Figma, feelings, and the fine art of team management
There’s a special kind of magic (and madness) in managing UX and visual designers. It’s like herding cats — if the cats were opinionated, brilliantly creative, allergic to vague requirements, and occasionally on a deadline diet.
I’ve led many such crews — small, nimble, creative teams both in the open source world and in the corporate jungle. Over the years, I’ve developed a few principles that actually work. Not theoretical MBA stuff — real trench learnings: missed deadlines, heated critiques, last-minute magic, and those all-nighter pizzas nobody talks about anymore.
This isn’t a blueprint. I haven’t cracked the code. But I’ve seen these ideas work — in rooms full of Figma frames, sticky notes, brutal feedback, and brilliant misfits.
Work with friends, not just colleagues
Let me start here: it’s easier to work with friends than colleagues. You don’t have to be best mates, but there’s something powerful about a team that feels like a crew — in it together, not just sharing the same Slack channel.
When people feel safe, respected, and genuinely cared for, they do better work. It’s science. Or psychology. Or just common sense.
They take more ownership, laugh more in stand-ups, and yes, argue passionately over typography. And that’s when you know something good is brewing.
From Open Source to Office Desks
Before corporate UX, I spent years collaborating with open source developers. These folks work without a paycheque — not for perks or promotions, but for passion, autonomy, and a shared purpose.
When I moved into corporate settings, I borrowed liberally: give people ownership, make the problem worth solving, and get out of their way. It turns out, when you treat people like adults, they do adult-level work.
I’ve seen a three-person team outpace a ten-person one — not because they had better tools or longer hours, but because they cared.
Never underestimate the power of a small, motivated, slightly chaotic team. That’s where the magic happens.
Small teams are great. But large teams? Oh boy.
Let me tell you a story.
A while back, I took on a beast: a full UX overhaul for a large insurance firm. The numbers? Wild.
- 64 designers, most of them fresh out of college
- 1400 screens to redesign
- 7 months to deliver
And a user base so resistant to change, they treated their existing screens like family heirlooms.
It could’ve been a disaster. But it turned out to be one of the proudest moments of my career.
Here’s what made it work:
- I paired the freshers with slightly more experienced folks — energy met structure.
- We formed small, autonomous pods with full ownership of specific journeys.
- We shared learnings daily — what worked, and what failed.
- Most importantly, we had each other’s backs.
We didn’t just hit the deadline. We built something the client didn’t think was even possible. And we did it without losing our minds — or compromising on quality.
Set the Bar High, Then Help Them Reach It
I always keep expectations high. Designers often don’t know what they’re capable of until someone bets on them.
Sometimes they ask, “You really think I can do that?”
Yes. Yes, I do. And I’ll walk with you till you can.
I’ve seen juniors punch above their weight and seniors rediscover joy in their craft — not because I handed them KPIs, but because someone believed in their potential.
But let’s be clear: high expectations ≠ unrealistic timelines.
I don’t throw dates over the wall. We sit down, talk, and figure it out together. We even laugh a little — usually nervously. I ask, “What do you think is realistic?” Listening builds trust. It also leads to better estimates.
Once we agree on a deadline, it becomes sacred. But if someone’s struggling, the first thing I ask is: “How can I help you get there?”
That one question changes everything. It’s not about pressure — it’s about partnership.
And yes, we’ve hit every major deadline. Without burning people out. Without lowering the bar.
Quality Isn’t Optional
Deadlines are important. But nothing goes out unless we’re proud of it. Period.
I don’t care how tight the timeline is — never ship rubbish. If it’s not up to standard, we pause, fix it, and learn from it.
One of my early mentors once told me, “Your portfolio is only as good as your worst live product.” That stuck.
We don’t aim for perfection. But we do aim for pride.
Conversations Over Control
I like to talk. Not in a “calendar invite at 3 PM” way, but in a “hey, let’s grab a coffee and untangle this” way.
Especially with younger designers — Gen Z, in particular, isn’t here for hierarchy. They want purpose, feedback, and real talk. They’re smart, values-driven, and allergic to corporate nonsense. Rightly so.
They don’t need you to be cool. They need you to care.
They don’t want a manager. They want someone in their corner.
And sometimes? They also want memes, chai, and an occasional dad joke.
Mentoring Isn’t a Process — It’s a Posture
Some of the best designers I’ve worked with started out afraid of the first design review. I remember what that felt like.
So I don’t dump a Notion doc and walk away — I walk with them.
Mentoring isn’t a monthly 1:1. It’s how you write briefs, run critiques, give feedback, and show that growth is part of the job, not a side quest.
What I’ve Learned
Look — design is hard.
Deadlines loom, feedback loops are messy, and sometimes the brief changes on a Wednesday after it was signed off on Tuesday.
But when a team feels supported, challenged, and genuinely seen — they rise.
You don’t need a huge team. You need the right people, the right mindset, and a leader who believes in them — even before they believe in themselves.
I don’t have all the answers. But I know this much:
- People do their best work when they feel safe, challenged, and seen
- Small teams can do huge things if you trust them
- Deadlines matter — but so do conversations
- Quality is never negotiable
- Titles don’t lead teams — trust does
That’s what’s worked for me.
If this sparks something, great. If not, no worries — and may your Figma files always be neatly named and your design tokens never duplicated.
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