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Oct 07 • 6 min read

design advocacy is a sport


What's in today's newsletter?

  1. 3 advocacy mistakes + 3 tactics to earn trust
  2. The ONLY checklist designers need
  3. Win $1,000 with a single slide
  4. Perplexity's lost designs
  5. Shaders: create, stack, animate
  6. Designing in chaos

Got 5 mins? Need your input →

​

Seattle, 2015.

My first proper design job at a HR software company called TINYpulse (acquired twice, but only after I left 🥲).

I was young(ish), keen, but come to learn one thing:

Everyone else just didn't get UX

So I set out to fix them.

Big mistake.

Since then, I've since watched a dozens of designers make the same.

Let me tell you about 3 that hurt the most:

Mistake 1: I treated stakeholders like students

"Let me walk you through my process"
“Here’s why users behave this way.”
“Research shows that…”

I stood at the front like a teacher. In a room full of adults with more power than me. Nobody takes a lesson from the person implying they've been doing it wrong.

Framing matters here.

In non-design orgs, stakeholders are not asking: “What is good UX?”, they are asking:

“Will this slow us down?”
“Will this make my team look bad?”
“Will this affect my targets?”

If your education about design doesn’t connect to those questions, it will stay theoretical and they'll tune out.

Mistake 2: I explained design instead of showing what it changed

"I did discovery, synthesis, ideation, validation".

Means nothing to a PM staring down a deadline.

They didn’t care HOW I worked.
They cared about WHAT visible impact I made to the product.

Don't be abstract here.

For example, say “this decision avoided 6 weeks of rework”

In non-design orgs, design becomes credible when it is tied to outcomes people already care about:

Speed, Clarity, Risk, Cost, and Confidence.

Not taste.
Not craft.
Not frameworks.

Make things concrete. Show the utility of your designs.

Mistake 3: I forced it

I felt unheard, so I pushed harder. Mandatory deck reviews before my sessions. Brainstorming workshops nobody asked for. Forced education got the “why am I here” reaction.

People complied in the room (mostly) but then ignored me the second they left.

Two years of that.
Polite nods.
Zero change.

Then in 2017, I moved to Wizeline in Guadalajara, Mexico.

First time I ever saw UX baked into the culture.

Looking back, I was too loud (and kinda obnoxious). Instead, designers there were embedded. 3 things stuck, and I've dragged them into every org I've joined since.

Tactic 1: UX in onboarding

A "What is UX" session lived inside onboarding.

Every new dev, PM, QA, went through it on day one. What we do and when to pull us in. We trained 300+ people, in 3 moths, with zero convincing required.

It was part of joining the company.

Tactic 2: A monthly newsletter that did one job

Company-wide. Small wins, projects in flight, decisions that changed direction.

No theory, lectures, or “design is valuable” chants. It was about visibility. People started seeking designers to help them solve problems.

And yes, you can start a org-wide newsletter this week!

Tactic 3: Embedded ourselves in other teams' problems

Instead of preaching UX, we just went and did design for the org.

  • Run a service blueprint on how the company sold its own consulting service.
  • We helped sales build the pitch.
  • We ran a design sprint with HR to rebuild onboarding (60 people were joining every month).
  • We facilitated silo'd PMs into actually talking to each other.
  • We even trained the company on soft skills like public speaking and meeting etiquettes.

None of it was a UX lecture. All of it was UX, out in the open, solving problems other teams already cared about.

Design started being the team you call when something's a mess. Who you gonna call... Ghostbusters 👻

The problem isn't getting people to understand design. It's to get yourself to stop lecturing and start solving problems that aren't yours.

Design advocacy is an Sport.

You don't win it from the front of the room.

You have to play as part of the team.

Just be useful.

Good luck out there! 🏀

​

Every design checklist online is basic af. Colour contrast, alt text, random greatest hits, or written by someone who’s makes it overly complicated and technical

​Checklist Design is neither.

It’s a free, extensive reference built by George Hatzis: checklists for websites, web apps, mobile, components, and flows. Actual line items, with reference articles, and examples attached to each one!

Translation, for example: before you hand off a login flow, you run it against a list to make sure you've included everything​

It’s been around since 2019, sat at #1 product of the day on Product Hunt when it launched, and still holds a 4.8 out of 5.

One designer said:

“helped me catch things I’d have missed”

Super useful for:

  • Designers who want a pre-handoff gut check
  • Designers who's tired of finding missed edge cases
  • Designers without a second pair of eyes on their work
  • Anyone building fast, skipping steps they don’t realize they’re skipping

They have a handy Figma plugin available too!

You can:

  1. View all checklists inside Figma
  2. Save and tick off items from any checklist
  3. Get your designs reviewed by an AI checker

One integrated workflow for every page, component or flow.

Big thanks to George from Checklist Design for sponsoring this issue.

​

I’m judging a fun competition, where YOU can win $1,000

Build a single slide using Pitch’s new Anything block, tag them on socials, submit by Friday, October 16th.

  1. $1,000 for 1st place
  2. $300 for 2nd place
  3. $200 for 3rd place

Pitch’s new Anything block is an interactive element right inside a slide.

Think forms, charts, calculators, buttons, tabbed views, any UI you can interact with. Cool right!

All you need to do is: describe it in plain language, then Pitch Agent vibe codes it, and BOOM! Ready to submit.

​

So what's went down last week?

The going ons, happenings & shenanigans you might have missed ↓

​Mike Smith, from Smith & Diction, drops the "lost" designs from Perplexity's merch.

The words that come to mind... Retro. Japanese. Micrographics. Skateboarding.

This makes me wanna make some rad tees so bad. Who wants rectangles tees? Throw me ideas!

Visually create, stack, and animate shaders using Shader Lab.

No graphics setup need. Cool effects guaranteed. Have fun tinkering!

The reality is you control almost none of your user’s experience.

Deadline. Roadmap. Final product quality. All out of your hands. But we, designers, act like it’s the opposite.

​Jeremy Miller calls this the UX Uncertainty Principle.

If work feels volatile, uncertain, complex, or ambiguous (VUCA)...

Come figure how to navigate this together, on LinkedIn or YouTube.

🍔🍟 Add livestreams to your calendar Google, Apple, or Outlook​

​
​

That's it for today.

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Speak soon 💛
— Chris
​rectangles.fm​

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13,000+ designers in the room. Every week.


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