How we work
See how design contributes at every stage, from early discovery to delivery.

Four stages, each with a job design owns and something the squad gets back. Then what a squad owes a designer when they arrive, what has to be true when they leave, and where a disagreement goes when it doesn’t resolve.
Framing
What design does:
- Frames the problem before a spec exists, so the squad solves the right thing
- Talks to whoever is closest to the problem, before there is a brief
- Sketches a few different answers, not just the first one
- Sanity-checks scope and feasibility with product and engineering early
What you get: a problem worth solving, and a direction the whole squad can commit to.
The framing stage is not too early for a designer. It’s the only stage where changing direction is still free.
Discovery
What design does:
- Talks to customers every week, mapping the whole journey rather than one customer’s requests
- Maps jobs to be done and intent
- Builds working prototypes, wired to real intelligence
- Tests them with real customers before a line of production code exists
What you get: evidence, a validated problem, and a prototype people have already reacted to.
Discovery is where design makes the difference. It isn’t one-and-done, it’s iterative.
Shaping
What design does:
- Decides how the feature should behave, and what that means for the interaction model
- Defines the intent and the guardrails before a line of behaviour is built
- Names the risk: what a wrong answer costs, and who needs to see it
- Agrees oversight with product and engineering, not after the fact
What you get: a written intent, a risk model, and a design the squad can build with confidence.
Skip this stage, and the build ends up making decisions design should have made first.
Delivery
What design does:
- The design system (Helix), kept current
- The experience end to end: flows, states, and edge cases, not just the happy path
- Agent behaviour specs, where the product includes one: tone, confidence, when to hand back control
- Evals and accessibility conformance, checked before release
Our definition of done:
- It’s clear what’s happening, and why.
- Every action is auditable.
- A person can step in at any point, easily.
- It recovers well when something goes wrong.
It isn’t done when it ships. It’s done when the whole experience holds together.
Bringing a designer into a squad
What the squad owes them in the first week.
- The problem, not the spec.
- Access to customers, and the time to use it.
- A seat in planning from day one.
- A named PM and engineering lead to work with.
- The tracked context: what’s been decided, what hasn’t, and why.
When a designer rolls off
Rolling off is the model working. Before it happens, four things are true.
- Design intent is written down, so the next person inherits reasoning, not just files.
- Patterns are contributed back into Helix.
- The assurance state is recorded, so anyone can see where the design stands.
- Knowledge is transferred to a repo, in markdown, in a shared workspace, not handed off in a single meeting.
Nothing lives only in someone’s head.
When design and product disagree
A normal path, not a personal one.
- First: the designer and the PM.
- Then: the Design Manager and the product lead.
- Then: the Director of Digital Experience.
- Last: the GCPO.
Most disagreements resolve at the second step.