CASE STUDY
Solving Problems With Systems That Scale
Typical Problems Design Teams Face
When I join a design team, I typically encounter similar issues:
Execution without strategic influence
Reactive delivery over proactive problem solving
Creativity without the ability to translate it to real value
Opinion-driven decisions instead of evidence-led direction
Fragmented quality and siloed collaboration
Under-leveraged management level lacking authority or autonomy
My Approach: Diagnose First, Then Deploy Systems
Instead of jumping in to solve each problem immediately, I take the time to look for underlying patterns.
I start by observing and listening, understanding how work is conducted and received. This diagnosis tells me which problems are real versus perceived, what already works, and which gaps need to be filled.
To solve these common patterns, I’ve come up with repeatable systems. But I implement only what's needed. If something is already working, I don't change it to match my playbook.
The systems I've developed:
Translating Design Into Business Value
When design isn't understood by stakeholders, I break down how design decisions (layout, scale, color, and visuals vs text) lead to measurable business outcomes.
Community-Based Design Reviews
Traditional reviews produce shallow feedback. I organize reviews by “community” (user journey or product area) so feedback comes from designers who understand the context.
A New Approach to Design Team Retros
Traditional retros treat all feedback equally, creating unfocused action. I separate work from wellbeing and prioritize needs by urgency.
Now/Next/Later Discovery Planning
When design time isn't accounted for in delivery-focused roadmaps, I make discovery work visible by showing what's in development now, in discovery next, and exploration later.
Post-Stakeholder Review Cycle
When executive feedback is vague and misunderstood, I encourage designers to align with PMs on what they heard, then confirm with stakeholders before executing.
Design Brief
To prevent work starting without clarity on scope and constraints, I use Design Briefs that define the problem, hypothesis, dependencies, constraints, and success metrics upfront.
The Results: Improvements That Last
The measure of a good system is whether it lasts without me. These systems change how organizations view and leverage design, turn individual contributors into strategic partners, and create cultures where design work is understood, valued, and protected.
That's what scales. That's what lasts.