“Make it premium.”
Sometimes, that is almost the entire brief.
Other times, it is “make it more creative,” “something modern,” or “make it catchy.”
None of these requests are necessarily wrong. The problem is that they can mean completely different things depending on who is saying them.
A designer may interpret “premium” as minimal typography, generous spacing, subtle colors, and a restrained visual style. The person requesting the design may actually be imagining bold visuals, rich colors, and something that immediately grabs attention.
Both sides can be doing their jobs properly and still end up in completely different places.
That is why I have started believing that many frustrating design revisions do not begin with the design itself.
They begin with the brief.
What Makes a Design Brief Unclear?
Most unclear briefs are not intentionally bad.
Usually, someone knows what they want to achieve, but the idea has not yet been translated into something a designer can work with.
That is where phrases like “make it creative” become difficult.
Creative in what way?
Should it feel serious or playful? Minimal or expressive? Premium or energetic? Is the goal to explain something, build awareness, generate interest, or drive an action?
Without that context, the designer is not really designing yet.
They are guessing.
And when the first version does not match what someone had imagined, the revision cycle begins.
A Clear Brief Is Not a Long Brief
A good creative brief does not need to be a five-page document filled with marketing terminology.
In many cases, a few clear answers are enough:
- Who is the audience?
- What is the main message?
- What should people understand or do after seeing it?
- Where will the design be used?
- What must remain unchanged?
- Are there any brand, format, or content limitations?
Once those things are clear, the designer has more than instructions.
They have direction.
A good brief does not limit creativity. It gives creativity a direction.
That difference matters.
Creative freedom without context can lead to endless possibilities. Creative freedom with a clear objective gives those possibilities a purpose.
Why Do Clear Briefs Reduce Revisions?
Revisions are a normal part of design. I do not think the goal should ever be to eliminate them completely.
Good feedback often makes the work better.
The problem starts when the team is still discovering the actual requirement through version two, three, or four.
At that point, the project is not really being refined. It is still being defined.
A clearer brief helps everyone agree on the purpose earlier. Feedback becomes more specific because people can compare the design against an objective rather than only reacting to whether they personally like it.
Instead of saying, “This does not feel right,” the conversation can become, “The main message is getting lost,” or “This direction may not work for the audience.”
That is much more useful.
Designers Need to Ask Better Questions Too
I also do not think the responsibility sits only with the person giving the brief.
Designers need to ask questions.
Sometimes the fastest response to a new request is to open the design tool and start working. But I have learned that ten minutes spent understanding the requirement can save hours of unnecessary revisions later.
If something is unclear, I would rather ask:
- What is the priority?
- Who needs to notice this first?
- What is the one message we cannot lose?
- Is there an example of what “premium” or “modern” means in this case?
Those questions are not slowing down the creative process.
They are part of the creative process.
Good Design Starts Before the Design
Typography, color, layout, illustration, photography, and motion all matter.
But they are still tools.
The real job of design is to communicate something clearly and intentionally.
A beautiful design communicating the wrong message is still the wrong design.
That is why I now see the brief as part of the design process itself, not simply something that arrives before it.
The better the problem is understood, the easier it becomes to make meaningful creative decisions.
Because good design rarely starts with:
“What should this look like?”
It starts with:
“What are we actually trying to communicate?”
