
If you work in sales, operations, leadership, or any non-design role, you’re not “bad at design”. You’re just speaking a different language.
And yet, your input is essential—because design doesn’t exist for designers. It exists to move a business goal forward, for a real audience, in a real context.
In my experience as a creative experience designer, the difference between a smooth, confident launch and a frustrating loop of revisions is rarely talent. It’s almost always alignment: clear direction up front, and feedback that ties back to the goal (not personal preference). That alignment starts with two things:
Most cross-functional friction isn’t because anyone is doing the wrong work—it’s because different teams are working from different assumptions, in different places, at different times.
Project and programme research repeatedly highlights communication as a key predictor of project performance, and treats it as a core competency—especially in environments where many stakeholders contribute to one outcome.
The practical takeaway for design work is simple: reduce noise and increase clarity by creating a single place where the “latest truth” lives—decisions, files, feedback, and status in one visible record. This is the “single source of truth” concept, and it’s widely recommended because it reduces ambiguity and prevents version drift.
When communication is fragmented (emails here, WhatsApp there, comments in a deck, a late call with “one more change”), it doesn’t just feel messy—it creates real delivery risk.
A design brief (also called a creative brief) is a short document that outlines objectives, target audience, and constraints so the designer can make the right decisions without guessing.
The most important thing to understand is this:
A good brief provides direction, not a pre-made concept.
Adobe makes this point explicitly: a creative brief should guide the work, rather than prescribing specific creative ideas or concepts.
When briefs are clear, they do three things that matter to non-design stakeholders:
Here’s the cleanest mental model I’ve found for non-design teams:
Think: Where are we going and why?
That’s brief territory. It gives clarity without dictating execution.
Think: How do we make it land?
This is why you don’t need to write “Use a photo of ...” or “Make it feel modern”. If you tell me the audience and goal, the concept becomes my responsibility.
Here is a realistic example that shows the difference between direction and concept.
That’s enough for a designer to work confidently—because it sets the target, the promise, the next step, and the constraints.
Notice what’s not required from the requestor: picking fonts, editing layouts, or dictating the image.
This is the shift that changes everything.
A design critique is not simply “judging a design”. It’s analysing whether the design meets its objectives and improves through discussion.
When feedback turns into “make it pop” or “I don’t like this colour”, the team gets stuck in taste-based debate—and taste isn’t measurable.
NN/g also points out that critiques often derail when comments become hypothetical or unactionable. Good critique stays anchored to goals and becomes actionable.
Use this structure (it takes seconds, and it’s gold for designers):
Context → Problem → Reason → Suggestion (optional) → Priority
This style mirrors constructive feedback best practice: be specific, anchor comments in observable facts, and make them actionable.
That is feedback that improves outcomes.
Two operational rules protect time, budget, and team energy:
When comments are split across emails, chats, and decks, people end up reviewing the conversation instead of the work.
If your collaboration tool supports proofing (comments directly on the file), use it. It keeps context attached to the deliverable and creates a traceable feedback trail. ClickUp, for example, supports proofing comments on common file types in-platform.
Nothing destroys momentum like five people giving five different directions.
If you have multiple stakeholders, nominate one person to consolidate comments into a single set per round. This is one of the simplest ways to prevent critique sessions from derailing into contradiction and rework.
A lightweight, predictable cycle prevents endless loops:
This also helps manage scope creep: when changes continue indefinitely, delivery slows and quality often suffers. PMI’s guidance on scope creep emphasises protecting the baseline and not accepting additional work without clear agreement that it’s in scope.
Figma’s writing about feedback culture captures a real workplace dynamic: people often jump into work with little context, comment quickly, then disappear—creating churn instead of clarity. A structured routine solves that cultural problem without blaming anyone.
If you’re not a designer, here’s the simplest way to be an outstanding design partner:
When those five are true, design work becomes faster, calmer, and more effective—without anyone needing to learn kerning or colour theory.
And as a designer, that’s exactly the kind of collaboration that lets me do my best work: turning your business direction into a concept that your audience understands, trusts, and acts on.