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mike lawson

how to get useful feedback on creative work

I used to ask friends what they thought before presenting ideas to clients. then I'd ask someone else. then someone else.

by the time we presented, the idea could be a lot safer than the one we'd started with.

I wrote about a launch-party concept that went through that process. looking back, I realised how often I'd been asking for permission instead of useful feedback.

feedback can make work stronger. it helps to decide what you're trying to learn before inviting everyone's opinion.

decide what the work is trying to do

write down the purpose, the audience, and the important decision in the piece.

if you're showing a brand concept, what should it help people recognise? if you're showing a draft, what should a reader understand by the end?

also say what stage it's at. a rough direction needs different feedback from something you're checking before publication.

you don't need to defend every detail in advance. you need enough context for someone to assess the work against its purpose.

make something people can respond to

an idea in your head gives other people lots of room to imagine their own version.

make a rough example, an outline, or a small prototype. get the central thought into a form someone can see.

then ask about the decision you're unsure of. a concrete question gives them a useful job. “what do you think?” can leave you sorting through preferences that don't help with the actual problem.

here's an illustrative example: you have a poster for an event. rather than asking whether it's good, ask someone what they think the event is and which information they notice first.

choose people for the question

someone in your field may spot an execution problem. someone from the intended audience may show you where the message is confusing. the person responsible for approving it may need to check requirements you can't change.

those are different roles. decide whose input you need right now.

in my letter, I described starting with one or two people who understood the vision. that's a useful way to limit a personal creative review. a team or client project may have required reviewers too.

don't bypass the people who need to approve the work because you prefer a smaller group.

ask a question that produces an answer you can use

try questions like:

  • what do you think this is trying to say?
  • where did you get confused?
  • what information would you need next?
  • which part supports the idea, and which part gets in the way?

ask them to point to the place in the work that led to the answer.

“make it more exciting” is hard to act on. knowing that the important point disappears halfway through the draft gives you something to investigate.

listen before explaining. the work eventually needs to communicate without you standing beside it.

separate the observation from the proposed fix

someone might correctly notice that a poster is difficult to read and suggest a fix you don't agree with.

take the observation seriously. then decide how to solve it. you don't have to use the first proposed layout to address the problem.

the same applies when someone dislikes the core idea. ask why. a mismatch with the audience, a factual mistake, or a practical risk can justify changing the direction. it isn't automatically a bad note because it challenges your favourite part.

personal taste may be less useful. look for the reason, the evidence, and the relationship to the purpose you agreed.

make a decision and close the round

keep a short note of what you will change, what you will keep, and why.

if feedback conflicts, return to the audience and purpose. don't combine every suggestion just to keep everyone happy.

check the revision against the original problem. did it become easier to understand? did you address the risk? does it still have a point of view?

then finish the round. asking more people isn't always the next step. sometimes the next step is making the work and seeing how it holds up.

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