Org Design for Design Orgs: Building and Managing In-House Design Teams
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A design team’s output is the result not only of their skill, but the sophistication and sensitivity of how they operate.
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The qualities are broken up into three groups: Foundation, Output, and Management (Table 3-1). The Foundation outlines the core concepts that drive the team’s behavior, and explain its very reason for being. With a strong Foundation established, energies then shift toward Output and Management. These qualities are indicative of the broader creative/operational split that is required to sustainably deliver good design, and is a theme throughout this book. Output and Management need to be tackled in tandem, as they reinforce each other. Output addresses what most people think of when considering ...more
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Table 3-1. The 12 qualities of effective design organizations Foundation Output Management 1. Shared sense of purpose 2. Focused, empowered leadership 3. Authentic user empathy 4. Understand, articulate, and create value 5. Support the entire journey 6. Deliver at all levels of scale 7. Establish and uphold standards of quality 8. Value delivery over perfection 9. Treat team members as people, not resources 10. Diversity of perspective and background 11. Foster a collaborative environment 12. Manage operations effectively
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One way to articulate this shared sense of purpose is through a team charter. Charters can come in all shapes and sizes, from brief mission statements to lengthier documents that detail how a team operates. Start brief and expand as needed. Every design team is different, so no one charter will apply universally. We propose the following as a way to get started. We’re not here just to make it pretty or easy to use. Through empathy, we ensure meaning and utility. With craft, we elicit understanding and desire. We wrangle the complexity of our offering to deliver a clear, coherent, and ...more
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More frustrating are large organizations that should know better but continue this practice. An example was a Silicon Valley company (that shall remain nameless) that had four design directors as peers, each reporting to the VP of Product Management. While it might seem that design had real presence, in actuality none of the design directors were the head of design — that VP was. And that person was making decisions that affected the design team, even though he didn’t understand the potential that design could be delivering. A design team needs to be in charge of its own destiny, and this ...more
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The skills that made someone a great designer or creative director are almost wholly unrelated to the skills that make them a great manager and team leader. Instead, this design leader’s primary responsibilities will prove organizational, working with other executives to clear the path for design, and serving as a manager, mentor, team builder, and operator for the team itself, creating both a figurative and literal space where design can thrive.
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With focused leadership established, they must have autonomy over how the design organization works. Leadership’s overarching responsibility is to make their organization as effective and efficient as possible, and given the expanded role of design, this will likely mean it doesn’t conform to how other departments are structured or operate. This requires freedom to establish methods of practice, both internal to the design team and cross-functionally. And, finally, because design teams are always asked to do more than they have the capacity for, leadership must be able to prioritize their own ...more
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For design to realize its full potential, leadership must be only one or two rungs away from the CEO, and so must either be an executive or have executive access. If too far away from the “C-suite,” then the politics needed to navigate the organizational reality of end-to-end experiences becomes extremely difficult. Such distance makes it easy for others to dismiss design’s contribution. Executive engagement (whether in the form of sponsorship, organizational cover, or simple reporting structures) demonstrates the importance that design has within the organization. Such executive support will ...more
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Essential in design’s ability to succeed is an authentic understanding of user contexts and behaviors. This goes beyond standard practices of market research and user testing, and toward deeper engagement with the lives of the people being served. Nothing beats going into people’s homes or offices, and following them as they go about their days. While quantitative and marketing methods such as usage analytics and surveys provide data as to where things aren’t working, findings from such efforts focus on optimizations and point solutions. Good user research, particularly out in the field, ...more
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Given design’s success in the decade-plus since that report, it might seem that the value of design is understood and such practices are no longer warranted. However, for a design organization to realize its full potential, its members must still be able to speak the language of value in a meaningful way. If designers shield themselves in the cloak of “creatives” as a way not to engage with the business, they will lose impact and credibility. Designers need to understand how their work contributes to business success. Too often, designers practice design-for-design’s-sake, where what’s ...more
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Another implication is that there should be only one design organization to undergird the entire customer journey. This runs contrary to a common practice, where companies often have two teams — a product or UX design team and a marketing design team. This is the legacy of 20th-century mass manufacturing thinking, where the way a product is designed and developed is divorced from how the product is sold and talked about. In a services world, this distinction no longer holds. “Marketing” and “product” experiences are simply milestones on the same customer journey. Also, whereas traditional ...more
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To overcome this, the design organization must be empowered to define quality standards for their team and their organization. Those standards then must be externalized so that others know what is being upheld. The goal is to take as much subjectivity as possible out of the equation, shifting design critique from a stance of personal preferences (“I really love this shade of blue”) or a desire to stand out (the infamous “make the logo bigger”) to an agreed-upon set of principles and guidelines that explain the team’s definition of quality, supported by numerous examples of design work that ...more
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Design leaders need to wield the power of “No.” Design work should only be done when adequately prioritized and staffed, and when there is time to develop quality solutions.
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Many design organizations rely on process as a proxy for quality. This is a false connection. Critical thinking is essential for delivering great work, and an over-adherence to a methodology leads to teams making unthinking decisions. While a high-level process or general approach can help designers communicate how they work with other functions, insisting on a granular step-by-step process for every project engenders a rigidity that can actually harm quality. Design problems vary, and design teams should be familiar with a range of approaches and methods to solve them appropriately. “We must ...more
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While design professionals are roughly split 50/50 across male/female lines, it’s not uncommon for more technical product design teams to exhibit the same lack of gender and racial diversity of their broader organization. When Peter joined one company, he inherited a product design team of 11 men and 2 women, almost all in their mid-20s. Peter witnessed how this narrowed the team’s worldview, with expectations that users had a degree of savvy with mobile and web conventions as they who were born digital. However, the company’s audience was overwhelmingly female and middle-aged. And while a ...more
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When recruiting and interviewing, adopt practices that focus on competencies and results, using tools that replace casual assessment with rigorous analysis of candidates’ work and behaviors.
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The gravest issue for designers is that they find themselves fundamentally disempowered. By the time designers are brought in to the project, the important decisions have already been made. Their concerns about assumptions underlying a brief are easily dismissed, because those designers will be gone when their part of the work is over. It’s the people in the business who are held accountable, and with that accountability comes authority. Design may be seen only as aesthetics and styling, or as one former client referred to it, “SUAC: Shut Up and Color.” God forbid you actually conduct any ...more
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Designers (D) are embedded in each product/feature team (“Search/Browse,” “Product Page,” etc.), alongside product managers (P) and engineers (E). A director-level leadership team (DD-Design Director, DP- Director of Product Management, DE-Director of Engineering) overlooks all the efforts.
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The benefits of decentralization are realized immediately, and directly overcome the challenges of centralization. The benefits include: Development is speedier and iterative Designers are empowered and engaged as full team members Teams have greater ownership for what is delivered Output is higher quality Because these decentralized business and product teams have been wholly staffed, they have freedom and speed that they couldn’t achieve before. They no longer have to sit in someone else’s queue. They no longer have to wait for approvals. They are in control of their own destiny, and design ...more
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Centralized Partnership: The Best of Both Worlds Being centralized is too slow and disempowering. Designers enjoy the variety and collegiality, but ultimately feel stifled by their lack of impact. Going decentralized initially improves matters, in terms of both speed of release and quality, but over time designers grow restless and feel lost, and customers struggle with the lack of cohesion. Teams are thus tempted to re-centralize, but fear they’ll just end up in the same place. It’s like the Kobayashi Maru,[14] but there’s a lesson to take from Captain Kirk. There’s a third way to run design ...more
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In the Centralized Partnership, there is a distinct design team that has committed connections to the different product/feature/business teams. The team includes a team lead (TL), senior designers (S), other designers (D), and a content strategist (CS). The team lead and senior designers have direct relationships with product managers (P). Experiences are treated more holistically, as the entire team understands the breadth of what is being delivered.
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Organize by customer type
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Organize by the customer’s journey
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The bulk of the team are practitioners, individuals rolling up their sleeves and getting the work done. The first four roles are core to pretty much any design team: Product Designer Communication Designer User Experience Researcher Design Program Manager Whether a design team includes the next three roles is a matter of size, industry, and the problems being solved: Service Designer Content Strategist Creative Technologist Each of these roles contains a range of experience. For now, we’re not distinguishing between junior and senior practitioners. Their basic responsibilities do not change in ...more
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Throughout this book we have advocated a service design mindset. Most organizations don’t need dedicated service designers — product design leads, UX researchers, and communication designers can practice service design, employing its tools such as experience maps, customer journeys, service blueprints, and prototypes of new experiences. However, some service-heavy environments, such as hospitality, financial services, and health care, will benefit from individuals dedicated to service design. These team members integrate efforts across product teams into a coherent whole. Whereas product ...more
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Teams can also prototype using tools such as Axure and Invision, which don’t require coding knowledge. But at some point, usually around 15–20 team members, it makes sense to have someone who focuses on this practice. At this scale, efficiency is realized as creative technologists can go deeper and work faster than product designers who also happen to code as a part of their job. Additionally, without dedicated creative technologists, a design problem with a tricky technological bent requires a production engineer to take time away from delivery and support this exploration. A creative ...more
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As discussed in Chapter 3, for design to realize its potential requires focused, empowered leadership. Head of Design has emerged as a title for this role, which works regardless of whether they are considered a manager, director, or VP. Whatever the level, the Head of Design is the “CEO” of the design organization, ultimately accountable for the team’s results. Their impact is the outcome of how they handle three types of leadership: Creative Managerial Operational A Head of Design provides a creative vision not just for the design team but the whole company. They establish processes and ...more
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A common mistake made by company leaders when hiring a Head of Design is to favor creative leadership qualities over the managerial and operational. They bring in a creative visionary with big ideas and a beautiful portfolio, but often those folks don’t have the patience or mindset for the mechanics needed to actually make an organization run. Design team members struggle without good management, flail without tight operations, and end up far less effective than they could be. Admittedly, it’s a challenge to find an individual skilled in all three forms of leadership. This role is the “CEO” of ...more
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Unlike Design Directors, whose primary responsibilities are managerial and team-oriented, Creative Directors are leaders whose primary responsibilities are creative, and even with “Director” in the title, might have no managerial responsibility. This role emerges in recognition of a couple conditions: As teams scale, it can be difficult for the Head of Design, and even the Design Directors, to provide exceptional creative leadership alongside their managerial and operational duties. There are brilliantly creative people who warrant leadership roles with authority, but who are ill-suited to ...more
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Generally, art and design schools ensure a classic design foundation, including color theory, composition, typography, and the like, and encourage a more generative approach to problem solving. HCI and information schools have a stronger technical bent, with students learning programming, managing data, and cognitive psychology, and follow a more analytical mode of problem solving. That said, as design for software and services professionalize, and as employers make clear what it is they are looking for, the difference between these programs grows subtler. Any decent program teaches basics ...more
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Career fairs typically take place in some large room (a large classroom, a meeting hall, even a gymnasium) with a series of booths (or, rather, card tables), arrayed like a trade show floor. A common mistake is to staff booths only with full-time recruiters. While these people are preternaturally pleasant and have delightful smiles, students want to understand what it’s like to be on the team. A strong booth has one full-time recruiter (to handle logistics and set up and track candidates), one design manager, and one designer. If you can only afford to send two people, favor designers over ...more
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When reaching out, be concise and clear about the opportunity. Find a sweet spot between being too vague and brief, and verbose and long-winded. Don’t: Hi! I saw your profile on LinkedIn. We’re looking for a Senior Product Designer, and I think you could be a fit for the role! Apply here: http://companyexample.com/careers/spd Do: Hi, I’m John Doe, a Senior Product Designer at CompanyExample. I saw your portfolio and really dug your work on that mobile ticketing app. I also noticed that we have Samantha Jones and Colin Yang in common. We have a Senior Product Designer role open here, to lead ...more
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External design recruiting firms fall into a few different categories: Big Recruiters with a “design practice” Global recruiting firms like Robert Half and Robert Walters now feature design practices. Companies already working with such a firm for other roles will be tempted to use them for design as well. Never select a recruiter by default. Much of what works in recruiting for other disciplines does not apply to design. Make sure the recruiter understands this, and doesn’t apply a one-size-fits-all approach. If they’re approaching designers the same way they approach engineers, marketers, ...more
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Initial Screens (by Phone or In-Person) These are typically called “phone screens,” but if the person is local and willing to meet at a convenient time and place, it is often preferable to meet face to face. Conduct two initial screens. The first conversation is introductory. The candidate’s résumé and portfolio should have already provided a base sense of skills and capabilities, so probe other factors. Get a sense of the candidate, their background, and their career trajectory. Share more specifics about the opportunity. Instead of addressing specific design aptitude, look instead for the ...more
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Day of Interviews If the candidate makes it through the fine-meshed filter of the screening process, the next step is to bring them onsite. As is typical for other roles, conduct a Day of Interviews, where the candidate speaks with a variety of people. To get the most out of the conversations, there are certain practices to include, and one unfortunately common practice to exclude.
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Portfolio presentation Begin the candidate’s day with a 45- to 60-minute portfolio presentation. Everyone speaking later to the candidate should attend — this way the candidate doesn’t need to walk through their work over and over again. This also gives interviewers a chance to appreciate the candidate’s presentation skills, which are instrumental to a designer’s success. When preparing the candidate before the Day of Interviews, encourage them in their portfolio review to share some personal background, to dive deeper on fewer projects (as opposed to presenting a little about a vast array of ...more
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Schedule a series of conversations with team members as well as key people outside of design. Limit the number of conversations to no more than six. A typical day for a product designer, content strategist, UX researcher, or design program manager would feature these interview participants: Potential design team peers The candidate’s probable manager Product manager they would likely work with Engineer they would likely work with Design program manager A communication designer would likely not speak to product management and engineering, but should definitely speak with people in marketing and ...more
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A topic of some controversy within product design circles is whether candidate interviews should involve some kind of design test or challenge akin to what happens in engineering interviews. Our firm, resolute response to this is “no.” Design tests set up an unhealthy power dynamic in the interview environment, when instead you should be fostering collegiality. The context in which the challenge is given (typically narrowly time-boxed and with only a little information and little support) is wholly artificial — and so whether a candidate succeeds or fails is not a meaningful indicator of ...more
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This is an area where what works for the rest of the organization pretty much works for design. Interviewers need to submit feedback in a timely fashion (i.e., within 24 hours), making clear what they discussed, what their impressions were, and how strongly they feel about hiring or not hiring the candidate. Even if the company does not otherwise conduct debriefs, where the interview panel meets in person to discuss their interviews, do so for design candidates. The newness of design as a corporate function comes into particular play in the hiring process. Many people, especially those outside ...more
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Designer-specific compensation is the subject of O’Reilly’s Design Salary Survey (http://www.oreilly.com/design/free/2016-design-salary-survey-report.csp) and Coroflot’s Design Salary Guide (http://www.coroflot.com/designsalaryguide). Candidates are likely talking to multiple companies, and will probably receive multiple offers. Being cheap demonstrates a lack of commitment and investment in design, and a sure way to have a candidate turn down the offer.
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If someone other than the hiring manager communicates the offer, the hiring manager should reach out to the candidate immediately after the offer has been extended. If communication happens only through an HR functionary, the candidate loses their connection to the design team. It’s important to maintain that connection, and to be available to answer any questions or address any concerns. Work with the recruiting partner to make sure the candidate is not overwhelmed with communication, and that all discussions with the candidate are consistent. Ideally, the candidate accepts the offer, no ...more
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We propose five basic levels of growth for members of a design organization, whether those members remain individual contributors or become managers. These levels should not be taken as universal — they will need interpretation and modification to fit within a company’s existing scheme. Our leveling framework has a series of criteria to assess a team member’s progress: Theme This is the overarching professional theme for the team member at this level, the orientation and focus for their development. Title A list of suggested titles for people working at this level. Achievements Concrete ...more
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The Myth of the Design Unicorn In Silicon Valley, there’s fetishization of the “full-stack” or “unicorn” designer, typically someone delivering interaction design, visual design, and frontend development. This is unfortunate, as no designer can be truly great across these skills, and this emphasis on technical execution serves to minimize design’s potential. The less technical skills are more strategic, and set design up for greater impact.
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To achieve Level 3, team members have a portfolio featuring multiple shipped products; it should no longer contain schoolwork. Arriving at this level, they have demonstrated their understanding of the broader context in which their designs live, the intersection of business, technical, and customer factors that allow their work to be successful. They might not know how to navigate these interests, but they recognize their importance. This level requires the first big professional shift for the team member. To succeed means knowing when to set aside design and focus on the interpersonal aspects ...more
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Level 4 requires confidence in coordinating with peers in business and technology to not just understand and implement against someone else’s strategy, but to craft that strategy. These leaders oversee a set of concurrent workstreams, requiring not only broad creative leadership, but a comfort in establishing process and conducting planning. Core skills Unlike previous levels, mastery of core design skills is not the primary marker of professional growth. Yes, team members should continue their mastery, but the reality is that in order for them to excel, it’s less about how well they practice ...more
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Going from Level 3 to Level 4 is to move from “little L” to “big L” leadership. The organizational expectation is that they are rallying teams to deliver great work. Team members at this level may have multiple smaller teams they are overseeing, requiring coordination to ensure effectiveness. This requires skills around planning, figuring out how a team will realize a strategy. This also requires a rich understanding of a range of design tools and methods, the time and effort it takes to practice them, and how to coordinate and deploy them to achieve desired results. Getting the most out of a ...more
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Level 3 was about understanding strategy, Level 4 was about creating strategy and the planning to realize it, and Level 5 is about crafting and selling a vision that compels an organization to embrace that strategy. At this level, the team member’s impact goes beyond their team and direct peers. Their purview is to frame the end-to-end user experience for their company’s customers, and to establish the processes and mindsets to achieve it. Their efforts influence the work of large swaths of the organization, and prove crucial for setting the agenda for the company. A fundamental shift occurs ...more
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The Manager Path appears at Level 3. At this level, someone interested in people management may take on a direct report, most likely someone at Level 1 who is new to the team. As managers grow, they take on more people. By Level 5, they become a Design Director or VP of Design, and may have other managers they are now managing. Managers continue to keep their hand in creative work, appropriate to their level on the team, though they cannot be expected to devote as much time to it, given their management responsibilities. Their skills and professional development evolve pretty much the same as ...more
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As designers become more senior, shift expectations to delivery, impact, and organizational influence. Consider factors such as the scope of projects, how many workstreams they are driving, timeliness and quality of their work, and their ability to productively engage senior executives. Because each team member is on their own journey, it’s important to manage expectations person by person, and resist the temptation to set middle-of-the-road standards everyone can meet. Tailoring growth plans to individuals encourages them to be the best they can be.
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After setting expectations, the next step is to help team members achieve them. Avoid telling people how to do their work — this is the kind of behavior that gave the word “management” a negative association. While that may have been appropriate in companies geared toward mass work such as manufacturing or industry (and it’s debatable whether it was there), it’s never been the best way to engage people in creative or knowledge work. Instead, encourage the team member’s autonomy, and help them develop their own plan to achieve those expectations. When given ownership of not just their work ...more
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