Most software companies organize product work around squads. Users don’t care. Their workflows cut across the boundaries we draw between teams, so a local decision about a table, filter, or bulk action can become a product-wide inconsistency.
In my conversation with Denis Cristea on UX Spotlight by Userlytics, I described how this happens:
We have this notion in modern software companies around squads and how a squad will own a particular surface area in a product. You’ve got your product manager, product designer, engineering lead, and then a bunch of engineers. So that’s your classic triad and team makeup. Theoretically everyone owns their roadmaps, talks to customers, and decides what to build.
Users don’t just work in one module. Users often work in multiple modules. So they’re already crossing the org chart, if you will. […] When thinking about the entire user experience, you already have to coordinate across different teams.
Meanwhile, you’ve got another module, another group, another team who wants to work on something similar, but they’re not talking to each other. When that happens, that’s when you get the inconsistent user experience. They might solve the same interaction differently.
A design system standardizes the components each squad uses. Weekly critique lets designers see the decisions being made across those squads before separate implementations harden.
I used the example of bulk actions at BuildOps:
The other thing that we’ve been doing a lot on my team at BuildOps, the design team, is the weekly design crit. That’s a way for us to keep the connective tissue together and ensure that the experience across the different modules stays as consistent as we can.
Going back to the bulk actions example, if one team needs it and a designer builds that experience, other designers will see it and say, “Okay, that will actually help my area too. After you design it and create the components, let me take that and put it in my area too, and argue with my product manager to prioritize that work.”
Critique coordinates the product while the squads remain autonomous. It gives teams a shared view of unfinished decisions and a place to resolve them before users have to deal with the seams.
Product managers can use the same ritual:
I would recommend that product managers think about implementing something that designers do, which is critiques. I don’t think product managers have this ritual of sharing what they’re working on and how they’re thinking through problems.
When you build a culture of sharing and oversharing, and also wanting to make everyone else’s work better by giving them good constructive feedback, that’s when the whole product is going to get lifted up.
Quotes lightly edited for clarity.
The “Empowered Team” illusion and the Post-Figma Reality
Roger Wong explains how design critique can keep autonomous product teams from fragmenting the user experience.





















