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Building a Design organisation
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Building a Design organisation
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01 – Title
Checkout.com
Building a
Design organisation
Building the team, standards and operating model that moved Design from delivery support to a strategic product function
02 – A global payments platform
A global payments platform

Checkout.com is a B2B payments platform that enables enterprise businesses to accept, process and optimise digital payments – across markets, currencies, payment methods and channels.

It handles the entire journey: from the moment a customer hits pay, through fraud screening, authorisation, currency conversion, and settlement, to the reporting and analytics that help merchants understand and improve every transaction.

Unlike most providers who piece together third-party tools, Checkout.com built everything itself – one platform, serving over 1,000 enterprise merchants, processing $300B in 2025.

$300B+
Total payment volume processed in 2025
1,000+
Enterprise merchants globally
$40B
Company valuation
150+
Currencies and payment methods supported
03 – Merchants
04 – The starting point
The starting point

In 2020, the business was scaling quickly across markets, products and teams, but Design had not scaled with it. There was no established Design organisation, no clear coverage model, no shared operating rhythm, and limited influence in product decision making.

I joined for the opportunity to build a Design function from the ground up – team structure, rituals, quality systems and cross-functional trust – so Design could become a natural part of how Product and Engineering shaped better outcomes.

No established Design function
Design existed, but not yet as a structured function with clear ownership and standards.
No clear coverage model
Design coverage was patchy, duplicated effort and stretched capacity.
No shared operating rhythm
Teams lacked consistent rituals for critique, sign-off, QA, planning and decision making.
Limited influence upstream
Design was brought in after priorities and product direction had already been shaped.
05 – Building the Design function
Building the Design function,
not just the team

My job was not just to lead Designers. It was to build the conditions for good Design to happen consistently, at speed and at scale. That meant building the team, the standards and the operating model that allowed Design to shape better product decisions, raise quality across the experience, and connect its work more clearly to customer and business outcomes.

Build capability
I grew the team from 2 to 44 across Product Design, UX Research, Content Design, and Technical Writing. Hiring was not just about craft. Checkout needed people who could handle ambiguity, think in systems, work closely with Product and Engineering, and raise the standard around them.
Set standards
The early model was fragmented. Designers were close to product work, but isolated from each other, so standards drifted and quality was uneven. We consolidated into one Design function: committed product coverage, shared standards, shared rituals and clearer leadership.
Build rhythm
The structure only worked because the operating rhythm changed with it. I introduced critique, Design sign-off, roadmap planning, readiness criteria, Design QA, career frameworks and measurement. This gave teams a way to scale quality without everything depending on me or a small group of senior people.
06 – My leadership approach
My leadership approach
Make quality teachable
Set a clear bar so quality is understood, applied and improved by the team – not dependent on taste, seniority or one person's opinion.
Stay close to the work
Stay connected to the product details that shape the customer experience – flows, edge cases, content, accessibility, behaviour and implementation.
Shape decisions early
Bring Design into the conversation while the problem, trade-offs and direction are still open – not once the solution is already locked.
Connect Design to outcomes
Tie Design decisions to the customer behaviour, product metric or business outcome they are meant to move.
Build judgement, not dependency
Develop Designers who can reason clearly, challenge well, partner effectively and raise the standard around them.
Build systems that last
Build the rituals, standards, feedback loops and operating rhythms that make good Design repeatable across the organisation.
07 – The Design org timeline

The Design org timeline

2020–21
Foundation

2 product designers, no processes or infrastructure

 

Mapped coverage gaps across all product areas

 

Made the case for 4 disciplines: Product Design, UX Research, Content Design, Technical Writing

 

Built the function's operational backbone

 

Skills mapping and tooling standardisation

 

Design Systems training budget secured

2022
Build

Career frameworks drafted and launched across all levels

 

Operating rituals embedded: Town Halls, crits, socials, learning and development initiatives

 

Jira workflows standardised across disciplines

 

Design system work begins: component library and contribution model

2023
Scale

Grew to 44 Designers, writers and researchers.

 

Design organisation moved to centralised partnership model

 

Sign-off governance built with Product and Engineering

 

Design System built: tokenised, dark mode, WCAG 2.2

 

Dashboard consistency baseline established

2024
Measure

Design metrics established: 5 functions, 15 objectives, 37 KRs tied to business outcomes

 

Live reporting: Design impact visible to the business

 

Jira → Airtable pipeline for cross-discipline capacity planning

 

Dashboard consistency score automated across 36 product teams: custom UI crawler > Airtable > Live dashboards

2025–26
Accelerate

AI workflows embedded: Cursor + Figma MCP → GitHub

 

First-ever Designer code commits to production

 

Consistency score goal of ≥90% achieved: 93.1% coherence

 

400% increase in Design System contributions

 

Debt backlog reduced 20%

08 – Foundation
Foundation
Diagnose the gaps, earn trust and define what the business actually needed.
09 – Determining the gaps
Determining the gaps

Before changing the team, I needed to understand where Design was missing, where quality was breaking down, and where trust needed to be built.

Checkout had two Designers and no shared Design process. Work was reactive, coverage was patchy, and Design had little presence in the conversations that shaped what got built.

What became clear was that Design was not yet understood as a strategic product function. It was too often seen as a downstream resource for finishing work, rather than a partner in understanding customers, framing problems and improving product decisions.

Coverage
Where was Design missing, where was work being duplicated, and where was effort spread too thin?
Quality
Where did individual screens look fine in isolation, but create inconsistency across the wider Dashboard?
Influence
Where were product and roadmap decisions being made before Design had helped frame the problem?
Trust
Where did Design need to prove it could improve decisions and outcomes, not just polish delivery?
10 – The right Design organisation
The right Design organisation

Checkout did not just need more Product Designers.

It needed a Design organisation with the skills to understand merchants properly and improve the experience at every point where complexity showed up.

That meant building the right capabilities around the product: Product Design, UX Research, Content Design and Technical Writing.

The important decision was to build these disciplines as one organisation, not separate teams orbiting the product from the outside.

Each discipline solved a different part of the customer experience, but they shared the same responsibility: reduce complexity, raise quality, and help Checkout build products merchants could understand, use and trust.

Product Design Technical Writing UX Research Content Design
11 – One organisation, four disciplines
One organisation, four disciplines

The decision was not just to add specialist roles. It was to connect the disciplines around the same product context, so each team helped reduce complexity, raise quality and build products merchants could understand, use and trust.

Product Design
Interface, interaction and experience design across the Dashboard and all merchant-facing surfaces. Responsible for how the product feels to use, not just how it looks.
UX Research
Discovery, evaluative and foundational research. Findings fed directly into product direction – not filed away. Research was planned alongside delivery, not as a separate workstream.
Content Design
User journeys, error messages, instructional copy, notifications and edge case writing – reviewed in context as part of the design, not added at the end. Critical in a complex financial product where clarity prevents costly mistakes.
Technical Writing
API reference, integration guidance and technical content that made complex products easier to adopt. Documentation was planned with the product, so merchants and developers had the clarity they needed at launch.
12 – Influence through collaboration
Influence through collaboration

Design was not going to gain influence at Checkout by asking to be involved earlier. It had to prove that working with Design made the work better and more connected to customer outcomes. This meant getting involved while direction was still open – in planning, discovery, problem framing and early decision-making. The value was not in adding more process, but in helping teams understand the customer problem, see trade-offs earlier and make clearer product decisions.

That way of working shaped the team I built. Designers needed to be strong collaborators, not just strong practitioners. They needed to build trust, challenge constructively and help improve outcomes before the work was already locked.

Create shared context
Bring research, support themes and customer pain points into the conversation so teams work from the same reality.
Shape the problem together
Align on the problem, constraints and desired outcomes before the solution has already been framed.
Make choices easier to discuss
Use journeys, flows, prototypes and options to make trade-offs visible, invite input and help teams compare solutions.
Build shared ownership
Involve the right people early so decisions are better understood and more clearly owned.
13 – Hiring for more than craft
Hiring for more than craft

Craft matters, but it wasn't enough to build the Design function Checkout needed.

With 36 product teams, constant organisational change and an increasing level of product and technical complexity, I hired for the behaviours that would change how Design showed up in the business. I hired not just strong design practitioners – but those who could coach others, earn trust, influence direction and scale Design's impact across Checkout.

Hiring was paired with clear expectations, feedback and development systems so all designers raised the quality of the team around them, not just their own output.

Curiosity and systems thinking
Designers who looked beyond the brief, understood why problems existed, and could connect local product decisions back to broader customer and platform outcomes.
Ownership without hand holding
Designers who could take responsibility for outcomes, not just deliverables – following work through discovery, delivery, QA and launch.
Adaptability under ambiguity
Designers who could stay effective through restructuring, shifting priorities, new product areas and emerging AI-assisted ways of working.
14 – Build
Build
Create the operating system that made better design decisions repeatable.
15 – Making Design part of the operating rhythm
Making Design part of the
operating rhythm

If Design was going to have more influence, it could not depend on individual relationships or designers being pulled in at the right moment. I needed to make Design part of the way product work moved through the organisation.

That meant creating clear points where Design could add value – in planning, discovery, problem framing and roadmap conversations – before teams had already committed to a solution.

Planning
Design had earlier visibility of upcoming work, team capacity and where product decisions were being shaped.
Discovery
Design helped teams understand the customer problem, the evidence, the constraints and the trade-offs before the solution was locked.
Roadmap
Design could identify overlapping work, missing customer context, Design System needs and opportunities to create more coherent experiences.
Delivery
Critique, design sign-off, handover, QA and launch checks gave teams a clearer way to protect quality as work moved from idea to shipped product.
16 – Making quality a shared responsibility
Making quality a shared responsibility

As the team grew, I wanted quality to be owned by every designer – not just in their own work, but in the work of the team around them. The rituals I introduced gave designers regular ways to share work, challenge openly, spark healthy debate, support each other and build a shared understanding of what good looked like.

The goal was not more meetings. It was quality discussed openly, raised collectively and owned by everyone.

Design reviews Cross-pillar reviews Design Sign-off Planning sessions Design crits Development 1:1s Quality Owned by everyone
17 – Quality rituals
Design crits
Early feedback, shared judgement and craft development. Designers learned to frame problems clearly, sharpen their reasoning, build rationale and define quality together – so the team acted as one function, not isolated individuals.
Design reviews
Regular work-in-progress reviews with the CPO, giving senior leadership visibility into design direction, open trade-offs and quality risks while the work could still be shaped.
Cross-pillar reviews
A forum to spot duplicated patterns, inconsistent approaches and opportunities to align work across product areas.
Development 1:1s
Regular conversations focused on strengths, growth areas, scope, ambition and leadership behaviours – helping designers build the judgement and ownership needed to raise quality around them.
Planning sessions
Regular alignment with Product and Engineering so design effort, quality risks and team capacity were understood before roadmap decisions were locked.
Design Sign-off
A final good-to-build decision before engineering handover – checking product context, end-to-end journey, content, edge cases, Design System alignment and success metrics. Not a critique session, but a readiness decision.
18 – Rethinking how we critique
Rethinking how we critique

Critique was one of the clearest ways to raise quality across the team, but only if designers felt safe bringing work before it was finished.

Too much work was coming in late, polished and already defended. Designers were worried that unfinished thinking would be judged as bad work, so critique became more of a presentation than a place to shape the work.

I wanted critique to become a working ritual – a place where designers could bring rough thinking, ask questions, expose uncertainty, challenge each other properly and build shared judgement of what good looked like without fear that early work would be used against them.

Share work before it is ready
Bring rough thinking early, not just polished work. Unfinished work became a sign of trust, not weakness.
Sharpen reasoning not pixels
Focus critique on the problem, rationale and trade-offs – not just whether the interface looked good.
Direct feedback, never personal
Keep feedback clear, honest and connected to the work, without making it vague, softened or personal.
Build shared judgement
Use critique to define quality together, so standards became visible, teachable and owned by the team.
19 – Before / What I changed / After
Before

Show-and-tell, not critique

Work was shared for visibility, but not always challenged deeply enough.

 

Too polished, too late

Designs often came in when the direction was already hard to change.

 

Siloed feedback

Teams were solving similar problems without enough cross-team visibility.

 

Comment-heavy feedback

Figma comments were useful for detail, but they did not replace live discussion and shared reasoning.

What I changed

Build psychological safety

Set the expectation that early thinking, rough flows, sketches and open questions were expected.

 

Frame the ask clearly

Designers came with the problem, context, constraints and the decision they wanted help with.

 

Challenge the thinking, not
the person

Feedback focused on rationale, trade-offs, behaviour, content, accessibility and system fit – not personal preference.

 

Build shared judgement

Crit became a way for the team to define quality together, not just improve one person's work.

After

Real critique forum

Active challenge, not passive review

 

Better thinking, earlier

Designers got input while the work was still evolving.

 

Stronger rationale

The team became better at explaining decisions, trade-offs and reasoning.

 

More connected work

Patterns, duplicated effort and cross-product issues surfaced earlier.

 

Shared judgement of quality

The team defined what good looked like together, so quality became something designers could discuss, challenge and apply consistently.

20 – Career development as an operating practice
Career development as an
operating practice

I wanted development to be a deliberate part of how I managed the team, not something that only happened during review cycles. I wanted every designer to understand where they were strong, where they needed to grow, what kind of scope they were moving towards, and how their current work connected to the next level of impact. That meant treating development as part of how I managed the team week to week. In 1:1s, we revisited development plans, talked through feedback, connected growth areas to live work, and made sure each person had a clear path to increase their impact through the work they were already doing.

Clear expectations
We introduced Elevate Profiles to define roles, scope and expectations at every level, across both IC and manager tracks. This gave the team a shared view for progression – what good looked like, how scope changed by level, and how impact was assessed.
Growth plans
Skills mapping helped everyone understand their strengths, gaps and next areas of focus. From there, we could create trackable growth goals – specific, constructive and connected to real work, not abstract development themes.
Continuous feedback
Development was supported through continuous feedback with growth goals connected to learning and development budgets and stretch opportunities. That meant people were not left guessing where they stood or what they needed to work on.
21 – Building leadership depth
Building leadership depth

I wanted senior designers to use their experience, judgement and craft to make the team around them stronger – raising quality, building confidence and helping others make better decisions through the work.

That meant senior ICs had to operate beyond their own projects, with coaching, critique, visible standards, unblocking decisions and trust-building with Product and Engineering becoming part of how leadership showed up in the craft.

Leadership was not reserved for people managers. It was built through real scope, so senior designers increased the quality and confidence of the wider team, not just the quality of their own work.

Senior designers became multipliers
Senior ICs were expected to improve the work around them by coaching designers, leading critique, unblocking decisions and making standards easier for others to apply.
Responsibility created leadership depth
Growth came through real scope: ambiguous projects, cross-team alignment, sign-off support, mentoring others and shaping decisions with Product and Engineering.
Carry the quality bar into product teams
Senior designers built trust with Product and Engineering, shaped direction earlier, and helped protect quality beyond their own work.
22 – Scale
Scale
Scale design influence, product quality and consistency without
fragmenting the team.
23 – A structural problem at scale
A structural problem at scale

As the team grew, scale brought a different problem. It was no longer just about having enough designers.

The bigger risk was fragmentation – designers becoming isolated in product teams, teams solving similar problems in different ways, quality depending on who happened to be involved, and Dashboard slowly turning into a collection of disconnected experiences.

The challenge was to keep Design close to the work without losing the benefits of a single function – embedded enough to understand the problem, connected enough to raise the quality of the whole product.

Embedded
Designers stayed close to delivery, but standards drifted. Similar problems were solved differently across teams and the function lost visibility across the product.
Centralised
The function stayed coherent, but designers risked being too far away from the product context and relationships needed to influence early decisions.
What we needed
A model that kept designers close to Product and Engineering, while keeping standards, critique, career development and product coherence connected through one function.
24 – The Centralised Partnership model
The Centralised
Partnership model

I moved the Design organisation to a model that kept designers close to product work without losing the benefits of a single connected Design function. The Centralised Partnership model keeps designers committed to specific product areas to build context, understanding of the roadmap, the problem space and the people they were working with, while the Design function stayed centrally connected through shared standards, rituals and leadership.

Keeping Design connected as a central function also gave visibility across the wider product ecosystem, so we could see where support was needed and focus it on the highest-impact work.

Product context
Designers understood their product area, the customer problem, the delivery rhythm and the team relationships.
Shared standards
Design quality, critique, design system expectations and career development stayed connected.
Flexible support
Design leadership could see coverage across the function and move support around the highest-impact work.
25 – Partnership model diagram
Design
Product Engineering
Product A
Product B
Product C
26 – Planning as one function
Planning as one function

As trust with Product grew, Design moved upstream into roadmap planning with pillar leads and PMs.

Instead of receiving briefs after direction was already set, Design helped teams understand priorities and customer needs, sequence Design effort around real delivery milestones, and decide where UX Research, Content Design and Technical Writing could support the highest-impact work.

Roadmap planning became a place to influence direction, not just plan resourcing. Design could challenge unclear problem framing, spot overlaps across teams, connect related work, and make trade-offs visible before decisions became fixed.

Quarterly planning
Design worked with Product pillar leads and PMs to align on priorities, delivery timing, go-live dates and where Design input was needed.
Backwards planning
Worked back from real delivery milestones, so Design, UX Research, Content Design and Technical Writing could shape the work.
Capacity & trade-offs
Mapped upcoming work, team capacity and specialist needs, so priorities, constraints and trade-offs became visible before work was committed.
Planned as one function
Design, UX Research, Content Design and Technical Writing were planned together, so the work stayed connected across discovery, delivery and launch.
27 – Becoming part of the product delivery rhythm
Becoming part of the
product delivery rhythm

The partnership model changed where Design showed up in the product delivery rhythm. Design was no longer brought in only when a team needed screens. Designers were closer to planning, discovery, problem framing, delivery decisions and launch, giving Design more influence while important decisions were still open.

Product had clearer trade-offs, Engineering had better context, and designers stayed accountable beyond the design file.

1. Planning
Priorities, timing, risk and where Design needed to lean in.
2. Discovery
Customer evidence and open product questions.
3. Problem framing
User journeys, flows, options and trade-offs.
4. Delivery decisions
Scope, feasibility and quality trade-offs.
5. Handover readiness
Flows, states, content and edge cases ready for build.
6. Build and launch
Implementation quality, rollout and early customer signals.
28 – Dashboard needed to ship as one product
Dashboard needed to ship as one product

Dashboard had become a shared product surface, with multiple teams adding new pages, features, services and journeys into the same experience.

It was carrying the symptoms of a product built by many teams. Reasonable local decisions still created fragmentation – journeys behaved differently, patterns did not always connect, content explained similar things in different ways, data states were handled inconsistently, and edge cases made the product feel less considered.

I led and authored the Dashboard design and development sign-off process with Product and Engineering to add clearer governance around significant Dashboard work so new work felt like part of one coherent product surface rather than another team's feature added onto it.

This was not red tape. It helped teams ship into Dashboard with the right product context, system alignment, design quality and engineering readiness.

Dashboard Acquiring PaymentPerformance FinancialExperiences EmergingProducts
29 – Dashboard governance process
Discovery
Design
Implementation
Launch
1. Scoping
Align on the product need, user value, data/UI requirements, technical ownership and timeline.
3. Design Sign-off
Good-to-build review of the final experience, content, edge cases and Design System alignment.
6. MFE technical compliance build checks
Check the build against Dashboard technical standards before release.
8. Product updates
Share what shipped through product updates, demos and the Dashboard changelog.
2. Dashboard check-in
Review system fit, layout choices, component use and any new pattern needs with the Dashboard team.
4. Engineering handover
Confirm Engineering has the states, specs, data, analytics and release setup needed to build.
5. Design and build continuous QA
Catch gaps between the signed-off design and the build while implementation is still in progress.
7. Launch checks
Confirm rollout, monitoring, comms and post-launch validation are ready.
30 – Design Sign-off as a quality gate
Design Sign-off as a quality gate

Design Sign-off made design readiness explicit before work moved formally into build.

It was a key go/no-go step in the Dashboard process, used to decide whether the work met the bar for quality, consistency and user experience before implementation.

The important part was that Design Sign-off was not just a Design review. The governance group brought together Design, Product and Engineering so the end-to-end experience could be assessed from more than one angle before handover.

Teams had to bring the full journey, prototype, content in context, relevant states and edge cases, a Design System linter score, success metrics and any decisions they needed the group to make.

That made Design Sign-off a collective quality gate, not a taste review. It gave Product, Design and Engineering a shared moment to confirm what was moving into build, what still needed to change, and whether the work met the quality bar for Dashboard.

Less "do we like this design?" More "is this ready to build?"

Is the experience clear?

Is it coherent with the wider Dashboard experience?

Are the right states and edge cases covered?

Does the content work in context?

Is the Design System used correctly?

Do we know how success will be measured?

Are Product, Design and Engineering aligned on what is moving into build?

31 – Measure
Measure
Make Design impact visible in product work, measure the health of the Design function, and connect quality back to customer and business outcomes.
32 – Making the Design function measurable
Making the Design function measurable

As the Design function matured, I wanted to move beyond measuring activity and start measuring whether Design was improving the quality and performance of the product.

The point was not to pretend every Design decision maps neatly to one business metric. It was to build a system where Design quality could be tracked, improved and connected back to customer and business outcomes.

Operational health
How well the Design function was running: workload, QA status, delivery health, crits, sign-offs and capacity.
Experience quality
Whether the product experience was becoming more coherent, consistent and easier to use: Design System adoption, token usage, component consistency, design debt and Dashboard coherence.
Product outcomes
Whether better design was helping the business improve the things that mattered: activation, completion, adoption, retention, support reduction and time to value.
33 – Tracking Design's operational health
Tracking Design's operational health
Measuring how well the Design function was running: workload, QA status, delivery health, crits, sign-offs and capacity.

Design work was happening across teams, tools and product areas, but it was hard to see the health of it as one system. Measuring design work properly meant moving beyond activity tracking. I needed Design and Product to see what was moving, where effort was going, where work was blocked, where QA was dragging, and where quality checks were missing before those issues became delivery risk.

We built an integrated workflow that pulled roadmap items from Jira into a custom Airtable dashboard and gave leads a live view of current work, backlog, workload, QA status, upcoming crits, upcoming sign-offs and delivery health.

This dashboard became part of the team's weekly operating rhythm. We used it to review priorities, identify pressure points, make trade-offs visible, and decide where Design effort needed to shift.

This gave the team a clearer way to manage operational health, connect design effort to product delivery, and make quality more measurable than a set of opinions or late-stage escalations.

34 – Measuring Design System adoption
Measuring Design System adoption

Dashboard had grown across multiple product teams, with each team owning its own micro front-end. That made consistency hard to judge from design files alone. Teams could ship screens that looked acceptable in isolation while still adding variation, maintenance cost and friction to the wider product.

The first approach was manual. We audited the live Dashboard by screenshotting components, red-lining inconsistencies and grouping like-for-like patterns. That turned inconsistency into evidence Product, Design and Engineering could act on.

The audit gave us a baseline for where the Design System needed to improve, where teams were creating unnecessary variation, and where quality was breaking down in the live product.

36
Micro front-end teams building into Dashboard
5%
Baseline Dashboard consistency score
23
Dashboard components audited initially
137
Variants found – average of 6 per component
35 – From manual audits to automated metrics
From manual audits to
automated metrics

Manual audits gave us the baseline, but they were too labour-intensive to keep pace with the rate of change across Dashboard. I led the move from periodic visual audits to a purpose-built UI Crawler, working with Engineering to turn Design System usage in the live product into a recurring quality signal.

The conversation changed from "we think the system is being adopted" to "we know what is happening in production, what changed since the last scan, and where the next improvement should happen."

That made quality legible beyond Design. Product and Engineering could see where Dashboard was aligned to the system, where deprecated components remained, where overrides were creating inconsistency, and where design debt needed to be prioritised.

Every 2 weeks
19,301 component occurrences scanned
3 signals tracked
Adoption, deprecated usage, style overrides
1 source of truth
Shared by Product, Design and Engineering
36 – Turning measurement into improvement
Turning measurement
into improvement

Once Design System adoption was measurable in production, quality debt could be managed like product work.

The crawler showed where Dashboard was aligned to the system, where deprecated components remained, and where overrides were creating inconsistency in the live product. Product, Design and Engineering could work from the same evidence, decide what needed fixing, and track whether the product was becoming more coherent over time.

The result was not just better reporting, it gave teams a practical way to improve the live Dashboard, reduce unnecessary variation and hold consistency as a shared product quality metric, with consistency improving from 5% to 93.1% by Q2 2026.

Consistency 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% Q2 2023 Q3 Q4 Q1 2024 Q2 Q3 Q4 Q1 2025 Q2 Q3 Q4 Q1 2026 Q2 34 46 48 50 45 40 59 67 64 75 78 93 Rebrand implemented New IA & navigation UI crawler (components) UI crawler (tokens) Designers commit PRs to resolve design debt
37 – Quality as a leading indicator
Quality as a leading indicator
Design System adoption was not the business outcome. It was a leading indicator of product quality.

When teams used the right components, tokens and patterns, Dashboard became more consistent for merchants, easier to maintain and faster to improve.

When they did not, complexity kept accumulating in the product, even when individual screens looked fine.

That gave Design a more credible way to connect craft to product performance. Coherence, content quality, journey clarity and system adoption became signals that showed where the experience was helping merchants, and where it was still creating friction.

Merchant
clarity
Could merchants understand what to do next?
Workflow
completion
Could merchants complete complex tasks with less friction?
Delivery
efficiency
Could teams build faster from shared patterns?
Support
demand
Could clearer journeys and documentation reduce avoidable confusion?
38 – Reporting Design metrics to the business
Reporting Design metrics to the business
Design OKRs made the function accountable in business terms, not just active in product work.

I wanted leaders to understand Design through the same lens as any other strategic function, showing where we were improving product quality, increasing delivery confidence, strengthening customer understanding, building new capability and raising Checkout's reputation as a design organisation.

Instead of reporting activity, headcount and project updates, the OKRs gave us a clearer way to show whether Design was improving the product, strengthening how teams worked, and building capability that could compound over time.

At the product level, that meant reporting on coherence, quality debt, QA time, documentation quality and customer understanding. At the function level, it meant showing whether designers were moving closer to production, whether AI was becoming part of deep work, and whether Checkout Design was becoming more visible externally through events and published content.

The point was to make Design part of the business operating rhythm, so quality, clarity, customer understanding, delivery confidence and reputation could be discussed as measurable inputs to company performance.

39 – Using sentiment as a signal
Using sentiment as a signal,
not attribution
Design impact became clearer when sentiment, behaviour and business outcomes were read together.

Design impact became clearer when what customers said was read alongside what they did and the outcome the business needed to move. NPS, CSAT, usability feedback and customer comments helped us understand perception, confidence and pain. But on their own, they were not enough to measure Design impact.

Pairing sentiment with behaviour and outcome data helped Product, Design and Engineering understand whether the experience was actually helping merchants move through the product more successfully.

Perception signals
NPS
CSAT
Usability feedback
Customer comments
Support themes
Behaviour signals
Completion
Drop-off
Errors
Repeat use
Task success
Outcome signals
Activation
Adoption
Support reduction
Time to value
Revenue or efficiency
40 – Making quality part of product decision making
Making quality part of
product decision making
Measurement only became valuable when it changed what the organisation could see, prioritise and improve.

The point of measurement was not to create a Design dashboard. It was to make quality visible enough that Product, Design and Engineering could make better decisions together.

Once operational health, Design System adoption and delivery quality were visible, the conversation changed.

Design debt could be prioritised because it was visible in the product. QA issues could be discussed before they became release problems. Coherence could be tracked over time rather than debated subjectively.

It also gave Design a stronger voice in business conversations. Instead of reporting activity or relying on opinion, we could show where quality was improving, where the product was still carrying debt, and where investment would help merchants move through Dashboard with less friction.

That made Design more accountable and more useful to the business, because quality, clarity and coherence became part of how we discussed product performance.

41 – Accelerate
Accelerate
Using AI to bring Design closer to the shipped product, improving the quality
of the outcome and not just the speed of getting there.
42 – Bringing Design closer to shipping
Bringing Design closer to shipping
Design was one of the first teams at Checkout to make AI part of day-to-day product work, not just a side experiment.

The strongest opportunity AI gives Design is not productivity. It is getting designers closer to production, making the gap between a design decision and a shipped customer experience smaller.

AI tooling is changing what is possible. Designers can prototype with production components, test realistic flows, understand implementation trade-offs, and defend quality further into delivery.

I grounded adoption in real work. The team had protected time to experiment with Cursor, Figma Make, Gemini and Claude, not to generate productivity theatre, but to solve actual product problems and build honest confidence in where the tools helped.

Learning was shared across the wider organisation through write-ups, Product Jams, Brown Bags and external design community events. Design became one of the teams showing the rest of the company what practical AI adoption looked like when it was connected to real systems and real constraints.

The goal was never to turn designers into engineers. It was to reduce the distance between the design decision and the customer experience, and to protect quality further into delivery.

43 – Prototyping with real components
Prototyping with real components

The most useful shift was not faster prototyping, but better fidelity between design intent and the product that would eventually ship. Designers could move from Figma into coded prototypes that used the same Design System components, primitives and tokens as Dashboard, using Figma MCP to bring design context into Cursor and generate prototypes from real product foundations.

That meant teams were no longer reviewing static screens and imagining how the experience might behave later. Designers could test interaction and behaviour earlier, researchers could run more realistic flows, Design Sign-off could happen against something closer to the final experience, and Engineering received work with clearer intent because the prototype already reflected the components, tokens and interaction patterns used in production.

We set this up with Engineering using secure tooling, scoped packages, documentation, office hours and hands-on support, so designers could work closer to implementation without needing deep technical knowledge or being asked to become engineers.

Figma Design
Designer selects a frame or shares a Figma URL
Figma MCP
Design context is passed into Cursor
Cursor
AI generates a coded prototype from the design intent
Design System
Real component code, primitives and tokens are applied
Coded prototype
Working experience with real product components
44 – Designers resolving debt
Designers resolving debt

Interaction design does not only happen in Figma. It shows up in behaviour, states, edge cases, implementation detail and whether the product still feels coherent once it is live. Once audits and the UI crawler made quality issues more visible, the next step was giving designers a practical way to act on the debt sitting between design intent and the shipped experience.

Many of the fixes were small but still visible to merchants. Incorrect token usage, outdated components, inconsistent states, layout drift and patterns moving away from the Design System all weakened the overall Dashboard experience, but were difficult for Engineering to prioritise against roadmap delivery.

Cursor gave designers a way to move from identifying the issue to proposing the fix. They could inspect the relevant part of the codebase, understand how a component, token or state had been implemented, make a small scoped change, and push that change through the normal GitHub review process. Engineering still reviewed production changes, so this did not bypass the normal standards of build, but it did mean designers could close small gaps between intent and implementation, instead of relying on every issue becoming another backlog request.

8
Designers upskilled from no meaningful coding experience to production commits
31
Production commits from designers between January and May 2026
18
Design debt items resolved without raising an Engineering ticket
45 – Making research insights available
Making customer insights
available across the org
Research has real impact when people can find it, understand it and use it in the decisions they are making.

We had a lot of valuable insight about merchants, but it was hard for anyone outside the research team to find and use. Interview transcripts lived in a separate per-seat platform, while synthesis and findings often sat in separate research documents or old Slack threads.

The team created a research repository in Google Drive, with transcripts, notes and findings organised more consistently to centralise that knowledge base. Sessions had cleaner metadata, findings were easier to browse, and product areas, customer problems and recurring themes were tagged so insight could be reused. Gemini gave anyone in the organisation a practical way to query the repository. People could ask questions across existing research, find relevant themes, pull supporting material and understand what we already knew before starting new work, just by asking.

AI also helped the research team with slower operational tasks, including transcription, PII removal, tagging, synthesis and finding patterns across sessions.

This made research insight easier to use across the organisation, while giving researchers more time for judgement, interpretation and influence.

46 – Automating the operating rhythm
Automating the operating rhythm
Some of the most useful AI work was in the everyday running of the Design function.

Some of the most useful AI work was in the everyday running of the Design function, where small recurring tasks were important but easy to drop when everyone was busy.

Crits needed scheduling. Sign-offs needed booking. Town Halls needed preparing. Reminders needed sending. The team needed to know what was coming up, what needed attention and where the operating rhythm was slipping.

We used LLM-generated JavaScript to build "Critter Bots" that connected Google Calendar, Airtable, Zapier and Slack, then pushed reminders and updates into the places the team already worked.

That removed recurring coordination work, made the rhythm more reliable and reduced the amount of Design Ops effort needed to keep the team moving.

47 – Outcomes
Outcomes
What changed across the team, the product and the business once Design operated as a strategic function rather than a delivery service.
48 – Impact across team, product and business
Design became a strategic partner
Design moved from responding to delivery requests to helping shape product direction, customer understanding and delivery quality.
Capability matched product complexity
Grew Design from 2 people into a 44-person multidisciplinary organisation across Product Design, UX Research, Content Design, Technical Writing and Brand.
Quality became a team behaviour
Critique, shared standards and Design sign-off made quality easier to discuss, teach and improve across the team.
93% Dashboard coherence
Reached 93% Dashboard coherence against a ≥90% target through Design System adoption, automated measurement and quality governance.
Design became measurable
Established a reporting rhythm that connected product quality, customer understanding, delivery confidence and operational health.
Design moved closer to the shipped product
Embedded AI workflows and code-aware tooling so designers could prototype with real components, contribute reviewed fixes and reduce design debt by 20%.
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