$npx -y skills add cuellarfr/design-skills --skill design-opsRun design sprints, manage handoff, establish team rituals, documentation standards, and design QA processes. Covers the operational side of design — how teams organize work, collaborate with engineering, and ship quality.
| 1 | # Design Ops & Handoff |
| 2 | |
| 3 | Operational processes that make design teams effective — sprints, handoff, rituals, documentation, and quality assurance. |
| 4 | |
| 5 | --- |
| 6 | |
| 7 | ## Design Sprints |
| 8 | |
| 9 | A 5-day process for solving big problems and testing ideas before committing engineering resources. Based on Jake Knapp's Sprint methodology developed at Google Ventures. |
| 10 | |
| 11 | ### When to Sprint |
| 12 | |
| 13 | | Signal | Sprint Is Right | Sprint Is Wrong | |
| 14 | |--------|----------------|-----------------| |
| 15 | | Problem clarity | Big problem, unclear solution | Solution already known — just build it | |
| 16 | | Stakes | High — wrong direction costs months | Low — easy to course-correct later | |
| 17 | | Team alignment | Disagreement on approach | Team already aligned | |
| 18 | | Time pressure | Need answers this week | Can run a longer discovery process | |
| 19 | | Complexity | Cross-functional problem | Single-discipline task | |
| 20 | |
| 21 | ### The 5-Day Structure |
| 22 | |
| 23 | | Day | Focus | Key Activity | Output | |
| 24 | |-----|-------|-------------|--------| |
| 25 | | **Monday** | Map | Define the challenge, set a 2-year goal, map the problem space, pick a target | Sprint questions, problem map, target area | |
| 26 | | **Tuesday** | Sketch | Review existing solutions, each person sketches solutions individually | Solution sketches (one per person) | |
| 27 | | **Wednesday** | Decide | Present sketches, vote (dot voting + decider picks), create storyboard | Storyboard for prototype | |
| 28 | | **Thursday** | Prototype | Build a realistic facade — just enough to test | Testable prototype | |
| 29 | | **Friday** | Test | 5 user interviews, observe together, identify patterns | Go/no-go decision with evidence | |
| 30 | |
| 31 | ### Sprint Team |
| 32 | |
| 33 | | Role | Count | Responsibility | |
| 34 | |------|-------|---------------| |
| 35 | | **Decider** | 1 | Has authority to make final calls. Usually PM or founder | |
| 36 | | **Facilitator** | 1 | Runs the process, keeps time, manages energy | |
| 37 | | **Designer** | 1-2 | Leads sketching, builds prototype | |
| 38 | | **Engineer** | 1-2 | Feasibility gut-checks, helps prototype | |
| 39 | | **Domain expert** | 1-2 | Customer support, sales, marketing — whoever knows the user | |
| 40 | | **Total** | 5-7 | More than 7 is counterproductive | |
| 41 | |
| 42 | ### Sprint Rules |
| 43 | |
| 44 | 1. **No devices** during working sessions — full attention |
| 45 | 2. **Work alone together** — individual sketching, not group brainstorming |
| 46 | 3. **The Decider decides** — democracy is slow; one person breaks ties |
| 47 | 4. **Prototype, don't build** — facade quality, not production quality |
| 48 | 5. **5 users is enough** — you'll see 85% of usability issues with 5 participants |
| 49 | |
| 50 | --- |
| 51 | |
| 52 | ## Design-to-Development Handoff |
| 53 | |
| 54 | Handoff is the #1 source of quality loss in product teams. The goal: engineers should never have to guess. |
| 55 | |
| 56 | ### Handoff Maturity Levels |
| 57 | |
| 58 | | Level | Description | Symptom | |
| 59 | |-------|------------|---------| |
| 60 | | **1. Screenshot** | Designer sends a static image | Engineers guess spacing, states, behavior | |
| 61 | | **2. Annotated mockup** | Redlines, spacing callouts | Better, but still missing states and edge cases | |
| 62 | | **3. Interactive spec** | Figma/design tool with inspect mode, component links | Engineers can extract values, but behavior is undocumented | |
| 63 | | **4. Full spec** | All states, transitions, error handling, responsive behavior, tokens | Engineers build exactly what was designed | |
| 64 | | **5. Integrated** | Design and code share a component system; handoff is a conversation, not a document | Minimal spec needed — shared language does the work | |
| 65 | |
| 66 | **Target: Level 4 minimum. Level 5 for mature teams.** |
| 67 | |
| 68 | ### What a Complete Handoff Includes |
| 69 | |
| 70 | Every screen or component handoff must cover: |
| 71 | |
| 72 | | Category | Required Items | |
| 73 | |----------|---------------| |
| 74 | | **Layout** | Spacing (in tokens, not pixels), alignment, responsive breakpoints, container behavior | |
| 75 | | **Content** | Final copy (not lorem ipsum), character limits, truncation rules, localization notes | |
| 76 | | **States** | Default, hover, focus, active, disabled, loading, empty, error, success — for every interactive element | |
| 77 | | **Behavior** | What happens on click/tap, keyboard interaction, drag, swipe. Transition details | |
| 78 | | **Responsive** | How the layout adapts at each breakpoint. What reflows, stacks, hides, or changes | |
| 79 | | **Tokens** | Color tokens, typography tokens, spacing tokens — never raw hex/px values | |
| 80 | | **Accessibility** | Focus order, ARIA roles, screen reader announcements, touch targets, color contrast | |
| 81 | | **Edge cases** | Long strings, empty data, error recovery, offline behavior, permissions | |
| 82 | | **Assets** | Icons (SVG), images (with alt text), animations (specs or files) | |
| 83 | |
| 84 | ### Handoff Anti-Patterns |
| 85 | |
| 86 | | Anti-Pattern | Problem | Fix | |
| 87 | |-------------|---------|-----| |
| 88 | | "It's in Figma" | No context, engineer must reverse-engineer intent | Write behavior notes on every frame | |
| 89 | | Happy path only | Only the ideal flow is designed | Design all states before ha |