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what questions to ask??
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[b]The client never knows what they want.[/b] Take that above statement to the bank and approach every client in this way. A good collary to this is that you must always have a contract to keep the client from changing their mind midway through a project. It doesn't matter if no money changes hands, you still need a contract which specifies exactly what you are going to do, and exactly what the client is going to do. You might not even want to call it a contract, call it an agreement, or even "The way I do things". So after saying that here are the ways I approach a project. 1) Exploration. This happens before the contract. You will meet with the client and discuss what needs to happen. Something useful is to bring crayons (not markers not colored pencils crayons) and white construction paper. The reason for the crayons is that they are not seen as an artistic medium, they are for play. You talk to the client to get some ideas, give the client some information and if it is foggy have them do some sketches with the crayons. You should do no drawing at this point, you don't want to intimidate your client. Make sure to get a couple of different ideas. You should walk away with a general idea of what the client wants. If you are still confused r schedule another session. Ask the client to email you some links of similar websites that they like, or might want to emulate. Some questions would be. What is your favorite color, and you next favorite? Do you have any existing material? anything from in print? What objects shapes or figures do you think of when you say your organizations name? What are the number one things you don't want to see in the design? 2) Mockups. At this stage you go and create you examples, between 3 and 5 are all that are needed. Have them pretty clean. Charge (set a milestone) for this work, tell the client that this fee is refunded if the proceed with the project, and also that they do not own the Proof of Concept work. If you give it away for free you are setting yourself up for disaster. You might think not but you are. If the client won't pay, you have a bad client. If the client rejects all of your sketches you need to take these and go back to number 1. The client will have to pay for new sketches, but only charge 1/2 or 1/4 what you charged for the first round. If you charge this makes sure the client has a vested interest in the project if you don't they will not value the work you are doing. (FYI, I am a terrible artist, but I still charge $100 for my example sketches). If this fails and the client is not happy it is time to recommend the go with a different artist, or that they get their own graphic designer and you will impliment their design. If you con not come to terms here you are in for a failed project. Take the money for you work and call it a wash, go on to your next client. 3) Write up the standart contract. Get it signed!!! 4) Begin work. Make the rough prototype. Review with the client. Make necessary small changes. Charge for massive changes (should be in the contract). 5) Rinse and repeate until done. (I figure the rest has bee covered elsewhere). Dan @ [url=http://www.codetown.org]Code Town[/url]
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