cuellarfr/design-skills/design-ops
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Run design sprints, manage handoff, establish team rituals, documentation standards, and design QA processes. Covers the operational side of design — how teams organize work, collaborate with engineering, and ship quality.
Install
npx vskill@latest install cuellarfr/design-skills/design-opsSKILL.md
Design Ops & Handoff
Operational processes that make design teams effective — sprints, handoff, rituals, documentation, and quality assurance.
Design Sprints
A 5-day process for solving big problems and testing ideas before committing engineering resources. Based on Jake Knapp's Sprint methodology developed at Google Ventures.
When to Sprint
| Signal | Sprint Is Right | Sprint Is Wrong | |
|---|---|---|---|
| Problem clarity | Big problem, unclear solution | Solution already known — just build it | |
| Stakes | High — wrong direction costs months | Low — easy to course-correct later | |
| Team alignment | Disagreement on approach | Team already aligned | |
| Time pressure | Need answers this week | Can run a longer discovery process | |
| Complexity | Cross-functional problem | Single-discipline task |
The 5-Day Structure
| Day | Focus | Key Activity | Output | |
|---|---|---|---|---|
| Monday | Map | Define the challenge, set a 2-year goal, map the problem space, pick a target | Sprint questions, problem map, target area | |
| Tuesday | Sketch | Review existing solutions, each person sketches solutions individually | Solution sketches (one per person) | |
| Wednesday | Decide | Present sketches, vote (dot voting + decider picks), create storyboard | Storyboard for prototype | |
| Thursday | Prototype | Build a realistic facade — just enough to test | Testable prototype | |
| Friday | Test | 5 user interviews, observe together, identify patterns | Go/no-go decision with evidence |
Sprint Team
| Role | Count | Responsibility | |
|---|---|---|---|
| Decider | 1 | Has authority to make final calls. Usually PM or founder | |
| Facilitator | 1 | Runs the process, keeps time, manages energy | |
| Designer | 1-2 | Leads sketching, builds prototype | |
| Engineer | 1-2 | Feasibility gut-checks, helps prototype | |
| Domain expert | 1-2 | Customer support, sales, marketing — whoever knows the user | |
| Total | 5-7 | More than 7 is counterproductive |
Sprint Rules
- No devices during working sessions — full attention
- Work alone together — individual sketching, not group brainstorming
- The Decider decides — democracy is slow; one person breaks ties
- Prototype, don't build — facade quality, not production quality
- 5 users is enough — you'll see 85% of usability issues with 5 participants
Design-to-Development Handoff
Handoff is the #1 source of quality loss in product teams. The goal: engineers should never have to guess.
Handoff Maturity Levels
| Level | Description | Symptom | |
|---|---|---|---|
| 1. Screenshot | Designer sends a static image | Engineers guess spacing, states, behavior | |
| 2. Annotated mockup | Redlines, spacing callouts | Better, but still missing states and edge cases | |
| 3. Interactive spec | Figma/design tool with inspect mode, component links | Engineers can extract values, but behavior is undocumented | |
| 4. Full spec | All states, transitions, error handling, responsive behavior, tokens | Engineers build exactly what was designed | |
| 5. Integrated | Design and code share a component system; handoff is a conversation, not a document | Minimal spec needed — shared language does the work |
Target: Level 4 minimum. Level 5 for mature teams.
What a Complete Handoff Includes
Every screen or component handoff must cover:
| Category | Required Items | |
|---|---|---|
| Layout | Spacing (in tokens, not pixels), alignment, responsive breakpoints, container behavior | |
| Content | Final copy (not lorem ipsum), character limits, truncation rules, localization notes | |
| States | Default, hover, focus, active, disabled, loading, empty, error, success — for every interactive element | |
| Behavior | What happens on click/tap, keyboard interaction, drag, swipe. Transition details | |
| Responsive | How the layout adapts at each breakpoint. What reflows, stacks, hides, or changes | |
| Tokens | Color tokens, typography tokens, spacing tokens — never raw hex/px values | |
| Accessibility | Focus order, ARIA roles, screen reader announcements, touch targets, color contrast | |
| Edge cases | Long strings, empty data, error recovery, offline behavior, permissions | |
| Assets | Icons (SVG), images (with alt text), animations (specs or files) |
Handoff Anti-Patterns
| Anti-Pattern | Problem | Fix | |
|---|---|---|---|
| "It's in Figma" | No context, engineer must reverse-engineer intent | Write behavior notes on every frame | |
| Happy path only | Only the ideal flow is designed | Design all states before handoff | |
| Pixel specs | "24px left margin" | Use tokens: spacing-md | |
| Verbal handoff | "I'll explain it in standup" | If it's not written down, it doesn't exist | |
| Big-bang handoff | Entire feature dropped on engineering at once | Hand off in slices that match sprint stories | |
| No error states | "We'll figure out errors later" | Error states are designed first, not last |
Team Rituals and Cadences
Core Design Rituals
| Ritual | Frequency | Duration | Purpose | Who Attends | |
|---|---|---|---|---|---|
| Design critique | Weekly | 45-60 min | Improve work-in-progress through structured feedback | All designers | |
| Design-eng sync | Weekly | 30 min | Align on upcoming work, resolve handoff questions | Design lead + eng lead | |
| Design review | Per milestone | 30-60 min | Stakeholder sign-off on direction | PM, design, eng leads, stakeholders | |
| Handoff session | Per story/feature | 30-45 min | Walk engineering through specs, answer questions | Designer + implementing engineers | |
| Design QA | Per release | 60-90 min | Verify implementation matches spec | Designer + engineer | |
| Retro | Bi-weekly or per sprint | 45 min | Improve the process | Whole product team | |
| Design sprint | As needed | 5 days | Solve big problems, validate risky ideas | Cross-functional team (5-7) |
Running Effective Design Critiques
Format: Presenter shares context (2 min) → Group reviews silently (3 min) → Structured feedback (15-20 min per piece) → Next steps (2 min)
Critique rules:
- Presenter states what feedback they want — "I need help with the empty state" not "What do you think?"
- Feedback references principles, not preferences — "This violates Fitts's Law" not "I don't like the button placement"
- Describe problems, don't prescribe solutions — "Users might miss this action" not "Make the button bigger"
- No defending — presenter listens, asks clarifying questions only
- Written notes — someone captures all feedback items with action owners
Handoff Session Structure
- Context (5 min) — What problem does this solve? What user story?
- Walkthrough (10-15 min) — Designer walks through the flow, screen by screen
- States and edge cases (10 min) — Hover, error, empty, loading, responsive
- Tokens and components (5 min) — Which design system components to use, which tokens
- Questions (10 min) — Engineers ask anything unclear
- Action items — What needs clarification before build starts
Documentation Standards
File Organization
Naming Conventions
| Element | Convention | Example | |
|---|---|---|---|
| Files | [project]-[feature]-[variant] | taskpilot-onboarding-v2 | |
| Pages/frames | [flow]-[step]-[state] | checkout-payment-error | |
| Components | Match code component names exactly | ButtonPrimary, not Main CTA | |
| Versions | Semantic: v1.0, v1.1, v2.0 | Major = new direction, minor = iteration | |
| Layers | Descriptive, no "Group 1" or "Frame 47" | header/nav/menu-trigger |
Version Control Rules
- Never overwrite — create a new version, archive the old one
- Name the change — "v2.1 — added error states" not just "v2.1"
- Link to decisions — every major version links to the decision that drove it (Slack thread, meeting note, sprint review)
- Single source of truth — one canonical file per feature. No "copy of" files
- Archive, don't delete — move outdated designs to archive with a date stamp
Design QA
Design QA is the process of verifying that what was built matches what was designed. Do it before every release.
Design QA Checklist
| Category | Check | Tool | |
|---|---|---|---|
| Visual accuracy | Colors match tokens. Spacing matches spec. Typography is correct | Side-by-side comparison, browser dev tools | |
| States | All states render correctly: default, hover, focus, active, disabled, error, loading, empty | Manual testing, Storybook | |
| Responsive | Layout works at all breakpoints. Nothing overflows, truncates wrong, or disappears | Resize browser, test on real devices | |
| Content | Real content fits. Long strings handled. Empty states designed. Truncation works | Test with edge-case content | |
| Interaction | Animations match spec. Transitions are smooth. Timing feels right | Manual testing, slow-motion recording | |
| Accessibility | Focus order correct. Screen reader announces correctly. Contrast passes. Touch targets 44px+ | axe, keyboard testing, VoiceOver/NVDA | |
| Cross-browser | Renders correctly in Chrome, Firefox, Safari, Edge | BrowserStack or manual | |
| Performance | Images optimized. No layout shift. Animations don't drop frames | Lighthouse, Core Web Vitals |
Filing Design QA Issues
Every issue needs:
Severity scale:
- Critical — Functionality broken. User can't complete the task
- Major — Wrong behavior. User can complete the task but with confusion or errors
- Minor — Visual discrepancy. User isn't affected functionally but quality feels off
- Cosmetic — Nitpick. Pixel-level differences that only designers notice
Acceptance Criteria for Design
Add these to every user story:
Process Metrics
Track these to measure design ops health:
This is the start of the file. Read the full SKILL.md on GitHub.
Security
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- Model reviewPassed
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Source
- SKILL.md in the repositoryCheckingskills/design-ops/SKILL.md
Popularity
- Repository stars
- 55
- Repository forks
- 5
- 7-day trend score
- 20
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