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Creative Pep Talk: Design Starts with People

Good design isn’t one-size-fits-all — it’s shaped by who you're designing for. Whether I’m telling a story to five-year-olds, running a D&D game for eight, or creating a logo for a nonprofit, I’m always asking: what does this audience need? Design that listens makes the biggest impact.


This week I’ve been working on a few very different projects, and each one has reminded me just how important audience really is.


For example: I’m planning a Dungeons & Dragons adventure for eight people. With a group that size, pacing becomes everything — things naturally take longer, so I have to keep the energy moving, make space for everyone’s moment, and find ways to keep people engaged even when they’re not in the spotlight.



a dragon reading a book to kids

On the flip side, I’m also testing out a short story for a group of five-year-olds. That requires an entirely different rhythm — they need to move, to interact, to help shape the story as it unfolds. A passive audience isn’t an option, and that’s what makes it fun: the design of the experience has to leave room for their input and excitement.


Whether it’s a game, a workshop, a visual identity, or a story — good design starts with people. It’s about figuring out how they move through the world and meeting them where they are. And that’s one of the best parts: each new audience brings a new challenge, and a new reason to stretch creatively.


The more you know about your audience, the more you can meet them where they are — and invite them into something meaningful.

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