How Do You Design What the Client Can See in Their Head but Cannot Explain?
Kate V.· UI/UX Designer at Envion SoftwareDirect answer
Don’t ask the client to explain design terminology — give them things to react to. Collect references far beyond competing products, let patterns emerge from their reactions, and use AI to explore directions in hours instead of days. The designer sits between the client’s imagination, the user’s expectations and the realities of the product; curiosity, interpretation and communication are what reach the right destination.
01The client
One of the most interesting parts of UI/UX design happens before Figma is opened. A client comes to you with an idea. They know what they like when they see it. They may have a competitor they admire, a screenshot from another industry, a particular feeling they want the product to create, or simply a sentence such as: "I want it to feel premium, but not corporate." The challenge is turning that imagination into something visible.
Our client was developing a new digital product and had a strong sense of what it should feel like, but very few concrete visual requirements. The first references they shared were completely different from one another — one minimal, one heavily animated, another from an unrelated industry. If we had simply copied the visual characteristics of those references, we would have produced a design the client technically approved but did not truly identify with. So we approached the project differently.
02Do not ask only what they like
When a client sends a website and says "I like this," our next question is never simply "Should we make yours similar?" We dig further. What exactly do you like? Is it the amount of whitespace, the movement, the typography, the confidence of the messaging, the photography, the simplicity, the darkness, the density, the feeling of exclusivity, or the way information is revealed?
Quite often, the thing the client loves is not the thing they initially point to.
03Building the client's visual vocabulary
We started collecting references together — not only competing products. We looked at architecture, fashion, editorial layouts, mobile apps, packaging, automotive interfaces, product photography, animation, typography, dashboards, and completely unrelated websites. This helped us create a shared visual language.
Instead of asking the client to explain design terminology, we gave them things to react to. More like this. Less like this. This feels too corporate. This feels too playful. This animation is right, but the typography isn't. After several rounds, patterns started appearing. That was the real brief.
04Bringing AI into the discovery process
AI has made this stage dramatically faster. We use it to explore directions that previously would have taken days to visualize: alternative hero concepts, interface composition ideas, different image styles, visual metaphors, illustration directions, unusual combinations of styles, copy and visual pairings, and animation concepts. Instead of presenting the client with one polished direction after several days, we can explore a much wider range of possibilities early. The client reacts. We learn. AI generates another direction. We refine again.
The purpose is not to ask AI to design the product for us. It is to shorten the distance between what the client imagines and what the designer can show them. And AI needs direction too: "Create a modern SaaS website" produces a modern SaaS website — unfortunately, one that will probably look like thousands of other modern SaaS websites. Good results require context: the customer's industry, audience, brand personality, competitors, undesirable references, emotional direction, typography preferences, interface density, desired interactions, product maturity, and conversion goals. AI becomes part of the exploration rather than the decision-maker.
05The moment we knew we had it
Eventually we presented a direction that combined elements the client had never explicitly described together. Their response was essentially: "Yes. That's exactly what I had in mind." That is one of the best moments in a design project — not because the designer guessed correctly, but because the discovery process uncovered something the client had difficulty expressing verbally.
Great UI/UX design is not about imposing the designer's taste on the client, and it is not about asking the client to design the product themselves. The designer sits between three worlds: the client's imagination, the user's expectations, and the realities of the product. AI now gives us extraordinary tools for exploring that space faster. But curiosity, interpretation and communication are still what get us to the right destination. At Envion, the objective is never simply "Make something beautiful." It is: "Make the thing the client hoped their product could become — and make sure users know exactly how to use it."
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