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The Number 44
← Case studies Design Ops & Practice Leadership

Running the practice, not just the product.

Principal at Brambles means owning the practice as well as the product. I organise and plan the designers’ work across SCI and DCS, sit in the leadership, strategy and roadmap conversations, contribute heavily to the design system and carry its patterns into other product teams, and mentor designers, researchers, QA and writers across five countries. What follows is how that team came to work to one operating model, one quality bar, one way of organising the work and one AI workflow: written down, adopted because it works, and built to keep changing after I stop touching it.

The whole operating model on one board. Where work comes from, how it is triaged, how UX shapes it, where engineering takes over, and how what ships feeds the next round of discovery. This is the diagram the team works from. Scroll or pinch to zoom, drag to pan.

Practice snapshot

The reach of the practice I run as Principal across Brambles’ Digital Customer Solutions design team.

21
UX team members working to the same map, dashboard and file standards
5
product teams building on components and patterns that started in SCI
5
countries of designers, researchers, QA and writers mentored: the UK, Spain, the USA, Canada and Australia
200+
people reached each time I present at Digital All Hands and cross-functional forums
2
Jira boards, one operating model: UX and Dev with an explicit handshake between them
1
shared AI Playground repo I set up, tested and opened to the team, now built on by other designers
65
pages in the UX Playbook I wrote for the UX Chapter Lead, explaining the practice to the wider business
1st
live-streamed usability lab at Brambles, putting customer evidence in front of people who had never watched one

The challenge, in short

Design work at Brambles was happening, but it was hard to see. UX sat inside backlog states and ticket comments; QA tested whether you could reach the next page, not whether the page matched the design or behaved the way we’d tested it; every designer organised their Figma files differently; and the team was spread across the UK, Spain, the USA, Canada and Australia, in an engineering culture that runs closer to waterfall than agile. The lever a Principal has is not line management. It is making the better way easier to follow than the old one, writing it down, and being in the room where the roadmap is set.

Not all UX work is delivery-driven, but all delivery work benefits from the right UX involvement.

My role, in short

I run UX for SCI and shape it across DCS. That means organising and planning the designers’ work, designing the SCI UX board and its handshake with engineering, establishing Design QA with a framework other product teams now use, setting the Figma file standard and briefing a single source-of-truth file built on design-system components, and setting up the AI Playground as a shared repo the team builds on. Alongside it: a seat at the leadership, strategy and roadmap meetings, mentoring designers, researchers, QA and writers in five countries, presenting to 200+ people at Digital All Hands, interview panels with the Head of UX, and earning the Principal title by evidencing all of it over six months. It runs on a written-down model and influence rather than line management, which is how Principal and Staff roles work.

Impact, in short

UX work is now visible, research-led and explicitly aligned with engineering; design quality is checked after handover rather than hoped for; the team files work one way and prototypes one way; and what one designer learns reaches the rest. My manager’s words for it: “raising the maturity, influence and visibility of UX across the organisation.”

VisibleUX discovery and design are first-class Jira stages with an explicit handshake to Dev
Checkeda Design QA framework that started on Trips and is now used by other SCI features and other product teams
One waya Figma standard and a source-of-truth file that feeds both quick layouts in Figma and AI builds
Principalpromoted from Senior in 2025 on a six-month evidence trail of strategy, influence, mentoring and impact

“His leadership has never been about authority; instead, he leads through influence, credibility and the quality of his thinking, bringing people with him through collaboration and trust.”

Nichola Ealson, Head of UX, Brambles

“Despite his senior role, he still finds time to collaborate closely with the Design System team and get stuck into Design Ops.”

Arturo Gonzalez, Principal UX Designer & Accessibility Expert
Chapter 01

Making UX work visible.

The SCI UX board isn’t a new process. It’s an explicit picture of work that already existed but was buried in backlog states, ticket comments and informal collaboration, which created avoidable risk later in delivery.

Supply Chain Illumination (SCI) sits inside Digital Customer Solutions and follows the wider DCS Jira model: intake and triage, product shaping, delivery, and artefact linking from product discovery through epics to releases. I didn’t change that model. I added the execution layer UX was missing inside it, using Jira capability the team already had, multiple boards on a shared backlog, rather than asking engineering to change how they work.

Read the board in the hero from the top left. Bugs and enhancement requests from customers, support and internal teams arrive through a central intake before anyone has made a prioritisation or delivery decision. They land in the shared backlog: visible, unprioritised, not yet assessed for risk. Being there doesn’t mean it will be built. In Triage is where delivery risk is assessed and routing decided, by the Product Owner, the UX designer, the UX researcher and, when needed, engineering. The questions are the same every time: do we understand the problem space, is discovery needed, is design needed, is feasibility already known, is this low-risk and well-specified enough to go straight to Dev. That maps directly onto the value, usability, feasibility and viability risks a product trio is there to manage.

Shared triage is about choosing the right path, not committing to delivery.

Once requirements are gathered, work enters the SCI UX board and moves through six states: UX Triage decides how, or whether, UX should approach it; UX Discovery reduces uncertainty with research, exploration, concepts and early validation; UX Design defines a delivery-ready solution with high-fidelity designs, interaction detail and feasibility alignment; UX Review checks quality, alignment and risk; UX Acceptance completes the final work, including the delivery-ready file, with design intent and risks made explicit; and UX Complete is the handover point. Between each stage the word on the board is reiterate, because the model expects loops, not a straight line.

The ceremonies hang off the board rather than living in people’s calendars. A monthly UX Discovery Share reaches the product trio, feedback welcome. A weekly UX Design Share reaches the trio and the content team. Dev refinement runs weekly, with engineering in the room, and it is where feasibility gets argued while the design can still change, not after. Engineering also sits in shared triage when the risk calls for it, so by the time a ticket reaches handover the engineers have usually seen it three times. Not all UX work starts in the shared backlog, and I made that explicit rather than leaving it to be argued each time: research-driven initiatives, holistic experience reviews, foundational discovery, usability-lab outcomes and exploratory concept work begin directly on the UX board, may never enter the delivery backlog, and are valuable even if nothing follows. Protecting discovery from being forced into delivery prematurely is the single most important thing the model does.

Handover, not sign-off. When a ticket reaches UX Complete it becomes visible in Dev triage by default. UX Complete means design clarity and risk understood. Dev In Triage means scope, sequencing and commitment are still to be decided. It is the formal point where the ticket becomes engineering’s to schedule, not the first time they see it: feasibility has already been through shared triage and weekly refinement. Keeping the two meanings separate removed a recurring argument.

UX readiness does not equal Dev commitment. Triage is the discussion.

The loop at the bottom of the hero diagram is the part I’d defend hardest. Done and released is not the end of the line. User feedback and usability findings after release feed back into discovery, and may generate new discovery or enhancement tickets. That is what makes the model research-driven rather than request-driven: customer calls, usability labs, analytics and support patterns are inputs with a place to go, not opinions competing with the backlog.

A word on method, because it matters for how the model is built. Engineering at Brambles runs closer to waterfall than agile, led from engineering leadership. In my first year, in the Digital Scoping Squad, I acted as scrum master and delivery lead as well as designer: sprints, stand-ups, reviews, retros, the full set. When I moved into DCS we carried some of that on under Karen’s leadership, and the delivery side has since settled back into a sequential rhythm. The board is designed for that reality rather than the textbook. UX runs dual-track and iterative inside its own board, the way the Playbook I wrote in Chapter 05 describes it; engineering gets one clean gate and a weekly refinement where feasibility is argued early. Both sides keep the way of working that suits them, and the handshake is where they meet.

UX track · iterative, dual track Discover observe Define insight Develop ideate, prototype Deliver test, refine problem specific problem solution UX Triage · Discovery Design · Review Acceptance UX Complete Reiterate between every state; discovery can loop back to triage Engineering in early Shared triage · weekly refinement Feasibility argued while the design can still change, not at handover HANDSHAKE: UX COMPLETE BECOMES IN TRIAGE Engineering track · sequential In Triage To Do In Progress Technical Review Ready for QA In QA PO Acceptance Done Released work feeds back into discovery Design QA (Chapter 02) rides the engineering track from Ready for QA onwards, so UX stays in the room after the handshake.
  1. UX track, iterativeDouble diamond: discover, define, develop, deliverRuns across UX Triage and Discovery, then Design, Review and Acceptance, reiterating between every state, to UX Complete.
  2. Engineering in earlyShared triage and weekly refinementFeasibility argued while the design can still change, not at handover.
  3. HandshakeUX Complete becomes In Triage on the engineering track
  4. Engineering track, sequentialIn Triage → To Do → In Progress → Technical Review → Ready for QA → In QA → PO Acceptance → DoneDesign QA rides this track from Ready for QA. Released work feeds back into discovery.
Dual track inside a sequential organisation. The Double Diamond and dual-track model from the UX Playbook, mapped onto the board states so the two ways of working meet at one handshake instead of fighting each other. Weekly UX Design Share covers Design, Review and Acceptance; the monthly Discovery Share covers Discovery.

What success looks like, as written for the team

  • Clear visibility of UX work, including the research-led work that never becomes a ticket.
  • Fewer late-stage surprises, because feasibility is a conversation at triage and refinement, not a discovery at build.
  • Stronger cross-discipline alignment: Product, UX, Delivery, Engineering and QA reading the same board.
  • Higher quality delivery outcomes, which is where the next chapter comes in.
Chapter 02

Staying in the room after handover.

A designer’s role doesn’t end at handover. QA teams test whether you can get to the next page; whether the page looks, behaves and reads the way we tested it isn’t their skill set, and they say so. Design QA is how intent survives the build.

I brought this from smaller ecommerce teams, where a designer who couldn’t report a bug clearly simply didn’t get it fixed. Without a structured way to report UX and design bugs, critical inconsistencies get missed or deprioritised and the shipped product drifts from the experience that was tested. So I wrote the approach down, with a template, a prioritisation scale and worked examples. It started on Trips, SCI’s most-used feature, and the framework is now used across other SCI features and by other product teams in DCS.

Three lenses, and the first one is the one people forget. Does it behave? Interaction and UX functionality: touch as well as mouse, keyboard as well as pointer, every state the design specified, every filter doing what its label says. Does it look right? Spacing, sizing, type, colour and component use against the design system. Does it read like a human wrote it? Labels, formats, units and empty states. A pixel bug is easy to see. A control that ignores touch on an iPad is the one that loses a customer.

Seven steps, every time

  • Test across devices and screens before reporting anything; a bug on one screen size is a different bug, and a bug with touch is a different bug again.
  • Gather evidence: screenshots and screen recordings of the issue in action.
  • Compare with the original design, side by side with the build, for behaviour as well as appearance. Developers say this is the single most useful thing.
  • Use the template below, so every report reads the same way.
  • Tag the right people in Jira: QA, the developer, the product manager.
  • Post to the QA channel first, the one I set up to represent UX in QA, so QA and Product can triage before it becomes a ticket.
  • Retest once fixed, and look around the fix for anything it broke.

The bug report template

01Title. Clear and concise; numbered if you are logging several.
02Browser and device. Name, version, device, input method and screen resolution.
03Issue description. What is visually wrong or not behaving as intended.
04Steps to replicate. Open, act, observe: expected versus actual.
05Expected behaviour. How it should look or behave, against the UX and UI intent.
06Useful artefacts. Design references, screenshots, video, and the impact on usability.

Why it works: clarity removes the back-and-forth, consistency makes reports comparable across UX, Product and QA, and the retest step catches regressions instead of shipping them.

Priority is normally decided at triage by QA and the PM. I argued UX should have a say too, and wrote the scale we use so that a design bug has a place on it rather than being waved through as cosmetic.

UX bugs
P1
Critical, blocker. User cannot proceed or perform a key action. A progression button that does nothing.
P2
Major, high impact. Severely impacts usability but has a workaround. Search results not displaying, filtering still works.
Design bugs
P3
Moderate, noticeable. Affects the experience but doesn’t block functionality. Misaligned buttons, inconsistent spacing.
P4
Minor, cosmetic. Small visual or UX inconsistencies that don’t affect functionality. Off-brand colours, incorrect padding.

One design bug might be a P4. Together, they escalate, and what escalates is trust in the product.

The examples matter as much as the template, because they show the range of what “design bug” means. Three from the Trips feature, anonymised only as far as the product needs:

A UX functionality bug

Table column toggles that did nothing on an iPad Pro in Safari: the control worked with a mouse and ignored touch.

Reported with steps, the device and input method, the expected behaviour, plus a note to check every touch interaction in the feature, not just this one. That last line is the difference between a fix and a pattern.

A content and data bug

A filter for “trips longer than 11 hours” produced a pill reading “Trip time: 50400”. Seconds, shown to a human.

Expected: “Trip time: > 11h”, and the same rule applied to every time-based filter. A data bug is a design bug the moment a user has to decode it.

A design-aesthetics bug

The condition switcher on the full-screen map: title flush against the buttons, buttons wider than intended, spacing too tight to read.

Logged with the exact device and resolution, a side-by-side against the Figma, and the expected padding and sizing. Small, and exactly the kind of thing functional QA never sees.

Functional QA asks “can I get to the next page?” Design QA asks whether the page is the one we tested.

This is the practical half of what “UX Governance and Design QA” means on my CV. The other half is the review and acceptance stages on the board in Chapter 01, where design quality is checked before it ever reaches a developer, and the QA channel I set up so UX is represented in QA conversations rather than finding out afterwards.

Chapter 03

One source of truth, in Figma and in code.

When every designer files work differently, nobody can find anything, and handover depends on who did the design. A file standard is unglamorous, and it is where consistency starts. Then the AI workflow arrived and the question became where Figma stops.

The hierarchy is deliberately plain. A workspace is a product: SCI. A project is a workstream inside it: the home page, Retail Promotions, Trips, end-to-end quality assurance. A file is a feature within a workstream, holding everything from exploration to production. And each file has the same pages: a cover that shows the feature name, Jira reference and status when you look at it in the project folder, then details, exploration, interaction design, prototype, production and handover, and a sandbox. Only one page is mandatory, Interaction Design, because that is where the final designs and their documentation live.

Workspace to page, as documented for the team. The template file gets duplicated, renamed and moved into the right project. A Resources project holds the design toolbox that extends the design system with SCI patterns, the templates, a decks folder for anything shared with the wider business, and the architecture.

Two production habits ride on top of the structure. Use Figma’s annotations for interaction behaviour, content guidance and user-story context, on the frames themselves. And always embed the Jira epic or ticket reference, so developers, QA and content can find the design without asking. Small rules, but they are the ones that make handover independent of who did the work.

The cover page does the talking. Status, Jira reference, feature name and owner, readable from the project folder without opening the file.

The standard’s test came when we needed a single source of truth for SCI: a “gospel” Figma file mirroring the staging and customer environments exactly, UX, functionality, styling and content including wording and casing, with every screen a liftable component with interaction variants. It is built on the design system’s components, which is what makes it useful twice over: designers lift screens into feature files for quick layouts and reviews, and the same components are what the AI builds are composed from. I wrote the brief and handed the build to Dmytro Ivanchenko, a designer I mentor, with the scope, checklists and governance rules spelled out.

The gospel file briefhow I delegate

Build screen by screen so progress stays visible and reviewable. Verify wording, layouts and live behaviour against staging before publishing each screen. Update the file only after a feature is released. Designers lift components into feature files and break them locally; the gospel stays clean.

Pages

Global components, screens, prototype, sandbox, low-fidelity, handover notes.

Checklists

Every screen and feature listed, with the interaction, table and map behaviours to cover.

Governance

Publish after release only; a handover note per screen with source, staging path and version.

Ownership

Dmytro leads the build; I am the contact for sources, clarifications and review.

That is what mentoring looks like at Principal level most of the time: not sitting beside someone, but writing a brief clear enough that they can own the work and come back with something I can review rather than redo.

Where Figma stops and the AI workflow starts

Some of the file standard above is now less important than it was, and I’d rather say so than pretend the page is frozen. Over the last year I set up the AI Playground: a working product built from the design system’s React components by directing Claude and OpenAI Codex in VS Code, with GitHub Copilot inline. I tested the workflow on my own features first, then opened the repo to the team. It is now a shared repo other designers build on, with Dmytro’s agent composed from the same components and rules, and it changes every week, which is the point.

Figma is for
  • Exploration, sketches and flows
  • Quick screens and layouts lifted from the gospel file
  • Stakeholder review and annotated handover
  • Anything the design system doesn’t have a component for yet
The Playground is for
  • Working prototypes on realistic data, not static frames
  • Interaction, states and edge cases you can only feel by using them
  • Usability testing on something that behaves like the product
  • Components documented once and reused by designers and engineers
The gospel file bridges both

Built on design-system components, so a screen lifted in Figma and a screen composed by the agent start from the same parts. Getting the fit right between the two is the current work, not a solved problem.

A prototype you can click through tells you what people think. One that behaves on real data tells you what they’ll do.

Chapter 04

Earning the title.

Principal isn’t a reward for good design work. At Brambles it had to be evidenced: strategic impact, leadership and influence beyond my own product. So I ran the promotion the way I’d run a product: a plan, a board, a six-month evidence trail and monthly check-ins with my manager.

In 2025 I moved from Senior UX Designer to Principal. The title caught up with scope I’d been carrying for a couple of years, but the process was still worth doing properly, because it made me write down what a Principal actually does differently. My transition plan had four objectives, each with a goal, a set of tasks, and an honest impact rating: impact on others, impact on me, done, doing, to do. My manager and I reviewed it monthly.

01

Strategic design leadership

Position myself as a strategic design leader within SCI.

  • Represent UX at weekly refinement, SCI planning and the DCS Product Leaders Forum
  • Take accessibility accountability for DCS
  • Sit in on customer calls and visit customer sites, so the strategy is built on what customers do, not what we assume
  • Co-lead the UX vision session for the year ahead with the PM
02

Cross-functional influence

Strengthen my influence across disciplines.

  • Present product, engineering and UX work together at team meetings, application development and data science forums
  • Set up and represent UX in the QA channel
  • Lead the weekly DCS UX Share and a new bi-weekly SCI Design Review for designers and researchers
  • Define a chapter-wide design handoff process, later absorbed into the design system
03

Mentorship and design culture

Provide oversight and consistency across SCI UX design and the wider UX chapter.

  • Delegate and offer direction to other designers rather than doing the work myself
  • Coach designers on handover, organisation, storytelling and design planning
  • Lead the retros for the product-trio trial
  • Be mentored in return, by my manager and a senior leader, and complete leadership courses
04

Business and user impact

Strengthen my readiness to drive product-wide design.

  • Own the end-to-end UX of the home map, global navigation and Trips, while designers I direct own the parts
  • Deliver products customers rely on: Trips condition monitoring, RAM and Shock live, Retail Promotions and the new home following
  • Carry customer feedback into the evidence, not just into the deck
Mindshift: what being a Principal means Principalactions Champion UX strategyacross products and features Embed designin business decisions Coach and empowerthe team around me Anticipate customerneeds proactively Value tothe company Faster alignmentacross teams Consistencyand scalability UX as acompetitive edge Stakeholder trustin UX
  1. Principal actionsChampion UX strategy → embed design in business decisions → coach and empower the team → anticipate customer needs
  2. Value to the companyFaster cross-team alignment → consistency and scalability → UX as a competitive edge → stakeholder trust in UX
The mindshift, as I wrote it for my manager. Redrawn from the transition plan. Each action on the top row has to produce the value underneath it, or it is just activity.

The promotion landed, and none of it stopped. Most of what a Principal does is invisible on a screen and continuous, which is why it belongs in a case study rather than a job title.

What I keep doing

  • Manage, organise and plan the UX work across SCI and DCS: the board in Chapter 01, the sequencing, who picks up what, and what the designers are working towards next quarter.
  • Mentor and oversee the designers on the product and beyond it, in five countries, through direction and review rather than instruction, and teach the UX principles to the researchers, QA and writers we work with.
  • Negotiate the nuances: scope against feasibility, customer ask against roadmap, a design bug against a release date. Most of the job is these conversations.
  • Represent and ambassador UX across wider stakeholders: leadership forums, data science, engineering, support, and customers on calls and site visits.
  • Lead UX strategy, with the mobile framework in Strategy & Vision as the worked example: a workshop I set up that the product owners now drive.

The vehicle for all of it is the product trio. I work in one with the Product Owner and the engineering lead, in the key product and vision meetings with leadership, and in roadmap planning, where design has a seat because the evidence comes with it. That is the part that makes the process data- and research-driven rather than opinion-driven: customer calls and site visits, the usability labs, the analytics and the support patterns all arrive through UX, and they arrive with a place on the board to go.

The product trio, and where the evidence enters Evidence in Customer calls and site visits Usability labs, live-streamed Analytics and support patterns Discovery Share, monthly Product trio PRODUCT Outcomes Value and viability risk Product Owner UX Experience Usability risk, and the evidence Me, plus research TECH Delivery Feasibility risk Engineering lead DECISIONS OUT Roadmap and vision Planning, refinement, Product Leaders Forum, vision sessions with leadership Three roles, four risks, one shared understanding of the customer. Design has a seat because the evidence comes with it.
  1. Evidence inCustomer calls and site visits · usability labs · analytics and support · monthly Discovery Share
  2. Product trioProduct (outcomes: value and viability) · UX (experience: usability, and the evidence) · Tech (delivery: feasibility)
  3. Decisions outRoadmap and visionPlanning, refinement, the Product Leaders Forum and vision sessions with leadership.
Where design sits in the decisions. The trio model I documented for the wider business in the UX Playbook, with the part that matters most added: evidence enters through UX, so UX is in the room when the roadmap is set.

“Fruit won’t be wasted because of the new control we have. If I had to define the project in one word, I’d say it’s revolutionary. I think the project will revolutionise the whole sector and all our activity.”

Luis Correia, CEO, Planície Verde, on Trips condition monitoring

“Senior leaders outside our immediate team cited him for servant leadership. You can hand him ambiguity and trust he’ll bring back something structured, evidenced, and useful.”

Steve Blakeborough, UX Chapter Lead, who hired me
Chapter 05

Sharing what we learn.

A practice only compounds if what one person learns reaches the rest. Some of that is structure, some of it is writing the practice down for people outside it, and some of it is just turning up for people.

The biggest piece of writing-it-down came early. In 2023 the UX Chapter Lead needed the wider business to understand what UX at Brambles was for, and I wrote the UX Playbook for him: 65 pages, eight sections, from what UX is and the two principles we work to, through who we work with and why the product trio matters, who the team are and where they sit, the craft (Double Diamond, dual-track discovery and delivery, the competencies), our value proposition against the company’s strategic priorities, how the value of UX gets measured, and what was coming next: accessibility, design systems and working closer with customer experience. Much of what is on this page was seeded there before it was built.

The UX Playbook · 65 pages · written for the UX Chapter Lead, 2023 01What is UXDefinition, history, andhow it aligns with the business 02Our principlesObserve people.Design for use. 03Who we work withThe product trio,and the four risks it manages 04Our peopleSeven countries, competenciesand a skills matrix 05The craftDouble Diamond, dual-trackdiscovery and delivery, methods 06Vision and valueUX against the company’sstrategic priorities 07The value of UXTurning data into insight,and what gets measured 08What’s nextAccessibility, design systems,closer to customer experience Written for people who don’t work in design, which is the audience a practice has to win.
  1. 01 to 04What is UX · our principles · who we work with (the product trio) · our people
  2. 05 to 08The craft · vision and value · the value of UX · what’s next65 pages, written for the UX Chapter Lead in 2023, for people who don’t work in design.
The Playbook’s spine. The document itself is internal, so this is its structure rather than its pages. The trio diagram in Chapter 04 and the two principles the team still works to came from here.

Mentoring, formal and otherwise

In 2023 I joined the company’s cross-functional mentoring programme on both sides at once. As a mentor, I worked with a senior finance analyst who could do the analysis but struggled to tell the story of it to country leadership: a monthly hour on Teams, an objective statement each of us signed up to, SMART goals on a shared board, techniques from my own trade (executive summaries, hypothesis-led structure, narrative arcs, storyboarding a presentation before building it), a role-play where he presented to me as a hostile audience, and written feedback afterwards on what worked and what to change on which page. As a mentee, I was paired with a senior delivery leader on leadership and influence, because the honest version of a development plan has you learning as well as teaching.

The everyday version is less structured and just as deliberate. Mentoring designers in the UK, Spain, the USA, Canada and Australia on craft and systems thinking. Mentoring outside design too, which at Principal level is most of it: researchers on interviewing and evidence gathering, QA on what a design bug is and why it matters, technical writers on how the UX principles apply to content, the finance analyst above on storytelling. The principles are the same; the job is adapting them to someone else’s craft. Internal conference talks on UX and AI, and regular slots at Digital All Hands in front of 200+ people, which is how the AI Playground became something other designers adopted rather than a personal tool. Interview panels alongside the Head of UX, with several of those hires performing strongly since. The first live-streamed usability lab at Brambles, which put customer evidence in front of people who had never watched a session. And a small tips space I set up off the back of the weekly team meeting, where the Design QA guide was the first entry and other designers’ tips followed.

How I mentor

  • Through real work, not scheduled sessions. I invite people into the thinking: why this problem, what are we assuming, what evidence supports it, what would engineering do differently. Processes can be taught; judgement is developed.
  • Reviews start with the thinking behind the work, not the work. Why this approach, what constrained it, what backed it. Only then suggestions. People leave motivated, not discouraged.
  • Critique, never criticism. An idea can be questioned without diminishing the person who had it. That is what keeps people proposing ideas.
  • Strengths, not clones. The aim isn’t designers who work like me. Some are systems thinkers, some visual craftspeople, some facilitators; the job is to find that and build on it.
  • Quality is made easier, not demanded. Clear expectations, examples, shared patterns and practical guidance beat “design better” every time. Most of this page is that principle in practice.

The best mentors don’t create followers. They create people who no longer need to be led.

My own output has limits; influence doesn’t. Helping ten people get slightly better is worth more than ten more pieces of my own work, and the measure of any of it is what still works when I’m not in the room.

“Mark is also a dedicated mentor and design leader, investing significant time in coaching colleagues, raising design quality and creating opportunities for others to grow.”

Karen Roles, UX Design Lead, my manager

“Mark’s humble approach in teaching me techniques in conducting interviews and evidence gathering has transformed my UX skill set.”

Ignacio Perez, Design Analyst

“His structured approach and clear explanations made complex concepts more accessible and actionable. I now feel more confident engaging and captivating my audience.”

Omkar Shiriskar, Senior Finance Analyst, my mentee

“His leadership style creates a safe space for growth, idea exploration, and innovation.”

Stephanie Bazin, UX Designer

“He has an impressive ability to self-reflect, and consistently expressed the wish to enable others and help them grow.”

Louise Boulton, Senior Delivery Lead, my mentor

“You are a model team member: others on the team learn from your behaviours as much as your work.”

Steven Blakeborough, UX Chapter Lead

“Approachable, clear in how you share ideas, and you always make the reasoning behind your design decisions easy to understand.”

Silvia Dias, Technical Writer

“He’s always approachable and generous with his time, whether it’s offering design feedback, helping someone think through a tricky problem, or just being a sounding board. He leads by example.”

Arturo Gonzalez, Principal UX Designer

“Some excellent role modelling of servant leadership here. Don’t hire good people and tell them what to do. Hire good people to tell you what to do.”

William Oakley, Transformation Portfolio Manager

Where this stands today

Written down, in use, and not dependent on me being in the room. The boards, the framework, the file standard and the shared repo are the team’s now, and they keep changing.

Model
the SCI UX board is the operating model for UX inside SCI, aligned with the DCS Jira process rather than replacing it
Framework
Design QA started on Trips and is now used across other SCI features and by other product teams in DCS
Standard
one Figma structure and template across SCI, plus a source-of-truth file built on design-system components
Shared
the AI Playground is a shared repo other designers build on, with an agent composed from the same components
Principal
promoted in 2025 on a six-month evidence trail, and listed by my manager as SCI UX Design Lead on the team page
Mobile
the mobility workshop I planned and ran fed directly into the mobile framework evolution now driven by the product owners
5
product teams building on maps and dashboard components that started in SCI and carried teams off the legacy system
Panel
hiring decisions influenced alongside the Head of UX, with several hires performing strongly since

A note on numbers. “Fewer late-stage surprises” is the stated goal of the board, not something I have measured, so it isn’t on a tile. The figures here are counts of things that exist and are in use. If you want the outcome evidence, it is in the product case studies these practices sit underneath: Maps & Design Systems, Dashboards, Retail Promotions and Strategy & Vision, and in the AI Playground you can use.

What this demonstrates

Running a practice as a Principal: organising the work, holding the quality bar, sitting in the decisions, and writing it all down so it outlives the person who wrote it.

Don’t hire good people and tell them what to do. Hire good people to tell you what to do.

None of this depended on line management, and none of it would have worked with line management if the model itself was wrong. An operating model that makes UX work visible and honest about what “done” means, a quality practice that keeps designers in the room after handover, a file standard and a shared repo that make handover independent of the author, and a habit of putting what we learn where others can find it. That is the part of the Principal role that doesn’t show up on a screen, and it is the part I’d bring anywhere.