academic design courses from the business of design in the real world.

I honestly am not expecting what you mentioned to happen once I graduate. Things take time, of course.

The course just prepares me heavily for client interactions and make that seem like the whole thing of design. It’s all it talks about in the assessments/assignments - read the brief, follow what it says, meet with the client (my teacher), refine your design using the feedback, show final design, the end. It isn’t explaining to me the process of the entire thing at the moment, which is why I asked here.

But after you graduate, what happens next? If it takes years to build client‑relations skills as you said, what would I be doing in the meantime?

The sentence fragment you quoted makes it read as if I were saying newly graduated designers would be working directly with clients, when the entire sentence actually says the opposite.

This isn’t a big deal, and I’m sure it wasn’t intentional. I just want to avoid possible confusion over what I wrote.

The learning curve accelerates rather than slowing down. The real world of design is very different from what you learn in school, where knowledgeable instructors grade work based primarily on creativity, execution, and aesthetics.

In the real world, clients typically care less about these things, have their own opinions, and care far more about the solution accomplishing their goals of target audience engagement. This reality comes as a shock to many designers who expect employers and clients to love their work.

As for what you might be doing during this real-world learning phase, you would probably start as the equivalent of a junior designer, following the lead of a more experienced designer or art director.

At least that is how it typically works in most good situations with two or more design employees. In less-than-ideal situations, you might be working with clueless, micro-managing superiors who assume they know more than they do.

When that or something equally awful turns out to be the case, it’s time to look for another job in a better environment that can prepare you more effectively for the future, rather than weighing you down and teaching you bad habits.

There’s nothing wrong with bouncing around from one job to a better one after a reasonable period of time — especially at the start of your career. Each jump typically means gaining more experience and moving up the ladder a step at a time.

However, if you jump too often, it doesn’t look good on a resume, so it becomes a bit of a balancing act to find the sweet spot. I’d need to count, but I’ve probably held about a dozen design- or communication-related roles across different companies over several decades. Of course, everyone’s career goals are different, and many designers prefer to stay in one place, which is fine too, as long as it’s what that person wants.

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What you do in the meantime…
If you are in the US, a junior designer has a college degree AND 2 years of experience.
That may be pretty much true anywhere these days.
While you are still in school and eligible for internships, find them and do them and do well at them for the references they will provide you. Once out of school, you may be looking hard for work. Don’t pass up opportunities at print shops or sign shops even if they aren’t design rolls. Learning production will make you a better designer, one that knows the option available out there.

Your future clients are not going to be able to give you the direction that your assumed educated professor can give you. Graphic Design should be taught as a designer/client relationship. One of my professors got it right. She would often say, “Do Over.” UNLESS you could come up with viable reasons for why you did something the way you did. She also provided additional info well after the projects were under way. In one case she even changed the whole direction 3 days before due date. Now that’s a client!
If you didn’t want to Do Over, you learned to defend your work and be flexible.

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