Chapter 8
Profitability

Being Profitable in Graphic Design

Although many people get into graphic design for the joy of creating things, they remain in it because they become at least workably good at all the business aspects of design. They learn to handle projects with quality, ingenuity, and accuracy; develop interesting and fruitful collaborative relationships; and subsequently are compensated fairly for all of these activities. One thing that keeps designers in businesses that are thriving is to understand and monitor the profitability of their client relationships.

Profitability is the income generated from your work minus the expenses incurred to make that income. The difference in those two numbers is called profit, and the measurement ratio of profits is called profitability. In addition to the many creative and client requirements, the goal of every design project should be to manage it with profitability in mind.

There are a few ways to look at profitability that are useful for graphic designers:

•  By project: How did you do on a particular assignment?

•  By client: Over the course of your working relationship, are you profitable on this client’s projects?

•  By employee: Does this person deliver great work in less time than estimated? On every client’s jobs? What types of projects are best?

•  By task: Are you better at and more profitable with logo design or web animation? What activities and services give you the highest return on your time?

•  By time: Is there a time of the year when we do business that is at higher earnings?

•  Overall: Looking at an entire month (or quarter, or year), are we actually losing or making money?

What Impacts Profitability
Many things impact a designer’s profitability. Some can be easily controlled, and others are more difficult to alter. Here are a few factors to consider:

•  Your clients: Certain categories of clients pay more. Some industries are not as lucrative as others. For example, a publishing company pays less than a Fortune 100 consumer product corporation. Also, do they make endless revisions? Do you let them?

•  Your pricing structure: Are you competitive in the marketplace? Are you charging too little? Are your calculations off?

•  Your estimating: Are you pricing accurately? Do you allow enough time? Do you include all fees and expenses you’re entitled to?

•  Your project management: Are you consistently reviewing, monitoring, and managing team work flow according to your plan? What areas are strong? What are weak?

•  Your work: Some forms of graphic design do pay more—for example, animation bills out more than newsletters. Do you make more money with particular delivery media than others?

•  Your productivity: Do you work efficiently and make decisions quickly? Are you mindful of budgets?

Do It Better Next Time
Learn from current projects so that you can increase profitability in the future. In addition to the postmortem, look at the following financial reports, which you or your bookkeeper can generate from accounting software and, in some cases, from project management software:

•  Actual sales (open jobs) versus forecasts or projected sales (list of proposals): This helps you understand if you are priced properly in the marketplace, among other things.

•  Estimates versus actual costs: This lets you know how good your estimating, project management, and productivity are.

•  Gross margin versus overhead: This shows if your investment in overhead (people and facilities) is paying off and helping you make money (or not).

Through these hard-core evaluations, designers can get set aside emotional attachments to clients and projects and look at what they do best in terms of financial gain. Money isn’t everything, but it does affect a designer’s creative output, working relationships, and general enjoyment of his or her work. Loving what you do is important, but you must balance that with making a viable income.

Project Postmortems

The only way to understand what is influencing a design firm’s profitability is to review business data carefully. One of the most significant measurements is looking deeply into your work breakdown structure and comparing it to what your time sheets and expense reports reveal what really happened on the job. Some project management software allows for this comparison very easily. Whether you are doing it using software or via some other kind of system, this kind of job postmortem yields a lot of valuable information.

To do a postmortem or exit review, ask yourself

•  How well did we meet the client’s brief? Is the client satisfied?

•  How differently was the project implemented from our planning of it? Why? Why not?

•  Were there significant changes to time, scope, and schedule? Did we change-order the client for these revisions?

•  How do the estimated fees and expenses compare with actual costs?

•  How effective were our quality control and quality assurance efforts? What can we do better next time?

•  What were the impediments to creativity and productivity? Can we control any of these things better in the future?

•  What was our profit on this project? Can we recoup any loss on a future project with this client?

•  Ultimately, what were the lessons learned on this project, from this client relationship?

Eight Things That Help Increase Profitability

1. Be lean and mean.

Cut overhead and extraneous spending. The fastest way to boost your profits is to reduce your costs. Fancy offices may or may not be required by your clients. Think long and hard about this. After salaries, rent is often the highest-ticket item in any firm’s budget.

2. Get the right clients.

Some work is for love, some is for money. Some clients allow creative innovation, but have minimal to no budgets. Other clients pay more, but their work is less creatively satisfying. The right combination of clients, project types, and opportunities makes for a great balance creatively and financially. However, some design firms have great success with niche markets—it makes them work more effectively. It also can be easier to market themselves because they become known as experts in a particular field. Some designers would be bored to tears with the strategy, and have to mix it up. Either way, identify your most productive and profitable clients and focus on getting more of those.

3. Seek repeat business.

It is easier and cheaper in terms of self-promotional and proposal writing costs to get more business from an existing client than to cultivate a new one. Plus, there’s the added bonus of knowing the client’s preferences, processes, and personalities—and doing work to suit those things. But remember, putting all your eggs in one basket and have only a limited number of large clients is a risky business strategy.

4. Adjust pricing.

Increase your hourly rate. Resist discounts or arbitrary price cuts. Have a clear and definitive pricing structure that all of your clients can come to know and understand. Keep everything above board and understandable. If you want to cut the price, make sure you cut the scope of work. It’s far better to walk away from a job that can’t be priced right for your firm, than to do it on the cheap and think you’ll get ahead next time. Wait until the next opportunity comes around and bid again.

5. Improve estimating.

Stay competitive, but make sure you estimate your work in a way you can really make money. Compare estimates on jobs to actual job costs all the time, and watch for trends—learn how your team really works, and do your estimating according to that reality. Compare notes with peers, if possible, or ask clients for feedback.

6. Determine a strategy: volume or value.

A traditional business model is to either strive for a high volume of jobs with low profit margins, or go for a low percentage of jobs or sales but each with a higher profit. Competing on low prices means working extremely efficiently, and that’s not always possible with the custom-made nature of graphic design. It’s probably better to sell your services as a premium product versus a cost-effective consultancy unless you can deliver on the high-volume concept.

7. Boost productivity.

Do the right job, complying with the creative brief, right away. Avoid time-wasting revisions and errors. Avoid redesigns due to internal miscommunication or indecisiveness. Inform the design team of their hard targets in terms of deadlines and hours of work estimated, and then manage them to it. Make sure your employees have proper training, and are on the right projects doing the right tasks based on each individual’s skills.

8. Be accountable.

Keep good records. Make sure everyone records their time accurately and consistently. Review projects creatively and financially, on a regular basis. Involve key players in these reviews, and get their input. Learn and adjust—create a culture of continuous improvement. Be aware of profitability, and create and maintain systems and procedures that support profits as well as creativity.

Design Project P&Ls

Profit and Loss Statements, also known as P&Ls, are a standard financial document that shows a business’s economic health—or lack thereof. The document summarizes revenue and expenses for a specific period of time, such as a quarter of the year (three months) or the entire year. When looked at for the entire company finances, a P&L may also be referred to as an Income Statement or Earnings Statement. It’s a good idea for a design firm to have their bookkeeper create one of these documents so that the state of the firm’s finances can be assessed.

It’s also a very good idea to have the project manager pull a similar report on projects as they are completed. This allows a project post-mortem to include not just a review of the overall design, and a look back at the client–designer relationship, but also a clear financial analysis as well. These kinds of reviews help designers to understand what profitability is for them and how best to achieve it on a project-by-project basis.

Here’s a basic formula to follow to create a project P&L:

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2. Look at Expenses:

Actual Expenses = ______________

Markup on Expenses = ______________ ( = Profit on Expenses)

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Just reviewing these figures on a continual basis keeps managers on top of the financial picture. These P&Ls also begin to create an outline of client relationships, employee productivity, and estimating acumen, as well, by revealing discrepancies between what was anticipated and what actually occurred.

The Importance of Ongoing Design Management

Design management is challenging. Running a graphic design business is, for the most part, exceptionally challenging. Being successful at a service-oriented consulting profession such as graphic design is difficult to accomplish consistently year after year, all while maintaining creative excellence.

Just as designers constantly strive to improve their creative and technical skills, they also need to work on growing their communication and business skills. This is the ongoing practice of design management that has been the subject of this book. And it is the essence of building great client relationships. Finding and attracting those great client relationships is an ongoing game worth engaging in.

Profit from Good Relationships

Clients have difficulty sometimes understanding the difference between one designer and another. They review their portfolios, ask a few questions about their process, but rarely get at some of the key issues that will determine whether the designer–client relationship will be effective and enjoyable. Yes, many designers can make great work for their clients, but the central question a client should be asking is: Can this designer make great work for us?

By the same token, a designer should be looking long and hard at a prospective client and asking: Can we really work for this client? Will we be happy? Will they let us do great work? Will we be paid fairly? Are we going to make or lose money on this client? The answers will change day to day.

Profitability is just one indicator to a design firm that it is on the right track and is successful in its practice. There are many other indicators, but at the end of the day, designers can’t stay in business if they can’t run their practice in a profitable manner and do excellent creative. A designer can’t make great work in a chaotic, unprofitable context. It’s all about order, insight, and design management.

Project Profile in Profitability:

LUST / The Hague, Netherlands

Thomas Castro, Dimitri Nieuwenhuizen, and Jeroen Barendse are the principals of the Dutch design firm, LUST. Coincidence, process, context, and essence characterize the working methods of LUST. Information design and manipulation plays an important role in all of their projects, whether they are creating books, websites, interactive screens, exhibitions, environmental graphics, art performances, or guerilla marketing and advertising campaigns. The Walker Art Museum in Minneapolis writes, “The trio likens their activity to the moment when you realize that the last piece of a jigsaw puzzle is missing. To them, this sense of incompleteness and indeterminacy is ‘a thousand times more interesting than the moment when the puzzle is finished because when that happens, there is nothing more.’”

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At Random: Iris

At Random is an ongoing series of unconventional lectures, screenings, debates, workshops, and performances, each with its own character. Artists, designers, scientists and other guest speakers are encouraged to address topics associated with the corresponding exhibition, This edition, created by LUST, was tied to the exhibition At Random? Netwerken en kruisbestuivingen (Networks and Cross-Pollinations), which is an investigation into the creative processes within our present-day networking society.

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Project Profile in Profitability:

LUST / The Hague, Netherlands

LUST has developed a design methodology that has been described as process-based or generative-systems-based design. This entails developing an analytical process, which leads eventually to an end product that designs itself. Moreover, LUST is deeply interested in exploring new pathways for design at the cutting edge where new media and information technologies, architecture and urban systems, and graphic design overlap.

The piece that LUST calls Iris was a site-specific project for Museum de Paviloens in Almere, Holland. The concept of randomness is shown via a print-on-demand installation. The name Iris comes from the Dutch word for a printing technique referred to as split fountain printing, whereby two inks are mixed directly onto one roll on a printing machine during the printing process. This causes the inks to gradually flow together, creating a smooth gradient from one color to the other on the paper.

“We selected a spectrum of colors to represent the timeline of the six-month exhibit,” explains Castro. “The idea was to print, ahead of time, all the collateral needed for the show, including posters, invitations, and catalogs. This resulted in 80,000 A3-size papers stacked in eight columns in the space.” Included in the exhibition space was a Docutech printer capable of printing and saddle-stitched binding. This laser printer produced all the print work of the show. The idea was to feed the printer from the colored stacks.

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Project Profile in Profitability:

LUST / The Hague, Netherlands

The printer was connected to a database of all the catalog text, including the images of the artists’ works and the descriptions. Also included were essays and the curator’s texts. The exhibition’s images were tagged by certain keywords, and each time the button on the printer was pressed it produced a sixty-four-page bound booklet that served as the exhibition catalog. Each time a booklet was printed, the database would decide which image to use with certain words also making each catalog unique.

LUST’s ad hoc solution mixes high and low technologies with high concept to maximum effect, as seen in this Title wall for the exhibition.

A timeline was created by the color of the invitation or catalog. As the show went on, the paper dwindled.

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BELOW
Descriptions of the works were posted to a wall that tracked the data that was printed. This represented the exhibition’s network. Each week, new text and new image information updates were made to the network database, which then randomly added this new material to the print material for the show.

BELOW RIGHT
For the exhibition posters, LUST used circles to represent the time printed in hours, minutes, and seconds the show was on exhibit. Because of the low resolution of the Docutech printer, the moiré patterns created added another random factor to the piece.

“Today, questions from clients to designers are not always clear. In the design, form and content are no longer strictly separated areas, and there is a continuous interaction between client, designer, and user.”
—Thomas Castro, designer, LUST

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