Project management isn’t just for project managers. As these 5 commissions prove, there’s a lot the PM pros can teach designers about managing their own projects.
In this excerpt from his course on intellectual property rights, William Borchard explains the difference between inspiration and copyright infringement.
If you've missed any of my Q&As in the Creative Freelancer Business Conference Speaker Podcast series, here's where you can find all 7 of them.
Like many creatives, Jen Lombardi doesn’t like sales. So when she started Kiwi Creative, her first hire was a business development employee.
If your New Year’s resolution involves becoming more efficient, you’re in luck. AtTask’s management expert Bryan Nielson has some tips on how to manage your workload. Read on for his advice. For more tips on improving workflow, check out another post from Nielson here. All too often, creative work is compared to working in...
As an in-house manager, you might find that it’s tough to determine the best fit for your team in a few brief meetings. Learn how to manage creative team dynamics with this new in-house tutorial.
Well, here’s the thing, you do. Unlike a design agency, you can’t choose your clients and you can’t fire them either. Let’s face it. You’re stuck with them. They came with the place and aren’t going anywhere. And because your stakeholders are only an elevator ride or maybe a cubicle away, there are a...
The problem with project-management is that many organizations do not have a plan in place for who is going to bear the weight of keeping the team on track. Without accountability, the responsibility is often not appropriately handled or worse yet, ignored, which opens the door for more complex problems.
Assembling a top-notch in-house design team is no easy task. But experienced creative team leader Ed Roberts breaks it down into 3 crucial steps that you can follow to transform your organization.
Every designer has worked on a project that has had moments of frustration. Some frustrations are common and have become part of design lore. The client who changes the direction of the project late in the game; the client who can’t leave the content alone and makes multiple revisions right up to the deadline;...