Design Ops Handbook/Chapter 05 of 06

Rituals, Critique & Reviews

Most design orgs have too many meetings and not enough feedback. That is not a contradiction. It happens because three different things all get called critique, and running them as one makes all three worse.

Section 01

Three Things, Not One

Crit improves the work. Review makes a decision. Demo shares what happened. They have different attendees, different outputs and different rules about who gets to say no. Run them together and you get a meeting where nobody is sure whether they just gave advice or approval.

Three Things, Not One

Section 02

The Weekly Rhythm

Everything above lands somewhere on a calendar. Publish the calendar once and stop negotiating it. The total design meeting load below is under six hours a week, which is the actual constraint.

The Weekly Rhythm

Section 03

How To Run a Critique

Thirty minutes, one piece of work, five boxes. The two that get skipped are the silent read at the start and the restate at the end, and those are the two that make the difference between feedback and feedback theatre.

How To Run a Critique

Section 04

Decision Rights

Every decision has exactly one decider. Write the list down and publish it. Most of the pain people attribute to bad feedback is actually an unwritten decision rights table being discovered in public.

Decision Rights

Section 05

Four Ways This Goes Wrong

Each of these is common, each is fixable with a rule rather than a conversation, and each one quietly teaches designers that showing work is not worth the trouble.

Four Ways This Goes Wrong

Section 06

Ritual Health

Two of these measure load and two measure whether the rituals are doing their job. The reopened-decision number is the one that tells you the decision rights table is not being honoured.

Ritual Health