working-with-design
Scannednpx machina-cli add skill Dragoon0x/Product-Skills/working-with-design --openclawWorking with Design
Partner with designers to solve the right problems, not just make things look good.
How to use
/working-with-designApply design collaboration constraints to this conversation./working-with-design <situation>Navigate a specific PM-design challenge.
Constraints
Involvement Timing
- MUST involve design at the problem definition stage, not after requirements are locked
- Designers SHOULD be in user research conversations alongside PM
- MUST give design time to explore before converging on a solution
- NEVER hand design a finished spec and ask them to "make it pretty"
- SHOULD involve design in prioritization discussions — they often see user impact PM misses
Problem Framing
- MUST share the user problem, constraints, and success metrics with design — not a wireframe
- SHOULD provide design with user research, data, and competitive context
- MUST articulate what success looks like so design can evaluate their own work
- NEVER give design a solution to execute. Give them a problem to solve.
Feedback
- MUST give feedback on design decisions in terms of user goals and business outcomes
- SHOULD say "I'm worried users won't find this because..." not "make the button bigger"
- MUST separate personal taste from product judgment. "I don't like blue" is not useful feedback.
- NEVER critique design in front of stakeholders without discussing 1:1 first
- SHOULD trust design expertise on visual and interaction decisions
Process Respect
- MUST respect that good design takes iteration — the first version is not the final one
- SHOULD agree on review cadence: when will design share work and when will PM give feedback
- MUST protect design time from "quick favors" that fragment their focus
- NEVER go around design to make UI decisions directly with engineering
Anti-Patterns
- The Wireframe PM: designing the solution yourself and handing it to design for execution
- Late Involvement: bringing design in after the PRD is approved and scope is fixed
- Pixel Feedback: commenting on visual details instead of whether the design solves the problem
- Design by Committee: running every design decision through 8 stakeholders
- Ignoring Design Debt: never investing in design consistency, polish, or system improvements
Source
git clone https://github.com/Dragoon0x/Product-Skills/blob/main/skills/collaboration/working-with-design/SKILL.mdView on GitHub Overview
This skill guides PMs to collaborate with design to solve user problems, not just aesthetics. It covers when to involve design, how to frame feedback, and how to respect the design process, helping teams avoid late involvement and unproductive critiques. Following these practices reduces rework and aligns product outcomes with user and business goals.
How This Skill Works
Begin by involving design at problem definition and in user research conversations, giving design time to explore before converging on a solution. Share the user problem, constraints, and success metrics with design, along with data and competitive context, so they can evaluate options. When giving feedback, focus on user goals and business outcomes, separate personal taste from product judgment, and establish a regular review cadence to protect design time.
When to Use It
- PM-design handoffs feel clunky or unfinished
- Design feedback conversations are unproductive or focused on visuals rather than outcomes
- Design is brought in too late in the process
- You need to define the user problem, constraints, and success metrics with design
- You are prioritizing work and need design input on trade-offs
Quick Start
- Step 1: Involve design early in problem definition and in user research conversations
- Step 2: Provide context (user problems, constraints, success metrics, data) and give design time to explore
- Step 3: Establish a regular review cadence and give feedback focused on outcomes, not aesthetics
Best Practices
- Involve design early in problem definition and ensure they participate in user research conversations alongside PM
- Frame feedback in terms of user goals and business outcomes, not personal preferences
- Provide design with user research, data, and competitive context to enable informed decisions
- Set up a regular design review cadence and protect design time from disruptive requests
- Avoid anti-patterns: don’t hand a finished spec to design, don’t involve design late, avoid pixel-level critiques, and resist design-by-committee approaches
Example Use Cases
- PM and design co-create the problem statement, constraints, and success metrics during discovery, then design explores several concepts before locking in a direction
- Feedback is framed as 'I’m worried users won’t find this because X' rather than 'make the button bigger,' grounded in user goals and data
- Design is included in prioritization discussions to assess user impact and trade-offs, preventing over- or under-investment
- Designers participate in user interviews and share findings with the PM, ensuring decisions are evidence-based
- The team avoids the wireframe PM pattern by letting design lead exploration and iteration before any execution handoff