u/Maleficent_One_6266

I think calling a client "bad" is one of the quickest labels people use in UX work.

Whenever feedback feels wrong, it’s easy to assume the client doesn’t understand design, is reacting emotionally, or simply has poor taste.

But I came across something recently that made me rethink this.

The idea was that strong negative reactions from clients often signal something important, not just noise. They may be responding to factors we don’t fully grasp—like internal context, customer behavior, past issues, or details that never make it into the brief.

If your first reaction is to defend the work, you miss that completely.

It also made me consider how many projects drift off course before the final presentation. Assumptions go unchecked, alignment isn’t fully established, and when feedback arrives, the gap is already too wide.

So what looks like "bad feedback" might just stem from earlier misalignment.

This doesn’t mean clients are always right, but it prompted me to rethink how often the problem lies in the process rather than with the person.

I’m curious how others here approach this.

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u/Maleficent_One_6266 — 14 hours ago
▲ 15 r/Design

I think “the client didn’t get it” is one of the most dangerous stories designers tell themselves.

Whenever something gets rejected, it's easy to say they didn't understand it, or that they have poor taste, or that they don’t grasp the process.

I recently read something by a designer that challenged this perspective a bit.

The idea was that strong negative reactions from clients aren't always just noise; they're often signals. They come from contexts we don’t fully see: internal politics, past failures, customer realities, things that never make it into a brief.

If the first instinct is to defend the work, you completely miss that.

One line that stuck with me was that attachment to the work isn't proof of quality; it just shows the time invested.

It also made me think about how many projects "fail" before the presentation happens. Misalignment, assumptions, and things that aren't clarified early enough. By the time feedback comes in, the gap is already too wide.

This doesn’t mean clients are always right. But it did make me question how often the problem is actually the process, not the person.

I'm curious how others here think about this.

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u/Maleficent_One_6266 — 1 day ago
▲ 21 r/Design

“The users who shape design conversations are rarely the ones struggling.”

Read this line in a piece by a designer and it stayed with me.

It explains why so many products feel “well designed” and still don’t work for a large group of users.

We keep refining for the people who can explain their experience.

But the people who struggle don’t explain it.
They just disappear.

And design keeps improving… in the wrong direction.

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u/Maleficent_One_6266 — 6 days ago
🔥 Hot ▲ 70 r/Design

I think design as an industry has quietly optimized itself for the wrong problems.

We’ve become really good at making things smoother, faster, more engaging. Better onboarding, cleaner dashboards, higher conversion, stronger retention.

But most of that work lives in environments where the stakes are relatively low.

Then you look at something like hospitals.

Environments where people are scared, in pain, making high-stakes decisions with incomplete understanding. And the design there is almost nonexistent. Navigation is confusing, communication is fragmented, information is hard to process when it matters most.

I read a piece by a designer that framed this gap really clearly.

The uncomfortable idea is that design tends to move toward places where it’s already valued, not where it’s most needed. It’s easier to refine a checkout flow than to redesign a system where the value of design isn’t even recognized yet.

So we end up improving convenience at scale, while clarity in critical moments remains underdesigned.

It made me rethink what “impact” in design actually means.

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u/Maleficent_One_6266 — 9 days ago