Imagine being asked to describe a color you’ve never learned the name of, or explain a song without humming it, or tell someone exactly how coffee tastes if they’ve never had coffee. That’s what creative direction feels like for most people. They know what they like. They just don’t know the language for it.
“I don’t know exactly what I want, but I’ll know it when I see it.”
It feels honest. It feels like enough information. It is, according to almost every professional who has ever sat across the table from a client, one of the most dreaded phrases in the creative industry. [1] One branding consultancy calls it “one of our most difficult challenges in a client relationship,” because it “gives us nothing to guide our design effort.” [2]
A graphic designer who has lived through this exact scenario put a number on just how big the problem is. The Pantone spot-color system alone contains roughly 1,114 colors. A simple two-color logo has about 619,941 possible color combinations before you’ve even picked a typeface. [1]
This blog exists because we think that search is unnecessary. Clients are not lazy or unclear thinkers. However, articulating a visual idea is its own skill, separate from having artistic talent, and almost nobody is ever taught it. Our job at CulturPixel is to be the bridge between “I don’t know how to say this” and a designer who can build it.
It’s Not a Taste Problem. It’s a Translation Problem.
There’s a common and unfair assumption that people who struggle to describe what they want visually simply have “no taste” or “aren’t creative people.” The research doesn’t support that. What it supports is that seeing, evaluating, and communicating about images is a learned competency.
| Visual LiteracyThe term was coined in 1969 by John Debes, a pioneer in image and perception research. He described it as a collection of visual skills developed through sight, supported by other sensory experiences. [4] |
The Association of College & Research Libraries defines it more practically, as “a set of abilities that enables an individual to effectively find, interpret, evaluate, use, and create images and visual media. [4] Note the word abilities. Plural, learnable skills, not a fixed trait you’re born with or without. Higher-education researchers have spent the last two decades arguing that this competency needs to be actively taught across disciplines, precisely because it isn’t automatic. [5]
In other words: if you’ve never had to practice translating a feeling into a color palette, or a vibe into a layout, you won’t be fluent in it. This is the same way you wouldn’t be fluent in a language you never studied. That’s not a character flaw. It’s an unpracticed skill, and it’s exactly the skill a good creative-direction support process is built to substitute for.
Some People Genuinely Can’t “See” It in Their Head
There’s an even more literal version of this problem, and it’s backed by neuroscience. In 2015, University of Exeter neurologist Adam Zeman coined the term aphantasia to describe people who cannot voluntarily conjure visual images in their mind’s eye at all. [6]
| Zeman’s Case StudyA patient known as “MX,” had lost the ability to visualize following a minor stroke. After Discover magazine covered it, tens of thousands of people worldwide contacted Zeman’s team to say the same thing had always been true for them, they just never had a word for it. [7] Current estimates suggest aphantasia affects roughly 1% of the population under strict criteria (closer to 5% with broader criteria). [8] |
Crucially, Zeman is emphatic that aphantasia is not the same as being uncreative: “The lack of the ability to visualize does not imply a lack of the ability to be imaginative in creative and artistic ways,” he has said, pointing to people like Pixar co-founder Ed Catmull, who discovered his own aphantasia as an adult, as proof that you can build extraordinarily visual things without ever “seeing” them internally first. [9]
This matters for our purposes because it means some clients aren’t struggling to describe an image because they’re being vague. They may genuinely have no internal image to describe in the first place. They need external tools (references, comparisons, structured questions) to do the work their mind’s eye can’t. That’s not a workaround for the artistically inexperienced; it’s the same method professional designers use with everyone.
How Professionals Actually Solve This Problem
Design and branding industries figured out decades ago that expecting clients to arrive with a fully-formed creative vocabulary is unrealistic. So they built structured tools to extract direction from people who can’t naturally produce it. These are the real methods worth knowing, because they’re the backbone of how a creative-direction support process should work.
1. The Creative Brief
A creative brief is the industry-standard document that turns a vague ask into workable direction. Rather than asking “what do you want it to look like,” a good brief walks through a structured set of questions:
| What’s the business objective? Who is the audience (not just demographics, but psychographics, values, and pain points?) What’s the single key message? What’s the tone (a few adjectives that describe the desired “attitude”)? What are the required deliverables, formats, and deadlines? [10] [11] |
The insight embedded in this format is important: you don’t need to know what you want visually if you can clearly describe what you want to achieve and how you want people to feel. A skilled brief-writer translates goals and feelings into the visual decisions that follow. As one industry guide puts it, tone and style sections “clarify the attitude and visual identity” so designers aren’t guessing. [12]
2. Mood Boards
If briefs solve the strategic half of the translation problem, mood boards solve the aesthetic half. A mood board is a curated collage of images, colors, textures, and materials that communicates a feeling or direction without requiring anyone to describe it in words at all. [13] The technique has real design pedigree: architect Sir Herbert Baker is credited with using physical collage boards in the early 20th century to communicate his vision to clients before a single wall was drawn, [14] and the practice became standard in fashion, film, and advertising through the mid-century. [15] Wes Anderson famously builds a mood board (color panels, typography, reference imagery) for every film before a single frame is shot; Baz Luhrmann did the same to define the visual world of The Great Gatsby (2013); Jonathan Ive’s team reportedly used a board of classic Braun products to help set the minimalist direction of the original iPod. [16]
What makes mood boards so effective for people without design vocabulary is that they let you communicate by pointing. Research on mood-board tools notes that they’re specifically valued as “a tool for communication with non-designers” because comparison and reaction (“more like this, less like that”) is a far easier task for most people than generating a description from scratch. [17]
3. Turning Feelings Into Measurable Design Choices: Kansei Engineering
The most technically rigorous version of this “translation” problem has an entire engineering discipline built around it. Kansei Engineering was developed in the 1970s at Hiroshima University by Professor Mitsuo Nagamachi, originally to make Japanese products more emotionally competitive in global markets. [18] “Kansei” is a Japanese word roughly meaning sensitivity, feeling, or impression; the psychological and emotional response a person has to something, as distinct from its raw function. [19]
Here’s how it works:
- Researchers collect the descriptive words people naturally use about a category of product. Adjectives like “simple,” “spacious,” “warm,” “playful,” or their opposites. [20]
- And then statistically map those words to specific, controllable design attributes: a particular shape, color, material, or texture. [20]
- Once that map exists, a designer can work backward. If a client says they want their product or space to feel “calm” and “trustworthy,” Kansei-style methods can point to the actual colors, shapes, and materials that measurably produce that impression in most people.
This methodology became famous through Mazda’s design philosophy for the MX-5 Miata, was adopted by researchers across Europe and North America starting in the 1990s, [21] and continues to be applied today in UX and interface design to build emotionally resonant digital products. [22]The underlying principle here is that emotional and descriptive language can be systematically translated into concrete visual decisions. This is exactly what a creative-direction support process should be doing for clients, just without requiring a statistics degree to use it.
4. Borrowed Vocabulary: Brand Personality Frameworks
One of the simplest, most reusable tools comes from marketing research rather than design studios. In 1997, Stanford marketing professor Jennifer Aaker published a landmark study identifying five core dimensions of “brand personality.” These are the human-like traits people unconsciously attribute to a brand:
| Sincerity | Excitement | Competence | Sophistication | Ruggedness |
Each with its own sub-traits (down-to-earth and honest; daring and imaginative; reliable and successful; upper-class and charming; outdoorsy and tough). [23]
Aaker’s framework has held up remarkably well and has since been applied well beyond consumer products. [24] Its practical value for someone who isn’t “artistic” is that it hands you a pre-built, validated vocabulary. Instead of trying to invent language for what you want (“modern but not too modern… friendly but professional…”) you can locate yourself on five well-researched spectrums, and a designer can translate each one into concrete visual choices.
Why “Just Show Me Examples” Works (and Isn’t Cheating)
Non-designers often feel embarrassed pulling up a Pinterest board or a competitor’s website and saying “something like this, but different.” It can feel like admitting you have no original ideas. Professionally, it’s the opposite. It’s considered a completely legitimate and expected part of the process.
Designers who write about decoding client feedback routinely recommend this exact move. When a client says a design “doesn’t fit,” the correct next step is to ask them for examples of styles that do fit, or to describe the personality they’re after in plain, non-technical opposites. [25]
Fun or formal? Mysterious or straightforward? Glamorous or down-to-earth?
That’s a designer using the same semantic differential technique researchers use in Kansei studies (simple–complex, warm–cold, spacious–narrow). They just deliver it conversationally instead of on a survey form. [26]
The other technique professionals lean on is iteration speed over interrogation. One industry piece on handling vague feedback puts it well: when a client can’t articulate what they want up front, the fix is to “dive into quick iterations and embrace the art of failing fast,” using fast, low-cost drafts to narrow the possibility space through reaction rather than description. [27]
It also matters to establish what level of detail the client needs to feel confident approving something because pushing for more precision than someone can process just wastes time on both sides. [27]
Let’s Turn “I Don’t Know” Into Direction
Put together, the research and the professional practice point to the same conclusion. The “artistically illiterate” client is just missing a translator. The industry has already built the tools like briefs, mood boards, semantic frameworks, and rapid iteration. What most people lack is a guide to use them, and a person on their side of the table to ask the right questions before the creative work even starts.
That’s the role we aim to play at Culturnique and our graphic design department, CulturPixel. In practice, that looks like:
- Starting with outcomes and feelings. We ask about your goals, your audience, and how you want people to feel.
- Giving you comparisons instead of blank pages. Reacting to curated references is easier than generating a description from nothing, and it’s how mood boards have functioned for design communication for a century. [13]
- Translating your plain-language words into design decisions. If you say “trustworthy but modern,” we map that to the same kind of structured personality and emotional-attribute frameworks that brand strategists use. [23]
None of this requires you to develop an eye for design, learn design terminology, or suddenly become “a creative person.”
Most creative projects don’t fail because of bad ideas. They fail because good ideas never survive translation. That’s exactly why CulturPixel designers approach design as a conversation before it’s a deliverable. Instead of expecting clients to speak like designers, the process focuses on uncovering what you’re trying to express. We turn vague ideas, preferences, and gut feelings into creative directions that can be confidently designed.
Somewhere between what you pictured and what you said, the message changes. But you already know what you want; you just don’t know how to describe it. And those are two completely different skills. One is instinct. The other is communication. That’s the gap that CulturPixel was built to bridge. We design for you by helping you articulate what’s already in your head.
Footnotes & Sources
- Kramer, Nora. “Why ‘I’m Not Sure What I Want, But I Will Know It When I See It’ Doesn’t Work In Graphic & Web Design.” Nora Kramer Designs. https://norakramerdesigns.com/im-not-sure-want-will-know-see-doesnt-work-graphic-web-design/
- THIEL Branding & Communication Design. “I’ll Know It When I See It.” https://thiel.com/ill-know-it/
- EBSCO Research Starters. “Visual Literacy.” Citing John Debes (1969) and subsequent scholarship by M. Avgerinou and J. Ericson. https://www.ebsco.com/research-starters/education/visual-literacy
- Association of College & Research Libraries (ACRL). “Keeping Up With… Visual Literacy,” citing the Visual Literacy Competency Standards for Higher Education. https://www.ala.org/acrl/publications/keeping_up_with/visual_literacy
- Matusiak, Krystyna K. et al. “Visual Literacy in Practice: Use of Images in Students’ Academic Work.” College & Research Libraries. https://crl.acrl.org/index.php/crl/article/view/16950/19370
- University of Exeter News. “A decade of aphantasia research: what we’ve learned about people who can’t visualise,” summarizing Prof. Adam Zeman’s review in Trends in Cognitive Sciences. https://news.exeter.ac.uk/faculty-of-health-and-life-sciences/a-decade-of-aphantasia-research-what-weve-learned-about-people-who-cant-visualise/
- Quanta Magazine. “What Happens in a Mind That Can’t ‘See’ Mental Images.” https://www.quantamagazine.org/what-happens-in-a-mind-that-cant-see-mental-images-20240801/
- ScienceDaily / University of Exeter. “A decade of aphantasia research: what we’ve learned about people who can’t visualize.” https://www.sciencedaily.com/releases/2024/03/240327124610.htm
- BrainWise Media. “Life without visual imagination,” quoting Prof. Adam Zeman on aphantasia and creativity, including reference to Pixar co-founder Ed Catmull. https://brainwisemedia.com/life-without-visual-imagination/
- Asana. “Creative Briefs: What To Include (with Template).” https://asana.com/resources/how-write-creative-brief-examples-template
- Nulab. “Writing a creative brief? Read these tips first.” https://nulab.com/learn/design-and-ux/creative-brief/
- Smartsheet. “How to Write a Creative Brief with Examples & Templates.” https://www.smartsheet.com/content/write-creative-brief-examples
- Design Encyclopedia. “Mood Board.” https://design-encyclopedia.com/?T=Mood+Board
- Ailion, Guy Adam. “From Ancient to Digital Mood Boards and AI — ISM.” Medium, on Sir Herbert Baker’s early-20th-century architectural collage practice. https://guybez.medium.com/from-ancient-to-digital-mood-boards-and-ai-ism-cf9e2ab7186c
- Collaboard. “What would you like to do with a Mood Board?” https://www.collaboard.app/use-cases/moodboard
- Next.cc (design education resource). “Mood Boards,” including examples from Wes Anderson, Baz Luhrmann’s The Great Gatsby (2013), and Jonathan Ive’s work on the original iPod. https://www.next.cc/journey/discovery/mood-boards
- “Composing Mood Board with User Feedback in Concept Space.” arXiv preprint, on mood boards as a tool for communication between designers and non-designers. https://arxiv.org/pdf/2303.02547
- KÜRE Encyclopedia. “Kansei Engineering,” on Prof. Mitsuo Nagamachi’s development of the methodology at Hiroshima University in the 1970s. https://kureansiklopedi.com/en/detay/kansei-engineering-98f2a
- Wikipedia. “Kansei engineering.” https://en.wikipedia.org/wiki/Kansei_engineering
- “Emotional Design” (review paper), Section 2.3.3 on Kansei Engineering, citing Nagamachi (1995) and Zhou, Jiao, Schaefer & Chen (2010) on semantic differential scales. arXiv. https://arxiv.org/pdf/2010.03046
- KÜRE Encyclopedia. “Kansei Engineering,” on Mazda’s MX-5 Miata “Jinba Ittai” application and subsequent global adoption from the 1990s onward. https://kureansiklopedi.com/en/detay/kansei-engineering-98f2a
- Rousselle, Matthis. “Harnessing Kansei Engineering for Emotionally Resonant UX/UI Design.” Medium. https://medium.com/@matthis.rousselle/harnessing-kansei-engineering-for-emotionally-resonant-ux-ui-design-34f7e1dc5672
- Aaker, Jennifer L. “Dimensions of Brand Personality.” Journal of Marketing Research, 34(3), 1997. Stanford Graduate School of Business Working Paper No. 1632. https://www.gsb.stanford.edu/faculty-research/working-papers/dimensions-brand-personality
- ResearchGate. “Measurement, validity, and dimensionality of Jennifer Aaker’s brand personality scale for a mobile telephone brand in a developing country,” summarizing subsequent applications of Aaker’s framework across industries. https://www.researchgate.net/publication/334276086
- Dribbble Design Blog. “The graphic designer’s guide to decoding client feedback.” https://dribbble.com/stories/2021/03/30/decoding-client-feedback ↩
- “Emotional Design,” on semantic differential scales (e.g., simple–complex, spacious–narrow, boring–interesting) per Osgood, May, Miron & Miron (1975). arXiv. https://arxiv.org/pdf/2010.03046
- Rauwerdink, Kelly (Creative Director, Flagrant). “‘Just Make it Pretty?’ Tips for Designers When Client Feedback is Lacking.” SD Times. https://sdtimes.com/softwaredev/just-make-it-pretty-tips-for-designers-when-client-feedback-is-lacking/