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51 posts tagged with “leadership”

Slack Design Ops practitioner Sheila Kazan begins with a question designers were asking privately:

“How do I use AI?”

That question, typed in a DM rather than asked out loud, told us everything. Our design team was not short on curiosity. What was missing was somewhere to be a beginner. A space where not knowing wasn’t a liability, but the whole point. So we built one. In true Slack fashion, our AI origin story starts with a Slack channel and a lot of enthusiasm.

Kazan on why Slack built its own program:

The problem wasn’t a shortage of learning opportunities. It was the opposite. Tool enablement sessions started flooding our calendars from every direction, and almost none of them were built with designers in mind. Most of these sessions were designed for engineers, and we were just along for the ride. There was another wrinkle: things were moving so fast that a setup guide from Monday was outdated by Friday.

So we decided to build our own AI enablement programming. For design, by design.

That phrase became our north star. Hearing what AI tools can do from a fellow designer lands completely differently than hearing it from an engineer. It wasn’t evangelism. It was permission, and for the designers on our team who were still waiting to be convinced, that distinction mattered more than we expected.

Kazan on an outcome that doesn’t show up in a prototype:

And you know what? That’s okay. That’s also a really good finding. Not every designer walked away with a working prototype or a merged PR. Some walked away with something harder to measure and more important: a clearer sense of where they currently stand with this technology, what excites them, what makes them uneasy, and what questions they still need to answer for themselves.

That’s the thing about building a learning culture: the value isn’t always in the output. Sometimes it’s in the container. When people know there’s a place to bring their confusion, they bring it. And when confusion is visible, it becomes something the whole team can work on together.

Design leaders should budget for the learning environment alongside the licenses.

Cover for Slack Design's Builder Days, where designers learned to build with AI together.

We Didn’t Teach Our Designers AI: We Built a Place Where They Could Learn It Together

Slack Design didn’t run another tool-enablement session. They built a place to be a beginner—for design, by design—where not knowing was the whole point.

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Jess Eddy starts with an advantage product designers often overlook: much of the job already involves finding unmet needs, reducing ambiguity, and giving an organization something concrete to respond to.

If you are a product or UX designer, you already hold a “wildcard” that makes you uniquely suited for this journey. Your craft and problem-solving skills align naturally with corporate innovation. Designers are natural change-makers. They’re trained to step into users’ shoes, spot unmet needs, make sense of complex problems, and imagine better ways of doing things.

In fact, design’s core human-centered methodologies: discovery, ideation, prototyping, and testing closely mirror modern lean startup practices. When you facilitate a design workshop, advocate for user research, or map user journeys, you are already embodying the role of an intrapreneur within your organization.

Your greatest advantage is your ability to make ideas tangible.

Making the idea tangible gets attention. Eddy’s test is whether the designer remains responsible long enough for that idea to create value.

In a corporate environment, the comfort of a steady paycheck can make it easy for designers to focus on work that feels innovative but doesn’t actually move the business forward. Sometimes, leaders and managers may even encourage this. “Innovation theater” is when teams prioritize appearances, like running workshops, polishing slide decks, or endlessly redesigning dashboards, without ever delivering meaningful value to users.

The real benchmark of intrapreneurship is whether your work results in products that reach customers and deliver measurable business value. The number of design sprints you run is far less important than the impact you create. To avoid the theater trap, regularly ask yourself: “What measurable outcome am I creating, changing, or improving?”

The trap is measuring the ceremony around innovation while avoiding responsibility for what ships. Eddy’s next step is business fluency:

Speaking the language of business means reframing design in terms of business outcomes. As a designer-intrapreneur, your goal is to connect design decisions to their financial or operational impact, whether that’s driving revenue, reducing costs, improving retention, accelerating time-to-market, or mitigating risk.

[…]

Strategic intrapreneurs don’t wait for a brief. They spot problems, form hypotheses, and proactively pitch solutions. To move from task execution to business experimentation, use this disciplined, business-driven formula:

“We believe [change] will result in [metric improvement] for [user group] by [amount] in [time]”.

The strategic seat comes with co-owning the result all the way through. Design artifacts are evidence along the way, never the finish line.

Illustration for a guide to product designers becoming intrapreneurs inside large organizations.

The product designer’s guide to becoming an intrapreneur

Product designers already hold a wildcard for corporate innovation: the ability to make ideas tangible. The test is staying responsible long enough for the idea to create value.

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Vaughn Tan, an organizational researcher and author of The Uncertainty Mindset, argues that organizations routinely mistake uncertainty for risk. Targets, forecasts, and cost-benefit analysis assume the choices and their odds are already knowable. New ideas rarely arrive with that evidence attached.

It probably didn’t die because it was bad. Your organisation wanted something new, so it did what its machinery does: it made the new thing a big bet. Under uncertainty, big is the wrong move in two ways. A big bet on the new is not bold; it is necessarily blind, because you cannot know enough up front to justify it. And a big, visible bet is just what the parts of an organisation that want to keep things the same will move to get rid of. The better the idea, the bigger the bet you are tempted to make, and the bigger the target you paint on it.

The trouble with a flagship is that its visibility becomes part of its risk. Tan’s alternative is to make experimentation less dramatic and more routine:

The moves to make are the undramatic ones. Start small enough that no one sees a threat. Make tests cheap, fast, and numerous, so failure is survivable: a portfolio of small bets each placed to answer useful questions, instead of one big bet placed to create the impression of decisiveness. Disguise the innovation as an unremarkable update to standard procedure. The idea is to not fight the system head-on.

This is a useful distinction for design leaders. A large commitment tries to prove confidence before the team has learned enough to deserve it. A portfolio of reversible tests turns the same resources into evidence.

If this sounds like working behind the organisation’s back, consider what the alternative gambles with. The innovation big bet stakes public money and public trust on a guess, faking certainty about something genuinely uncertain. The small, quiet experiment spends almost nothing to buy real knowledge, and the public is never exposed to a large, irreversible downside. Being responsibly sneaky isn’t cheating. It’s how you take care of public resources in a world you cannot predict.

The responsible move under uncertainty is to keep failure cheap and learning continuous. In other words, get prototypes in front of customers as soon as you can.

Screenshot of the article page at vaughntan.org.

Against bigness

Organizations say they want innovation but keep killing it, because their decision-making machinery treats uncertainty as if it were risk. The fix is small, quiet, reversible experiments instead of big visible bets.

vaughntan.org iconvaughntan.org

Marina Krutchinsky, the writer behind UX Mentor Diaries, spots the part designers tend to miss: they have internalized the belief that design work is secondary unless someone else translates it into business language.

Here’s the thing: most executives don’t understand what design is.

To them, designers are the people who make things pretty after the real decisions get made.

And every time you present your work in design language, you confirm that belief.

Her client had just shipped a checkout redesign that cut abandonment by 35%. Real work, invisible to the CFO who walked past her in the hallway. Three slides changed the conversation:

“Our checkout flow was losing $1.2M annually in abandoned carts.”

“We identified 3 friction points and redesigned the payment experience.”

“We recovered $840K in the first two quarters. Projected $1.4M annually.”

That’s it. 3 slides. Maybe 45 seconds of talking.

The CFO asked her to stay after the meeting. First real conversation they’d ever had.

Krutchinsky’s three-part structure is familiar: name the leak, name the intervention, name the result. The sharper move is the business-language translation that follows:

CFOs don’t care about usability scores. They care about margin, revenue, and risk.

When you connect your work to those things, you stop being “the design person” and start being someone who solves expensive problems.

That imbalance will not fix itself. Designers already know the first language: usability, friction, flows, trust. The second one is finance’s language: margin, revenue, risk, and the expensive problems design actually solves.

Preview image for a UX Mentor Diaries essay on translating design work into CFO language.

Your CFO thinks design is a fancy “coloring”. Here’s the 3-slide deck that fixes this.

The day my client stopped being invisible to the executive team.

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AI has made product work feel weirdly cheap in the middle and expensive at the edges. Another screen, prototype, or feature is easier to produce than it used to be. The harder work is deciding what belongs, what can be trusted, and what should never ship.

That is a different kind of leverage than pushing pixels faster.

Karolina Rojek, writing in UX Collective, names the design problem underneath the AI boom:

As technology accelerates, the limiting factor is no longer our ability to build. Increasingly, technology can help create itself. The harder question is deciding what should be built and how it should fit into people’s lives. That is a human problem, and design sits at the center of answering it-Jon Friedman said.

Design is now the discipline of deciding what should be made, who it is for, what behaviour it encourages, what it removes, what it simplifies, and what kind of relationship it creates between people and technology.

Rojek’s piece tracks Microsoft, Samsung, Shopify, Meta, OpenAI, and even the federal government elevating design leadership. That list is easy to read as corporate signaling, but the pattern is more interesting than that. If AI makes output cheaper, design has to move upstream: what should this product do, how should it explain itself, when should it stay quiet, and when should it hand control back to the person using it?

Rojek:

One of the traps product teams fall into is thinking the interface is the product.

The interface is where the user touches the product, but the experience is shaped by everything around it: onboarding, pricing, permissions, support, notifications, failure states, data policies, service handoffs, organisational incentives, and the user’s real-life context.

AI makes this even more obvious.

She puts that into everyday product terms:

Imagine a small business owner using an AI tool inside an e-commerce platform. The value is not simply whether the AI can generate a product description. The value depends on whether the merchant trusts the suggestion, understands how it affects SEO, can edit it easily, knows whether it matches their brand voice, and feels confident publishing it.

Or think about a designer using an AI prototyping tool. The value is not only speed. It is whether the tool helps them think more clearly, explore better alternatives, communicate intent, and avoid creating generic work at scale.

Or consider a citizen trying to renew a passport or access benefits through a government website. The problem is not just visual design. It is language, accessibility, anxiety, eligibility rules, documentation, error recovery, and the emotional weight of dealing with a system that may affect their life.

This is why “powered by AI” is such thin product strategy. The model is only one part of the experience. Trust, permissions, support, and failure recovery decide whether the product feels useful or feels like more work.

Rojek on craft:

AI can help generate options, but craft helps decide which option has integrity.

This is especially important because AI products can easily become noisy. More prompts. More suggestions. More assistants. More summaries. More generated content. More things asking for attention.

Without strong design judgement, AI can turn products into cluttered systems full of technically impressive but emotionally exhausting features.

Cheap output and coherence are different problems. A product can generate options all day. Someone still has to decide which options deserve to exist, which ones ask too much of the user, and which ones quietly turn into another obligation.

Header image for a UX Collective essay on design gaining strategic power in the age of AI.

While everyone talks about AI, design is gaining power

Some of the world’s biggest technology companies are quietly elevating design from a support function to a strategic one.

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There are two versions of the same design-systems worry. One is about craft: AI can make an interface look considered without teaching anyone how the system works. Design-systems expert TJ Pitre pushes on the governance version: once the system is machine-legible and agent-friendly, who owns the calls the machines are allowed to make?

So when I say I have a beef with “agentic design systems,” understand that it isn’t a beef with agents. It’s a beef with one specific move that the term smuggles in, and that most people repeating it haven’t noticed they’re endorsing.

Here’s the move: handing the judgment layer of a design system to an autonomous agent loop that no human owns.

That’s the whole problem. Everything else is just tooling, and the tooling is great.

Design systems as AI infrastructure only works when the infrastructure still has an owner. Make the system machine-readable. Let agents generate, document, test, and check against it. But Pitre is correct that the library is only useful if the standards still have an accountable owner.

Strip away the Figma libraries and the Storybook instances and ask what a design system actually is. It’s a set of decisions an organization has agreed to and committed to enforcing over time. What does “primary action” mean here. When do we break our own grid. Does this thing deserve to exist as a component at all, or are we about to enshrine a one-off into the canon forever.

Those aren’t generation problems. They’re judgment calls, and they carry consequences the organization is accountable for, to its users, its engineers, its brand. A design system is, underneath all the tooling, a way of encoding collective judgment and holding people to it.

Pitre turns that into a test:

Which gives you a clean test for any “agentic design system” claim you encounter. Ask: what rejects the agent’s output, and who decided the rule it’s being rejected against? If the answer is a human-owned gate, it’s the real thing. If the answer is “another agent checks it” all the way down, you’ve built vibe coding with extra infrastructure and a more confident logo.

And that version is arguably worse than a person vibe coding in a scratch repo, because it launders drift through the authority of the system. The output looks sanctioned. It came from “the design system.” Nobody chose it.

In the end the invisible hand of the designer must still be felt.

Article hero for a critique of agentic design systems and who owns the judgment an agent is allowed to make.

My Beef with Agentic Design Systems

I build with agents every day. That’s exactly why this term worries me.

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Jason Cyr, writing at The Human in the Loop, starts with the AI-design conversation’s taste claim and points to the work teams need before agents start producing anything:

There’s a popular narrative that design’s value in the age of AI is taste — the human eye that says “not that, this.” I think that undersells us. Taste matters. But what organizations actually need from design right now is clarity. The ability to wade through ambiguity, make invisible systems legible, and give teams something they can act on. That’s always been the real (often under-appreciated) superpower, and AI just made it an urgent need.

Cyr’s earlier piece on agentic-era design teams covered the move from making outputs to directing work. Here, he describes the coordination layer that had been hiding inside the old process:

The old product development process had shock absorbers we never realized. Meetings where people quietly aligned on things that were never written down. Hallway conversations that resolved ambiguity nobody had formally surfaced. Design reviews that were really translation sessions — designers decoding what product actually meant, engineers decoding what designers actually intended. PMs who held critical context in their heads and dispensed it as needed.

None of this was in any process document. It was human labour — invisible, unacknowledged — absorbing the ambiguity that the formal process couldn’t handle.

We called it process, but it was actually a buffer.

Cyr puts that clarity work inside design leadership:

Here’s the thing about this problem: it’s not a tooling gap. It’s not a project management gap. It’s a clarity gap.

Design earns its seat at the table when it moves beyond artifacts and starts shaping how a product organization delivers work. Not just the screens. Not just the system. The operating model itself — who decides what, when something is ready, how context travels, and what “good enough” means at each stage.

Hero image for Jason Cyr's essay on design clarity as the operating model AI-native teams need.

Design’s Superpower Isn’t Taste. It’s Clarity.

Real learnings about what AI-native product teams actually need from design leaders.

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Design leaders spend a lot of time telling teams to experiment with AI. Nathan Lavertue, a Design Program Director for IBM Z and LinuxONE, turns that advice back on leadership itself:

We spend a lot of time helping designers understand how to work with AI. The question I keep coming back to is simpler. How many of us are doing the same for ourselves in ways that meaningfully support the business?

So instead of just encouraging my teams to experiment with AI tools, I put myself in the work. I built a design program signals website using IBM Bob. What started as a wireframe to sketch out an idea became something I realized I could actually build myself. That surprise is the whole story.

I appreciate the reciprocity here. If designers are being asked to work through this shift in public, leadership cannot treat AI as a strategy deck it reviews from a comfortable distance. You cannot build useful judgment about these tools by asking other people to absorb the uncertainty for you. That is why I’ve been reading about them, writing about them, and experimenting with them on my own. Whether it’s OpenClaw, Hermes, running a local LLM, ComfyUI, or Claude Design, curiosity is key here.

The interesting part of Lavertue’s example is not that he made a dashboard. Dashboards are cheap. The useful part is that he used AI to make a leadership problem legible enough to discuss. His signals site pulled together team health and business impact, then sorted indicators into required, expected, and optional categories so the absence of a signal became something to interpret, not just a blank cell to punish.

Lavertue is clear about this:

I had to remind myself of that more than once while building it. The signals site was useful. Bob was a capable collaborator. But the risk with any tool that comes together quickly is mistaking the build for the point. The site was never the outcome. It was infrastructure for conversations. Design’s impact on the business was the outcome. Keeping that distinction clear required the same discipline I would ask of any designer getting excited about a new tool.

The site did not replace leadership judgment. It grounded it. Instead of reacting to delayed updates or anecdotal signals, I could engage teams with shared context and a clearer ability to look forward rather than back. This was another form of walking the walk. Not just encouraging teams to work differently but building the system that made that work visible and meaningful.

That feels like the better bar for AI-native leadership. Not “leaders should code now.” Not “every management problem needs a custom tool.” The bar is whether leaders are willing to put their own work through the same change they are asking from their teams.

Title card for an IBM Design essay on design leadership in an AI-native world.

Walking the Walk: Design Leadership in an AI-Native World

Design leaders keep telling teams to experiment with AI. Nathan Lavertue turns the advice on himself, building a signals site with AI to make leadership decisions legible.

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Gess Puglielli, writing on LinkedIn, argues that the speed of AI interface generation has revealed something other than a new tool. It has revealed that a lot of companies were never working from a real definition of design:

But interfaces were never the real value of design. They were just the artefacts left behind. The output. The visible layer of a much deeper process involving human behaviour, systems thinking, psychology, usability, strategy, communication, emotion, culture and invention. Design was never about moving pixels around a canvas. Design is how humans shape the world around them.

Jakob Nielsen made an adjacent argument about the shift from artifact production to intent shaping. Puglielli is pointing at something sharper. Nielsen describes a shift in what designers do; Puglielli says the shift has exposed a category of companies that mistook the artifact for the work in the first place.

The diagnostic part is what stayed with me:

In many organisations, designers were already being treated like production software long before generative AI arrived. The process often looked something like this: Product defines requirements. Engineering defines constraints. Leadership defines strategy. Then design is invited in to “make it look good.” At that point, the designer has already been removed from the act of designing. They’ve become decorators of predetermined decisions.

This is what makes “AI replaced our designers” make sense inside certain rooms and sound absurd inside others. If your design function had already been narrowed to ticket-taking execution, AI can replicate execution. Karri Saarinen pointed at the same misunderstanding when he wrote that the hard part of design is understanding the problem well enough to know what should exist at all. Puglielli’s contribution is the corollary: the companies that don’t know that won’t notice it’s missing when it gets cut.

Puglielli argues what AI isn’t good at:

AI can generate screens. It cannot independently define meaningful problems worth solving. It cannot deeply understand cultural nuance, emotional context or human contradiction in the way experienced designers can. It cannot navigate organisational politics, align competing stakeholder priorities, recognise ethical implications or identify latent human needs before users themselves can articulate them.

Most importantly, it cannot care. And care matters more than the industry likes to admit.

Care is the right word for designers and a weak word for industry, because businesses don’t pay for care. They pay for the outputs care produces—taste, the ability to see a problem before it’s named, and the thing we call judgment.

LinkedIn article cover image for Gess Puglielli's essay on AI exposing companies that never understood design.

If AI Can Replace Your Designers, You Never Understood Design

We’ve reached a strange moment in tech where generating an interface in 12 seconds has convinced an entire industry that design was never more than arranging rectangles on a screen.

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Dan Shipper, CEO of Every, has spent the last few years running his company as an early-adopter lab for AI tooling. The report from inside is that aggressive automation has not shrunk the team. The work has changed shape, but the volume of expert human work has gone up, not down. The reason, Shipper argues, is structural.

Slop is not any one particular mistake. It is not the use of em dashes, or a certain sentence rhythm, or purple accents on a landing page. Slop is visible sameness, repeated ad nauseam. It is what gets produced by default when humans in many different circumstances use the same tool, trained on the same corpus, without thinking too hard. It is what happens when everyone has access to an expert who has the same default tendencies. When someone in operations can issue a pull request, marketers can create YouTube thumbnails in seconds, or engineers are writing product guides, it’s easy to end up in a world where your output has gone up—but the quality, coherence, and differentiation of what you’re producing has dropped.

Sameness as the failure mode lines up with what BetterUp Labs researcher Kate Niederhoffer and her co-authors named workslop: AI-polished output that shifts the burden of judgment downstream onto whoever has to interpret, correct, or redo it. Shipper’s contribution is to follow the mechanism one more turn: once everyone is producing the same default output, the work that doesn’t look like the default becomes the scarce thing. Difference becomes the new status game, and difference has to come from a human who is alive to this moment, this customer, this codebase, this conversation.

The second half pushes the same logic up to AGI. Shipper on why even AGI doesn’t escape the loop:

In any hypothetical AGI built by any of the major labs, there is still going to be a framer—a human—directing the model to achieve a goal. And because the frame is not the framer, we’ll see the same pattern repeat: AI turns yesterday’s framed competence into something cheap; people use that cheap competence in more places; the results become abundant; experts move to the edge to decide what matters now; their judgment creates the next frame; and then the model climbs that, too.

At the end, Shipper drops the analytical voice and writes:

The race is over. You can almost feel your muscles beginning to atrophy, useless in the face of this mechanical copy of you and everyone you’ve ever met, of the whole of humanity. A ghost chasing a ghost, and winning. But then something strange happens. The model turns to you. Your cursor blinks, off and on, in the blank text box, expectantly. Waiting.

Social banner from Every magazine for Dan Shipper's article After Automation.

After Automation

Dan Shipper ran Every as an early-adopter lab for AI tooling. His report from inside: aggressive automation didn’t shrink the team. The work changed shape, and the volume of expert human work went up.

every.to iconevery.to

Most agent-velocity hype rests on one premise: that writing code was the slow part. .txt, the team behind the structured-generation library, takes a saw to that assumption. The point goes back to two foundational software-engineering texts—Fred Brooks’s The Mythical Man-Month (1975) and Gerald Weinberg’s The Psychology of Computer Programming (1971)—and .txt puts it like this:

Software is what’s left over after a group of humans finishes negotiating with each other about what the system should do. The code matters, but it is the residue of the harder work, not the work itself.

Code as residue. That inversion reorganizes the whole conversation. The tools and processes we’ve built around software for fifty years—IDEs, wireframes, mockups, code review, even pair programming—have been about lowering the cost of producing the residue. Once that cost approaches zero, what’s left to slow you down is the negotiation underneath. And that negotiation has not gotten any cheaper.

What that layer actually consists of, in practice:

What slows down a team where agents do the implementation is the production of specifications precise enough for an agent to pick up and run. Roadmap, written down. Acceptance criteria, written down. The “what we actually want” forced into precision, be it via a test suite, a ticket, or a written design.

The bottleneck moves from people writing code to people deciding what code should exist. .txt calls that work management, and I’d put it a little wider; it’s also product, design, and anyone whose job description includes the phrase “what we’re building.” A spec precise enough for an agent is a falsifiable description of the outcome, with the trade-offs already made.

.txt on what runs underneath the spec:

Context is the commodity an organization runs on. It is the shared understanding of what we are building, why it matters, what has been tried, who decided what, what is load-bearing and what is vestigial. Humans on a team accrete it by osmosis. By being in the room, by reading the same Slack channel, by debugging the same outage at two in the morning. Most of it is never written down. When a senior engineer reviews a PR and says “this’ll break the migration,” they are drawing on context that has no document. Agents cannot do osmosis.

“Agents cannot do osmosis” is the line. Specs are the formal surface; context is what’s underneath, and teams absorb it without writing it down. The post closes here:

The companies that win the next decade will not necessarily have the best models or the best agent infrastructure. It will be the companies whose fifty people, then two hundred, then two thousand, can stay aligned on a shrinking set of decisions while shipping more output per head. They will be the ones that already knew, before agents arrived, that their hardest problem was coherence. That is a culture and management problem. Always has been.

Default header image for thetypicalset.com, .txt's company blog.

The bottleneck was never the code

.txt revisits Brooks and Weinberg’s old observation: software is what’s left over after humans negotiate what to build. With agents writing code cheaply, the negotiation is now the bottleneck. Coherence is the moat.

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According to Harvard Law School, Eric Ries tells Lenny Rachitsky, only 20% of venture-backed founders are still CEO three years after going public. Every founder gets told by their lawyers, bankers, and VCs that they’re the exception. Statistically, they’re not. Ries, author of the Silicon Valley textbook The Lean Startup, treats this as a structural problem with a structural answer in his new book Incorruptible. The analogy he spins:

This is like you’re building a bridge. And if your bridge collapses, and Lenny, I say you’re an engineer, and I say, “Lenny, why did my bridge collapse?” If you’re like, “Well, ‘cause of gravity.” I’m gonna be like, “Dude, yeah. Thank you for that genius insight, right?” […] I call it financial gravity. […] Yeah, but I want to know why did this bridge collapse? And more importantly, how come other bridges didn’t collapse? And they say, “Oh, for that, we need to study the load, load factor, wind load, shearing tension.” And we go look up close. We say, “Oh, look, all the metal bolts have been corroded.” They’re rusted. No wonder it collapsed. And then if you say, “Well, I want to build a new bridge, but I don’t want this one to collapse. What can I do?” You won’t say, “Well, gravity, what can you do?” No. You say, “Why don’t we use stainless steel next time on the bolts so they don’t get corroded?” Oh, yeah, good idea. So this book is about what are the organizational equivalents of stainless steel?

This is the move that makes Incorruptible a design book. Most writing about founder ouster and mission drift treats those outcomes as moral failures: bad people taking shortcuts or unlucky breaks in the market. Ries refuses that. Corrosion is predictable. Stainless steel is a material choice. Your bolts are going to rust unless you specified otherwise before pouring the foundation. The governance documents a founder signs in year one are the structure of the company itself. And the people advising them on those documents (the lawyers, the bankers, the VCs) are not the people who will be standing on the bridge in year ten.

Ries on a related diagnosis:

I could tell that this restaurant got taken over by private equity. I could taste it. And I’ve told that story a bunch of times now. And so many different people have told me, “Oh yeah, I know what restaurant you’re talking about!” And then they name like 12 different restaurants. So what’s going on that like you can taste the ownership structure of a company in the food? How many people have had a famous brand that they love get ruined? […] all kinds of famous companies where the thing that destroyed them was not competition. It was not someone else came up with a better product. No, their very success became a liability because the more gold in the goose, the greater the temptation to butcher.

You can taste the ownership structure in the food. That’s a designer’s instinct, even if Ries doesn’t call it that. It’s the same thing that tells you, holding a product, whether the team that built it still cares, and whether anyone at the top is protecting the people who do. The Sonos app rewrite that wiped half a billion in market value came from decisions inside the company about what to ship and who got protected. The bridge was already corroding. Ries is arguing that the protection has to be installed early, before there’s anything worth butchering. That’s design work, in the most literal sense.

Ries is a captivating storyteller in this episode. I can’t wait to get my hands on his new book.

How Anthropic, Costco, and Patagonia all build incorruptible companies

Eric Ries: 80% of venture-backed founders get ousted within three years of going public. His new book Incorruptible treats founder protection as a structural problem, not a moral failure—financial gravity is corrosion, governance is the stainless steel.

youtube.com iconyoutube.com

When I wrote about the forward-deployed designer squad model earlier this year, I was working from the outside in: what the model should look like, who it serves, why it matters. Ron Bronson ran it for four years as director of a 40-person design division at 18F, the now-defunct US government’s in-house digital services agency. His post is the inside view and he diagnoses why most orgs never get there:

The real reasons that design roles aren’t being considered for this is the ways orgs constrain how designers show up on cross-functional teams. If your designers are only good for handoffs, you’re not going to invest in the headcount.

The people are the key, but you have to be opinionated about what you’re looking for your designers to do. If you’re looking for pixel-perfect, portfolio polish then you’re doing it wrong. Due to the quirks of federal hiring rules, we weren’t allowed to consider portfolios. It didn’t mean we couldn’t look at them, they just couldn’t be part of the criteria someone got an offer or not.

Take the portfolio rule: federal hiring restrictions sound like the kind of constraint that makes a practice worse, and instead they forced 18F to evaluate designers on the things that actually predict forward-deployed performance—ambiguity tolerance, collaboration, low ego, willingness to work in the open. The portfolio gauntlet that dominates tech-industry design hiring optimizes for the opposite skill: producing pixel-perfect artifacts in isolation. Bronson’s team got better signal because they were prevented from looking at the worse one.

Bronson on the multidisciplinary bar:

hired designers who can do more than one thing. Some impressive UX researchers would show up on our doorstep often, and if they talked to me, I’d be very direct with them about how we worked and that our designers often had to wear more than one hat out of necessity. The other constraint? Headcount. Design often has to justify itself more than other practices, so we couldn’t afford people who were too “special” to be staffed to a broad array of partner engagements. What this meant in practice? Designers who could code, researchers with content strategy & information architecture chops, service designers who could lead and/or PM projects, and every designer being a strategist on some level.

Generalist breadth in this context is a structural requirement of the engagement. That’s what Bronson means by “wear more than one hat out of necessity.” You can’t deploy a specialist into a six-week problem-scoping sprint and expect them to be useful for more than one week of it.

Bronson on where designers should sit:

As I explained in Design as Repair at IxDA Oslo last September: we need designers embedded where problems happened, not downstream after it’s been scoped, broken and all the framing has been done and asked to execute.

Most design orgs are structurally downstream: invited in after PM and engineering have already decided what’s being built, given a brief that pre-resolves the questions design should be asking. Bronson’s 18F was built to refuse that posture by default, which is why the model worked there before it had a name.

Screenshot of the article page at blog.ronbronson.com.

What Forward Deployed Design Actually Looks Like

Ron Bronson on what made forward-deployed design work at 18F: multidisciplinary hiring, upstream embedding, and the organizational constraint that determines whether designers ever get invited into the room.

blog.ronbronson.com iconblog.ronbronson.com

Luke Wroblewski shared his notes from the Design Futures Assembly, a gathering of about a hundred senior designers and leaders from AI labs, big tech, and startups in San Francisco:

When everyone can ship, you get a different kind of problem. One design leader described it perfectly: they let everyone build and push whatever they wanted. And you could feel it in the product, because nothing made sense together.

This is the part of the AI-in-design story that the toolkit numbers obscure. Wroblewski reports roughly half of designers had shipped AI-generated code to production this year, and that the typical designer’s toolkit had doubled in size over twelve months. Those are real numbers. But once production stops being the bottleneck, the bottleneck moves. A single word surfaced repeatedly:

Several people at the assembly used the word “editorial” to describe where design leadership is heading. Less about making the thing, more about deciding what gets made and ensuring it all holds together. The skill of saying no is becoming one of the most important skills in the profession.

The “saying no” line echoes something Chad Johnson wrote a few weeks back: the designers who shape direction “learn to say no with evidence and to disagree without drama.” The Assembly’s framing makes that posture mandatory at a portfolio level, not just on individual features. One tool company founder, Wroblewski notes, preferred “coherence”: the sense that a product came from one shared point of view. I like that word better too. Coherence describes the thing the user actually feels.

Design Futures Assembly event header image from Luke Wroblewski's notes on the San Francisco gathering.

Design Futures Assembly

Half of designers ship AI-generated code to production. Wroblewski’s notes from the Design Futures Assembly land on a new role: editorial leadership.

lukew.com iconlukew.com

Scott Berkun lists three portable superpowers most designers underrate in themselves: investigative curiosity, the ability to translate between people who can’t understand each other, and a working grasp of tradeoffs. The first one is where he starts:

If we can spend hours reading about the 16th-century French history behind the beloved font Garamond, or studying the details of the design prototypes Jonathan Ives made to create the first iPhone, we have the rare capacity to discover and digest layers of complex information for practical use in solving problems.

Designers tend to file “I went deep on Garamond’s history” as a hobby or a tic, not a transferable skill. Berkun’s point is that the depth is the skill, and the subject is interchangeable. Aim it at a thing your CEO is worried about and you’re suddenly the person who knows the most about it in the room.

On translation:

Someone who explains things clearly, including through insightful sketches, diagrams, or metaphors, has tremendous value. Explainers help people make sense of each other. Designers are often shy about their ability to explain things, but typically we’re better at this than other professionals, since our work is rooted in communication (even visual design is rooted in semiotics, the study of symbols and their meaning). If we can be curious about our coworkers’ perspectives, objectives, and frustrations, we can be translators.

Berkun has made the curiosity argument before, in the negative, when he listed lack of curiosity as one of the five worst habits a designer can have. Reading this piece next to that one, the two halves connect: the habit he warns against in one post is the superpower he’s asking us to revive in this one.

Featured illustration for Scott Berkun's Substack essay on designer superpowers.

Revive your design superpowers

Scott Berkun names three portable designer superpowers — investigative curiosity, translation between teams, and tradeoff negotiation — that we underrate in ourselves.

whydesignishard.substack.com iconwhydesignishard.substack.com

In product orgs, the word “autonomy” tends to get attached to seniority and titles. Sara Paul, writing for Nielsen Norman Group, puts the bar somewhere else:

Our research shows that autonomy is about becoming sufficiently informed to credibly shape shared product decisions.

You’ve earned design autonomy when you’ve collected enough context to make a recommendation that holds up under scrutiny. Until then, you haven’t. Low-autonomy designers, in Paul’s terms, “execute predefined solutions.” High-autonomy designers shape what gets prioritized, because they know things their stakeholders don’t.

The four-part pipeline is the practitioner half:

The designers who achieved high autonomy kept information flowing to them from all sources within their organization. Their pipelines consisted of four parts: (1) Gathering information from across teams and channels, (2) Building relationships with people who provide information, (3) Creating crossfunctional spaces for information to be shared, (4) Synthesizing information to form a “big picture” of context that empowered credible recommendations.

Paul’s examples are specific enough to put to use. The opening one is a lead designer at an online review platform whose ad-setup experience lived across mobile, desktop, and web. Three teams owned different parts of the experience and the whole was nobody’s job. Here’s how the story ends:

She saw the problem, took the initiative to gather the information she needed, and synthesized it into a recommendation that boosted her influence over what got built. This is design autonomy.

None of this required a new title. It required a tracker, a few standing meetings, and the willingness to do the synthesis work nobody assigned.

The designers I want—and have—on my team are the ones who can fill in for a PM when they’re on vacation. Paul’s article is the mechanism for getting there. The PM-shaped skill is holding the information context that lets you make a defensible call.

Title card reading "Boost Design Autonomy with an Information Pipeline" from NN/G, with six icons illustrating documents, collaboration, scheduling, workflows, UI review, and process pipelines.

Boost Design Autonomy with an Information Pipeline

A four-step framework for building influence over product direction by closing the information gaps that large, complex organizations create.

nngroup.com iconnngroup.com

(Second link to Chad Johnson this week, but I just discovered his Substack, so ¯\_(ツ)_/¯.)

Chad Johnson, writing in his newsletter, argues that designer influence in product decisions comes from something other than craft output. He lays out the underlying dynamic:

Roadmaps are shaped less by who has the best ideas and more by who controls the framing of tradeoffs. Every roadmap decision is a bet: build this instead of that, now instead of later, for these users instead of those. Whoever makes the risk feel smaller tends to win.

So where does the designer fit? Johnson:

The most influential designers at startups do not position themselves as makers of screens. They act as orientation devices for the team. Orientation is the ability to help a group understand where they are, what matters, and what tradeoffs are real. It precedes prioritization, and it makes decision-making possible.

A designer whose output stops at screens is working on the wrong layer of the problem. Johnson lists the skills that back the orientation role:

Designers who shape direction invest in strategic framing, business literacy, and narrative construction. They learn to say no with evidence and to disagree without drama.

Johnson’s list is right as far as it goes. He understates one skill: legibility. A lot of design influence breaks down at translation. The thinking is strategic; the communication stays in design vocabulary. A sharp problem statement understandable only to other designers stays in the design review. Designers who change the conversation make their analysis readable in product and business terms without flattening it. That’s the same move Johnson gestures at when he describes “decision-ready artifacts” as “tools for comparison… designed to provoke judgment, not admiration.”

Johnson’s closer calls the future of design leadership “quieter, more rigorous, and deeply strategic.” That’s right. It’s also a role that depends on being read by the people making the call.

Large-scale flowchart on a white wall with quirky decision questions including "Have you ever missed an airplane flight?" and "Are you good with names?

Why Most Designers Will Never Influence Product Roadmaps

A practical explanation of how roadmap decisions are really made, and how designers can gain influence

chadsnewsletter.substack.com iconchadsnewsletter.substack.com

The gap between an AI-produced prototype and a shippable product has a shape. Most of us assume it’s the visual 20%: the polish AI output drifts on. Chad Johnson’s case is that the 20% is the trivial part, and the real gap sits upstream of everything visible.

Chad Johnson, writing in his newsletter:

The deeper issue was that nobody had asked whether a prototype was even the right artifact to produce at that stage. The PM had made three assumptions about user intent that we hadn’t validated. They’d skipped past a critical question about whether this flow needed to exist at all, or whether the real problem was upstream in the information architecture. They’d built a beautiful answer to a question nobody had confirmed was worth asking. That’s the part that stuck with me. Not the visual gaps. The thinking gaps.

That lines up with what I’ve been calling C+ out of the box: artifacts that read well and seem credible until you apply critical thinking. Johnson gets specific about what’s actually missing, and none of it is visual: the assumption nobody validated, the upstream question nobody asked. The interface was fine. The thinking was absent from the (probably) AI-generated PRD.

Johnson again:

…design production got democratized, but design judgment didn’t. Anyone can make something now. Almost nobody new learned how to think well about what should be made, why, and for whom. And that gap, between what’s possible to produce and what’s actually been thought through, is now the entire playing field for our profession. Designers aren’t becoming obsolete. They’re becoming stewards.

Judgment still takes years to build, and no tool compresses that.

The last 20% is rarely the gap that matters. The first question—should we build this?—almost always is. Very few teams have the muscle to ask it.

Abstract digital art featuring curved, layered surfaces with fine parallel lines in warm orange, red, and deep blue gradients.

The Last 20% and Who’s Asking Why?

Everyone can build now. Almost nobody stops to ask if they should.

chadsnewsletter.substack.com iconchadsnewsletter.substack.com

I published an article about the design talent crisis in Fast Company! The setup is what I’ve covered before on this blog extensively. But there’s a connection that I draw with the trades—the construction industry and how they have a solution that the design industry could learn from.

In the article, I write:

Construction has been running formal apprenticeship programs since the National Apprenticeship Act of 1937, and informally for centuries before that. The Department of Labor’s Registered Apprenticeship Programs enrolled roughly 940,000 people nationwide in fiscal year 2024. These aren’t casual internships. They’re structured, multi-year pathways that pair inexperienced workers with seasoned professionals and build skills through graduated responsibility. The retention numbers tell you everything: Apprenticeship programs report a 93% employee retention rate. For every $100 employers invest, they see an estimated $144 return.

The contractors I work with don’t debate whether to invest in their pipeline during a downturn. They know that if they stop training apprentices, they won’t have journeymen in four years, and they won’t have master tradespeople in 10. The pipeline is the business.

There’s a three-point plan to dig us out of this hole. But of course, it requires committments from design leaders and the C-suite:

  1. Stop tying junior hiring to project demand
  2. Formalize mentorship
  3. Accept the short-term cost

There is more to the article. Please take a read and share!

Smiling woman with short hair and round glasses looking down at a tablet, wearing a floral patterned blouse, with FC Executive Board branding.

Hire junior designers today or risk a broken pipeline

The tech industry keeps telling itself the pipeline will refill on its own. Construction figured out a century ago why that thinking is wrong.

fastcompany.com iconfastcompany.com

The Sonos app disaster taught me something about roadmaps. Leadership kept adding initiatives—Sonos Radio, the Ace headphones—without ever naming what those additions displaced. QA got squeezed. Stability testing got cut. The designers who warned them were overruled. No leader said out loud what was being sacrificed to make room.

Yusuf Aytas names exactly this failure:

People like to talk about priorities as if the main problem is choosing what matters. In practice, the deterministic factor is capacity. Team capacity. System capacity. The share you lose to maintenance, interruptions, coordination, and keeping the machine fit to run. Ignoring these physical limits turns an ambitious roadmap into a collective illusion.

“Collective illusion.” That’s the right name for it. Aytas on where the dishonesty starts:

A new customer request appears. Leadership wants a visible bet. Sales needs something for a deal. Everyone talks about importance. Almost nobody says what gets pushed out. That is the real decision. They have only added pressure and left the team to absorb the contradiction later.

Aytas builds the whole piece around a carpentry metaphor—one saw, limited operators, timber that needs oiling and adjustment before it can be cut. Software hides the constraint better, but the physics are the same. There’s more in the piece on shaping work before it competes for capacity, using visible investment buckets, and why reallocation is never free.

A green manual press machine surrounded by bulging white sacks inside a rustic mud-walled storage shed with a corrugated metal roof.

Capacity Is the Roadmap

Most roadmap problems are capacity problems. Make investment buckets visible, budget interrupts, and force trade-offs into the open.

yusufaytas.com iconyusufaytas.com

AI tools made designers faster. The question nobody’s answering is whether their organizations can keep up.

Cameron Worboys, head of product design at Cash App, talking to Michael Riddering on Dive Club:

I think the biggest blockers across all of the tech industry in the next 2 years will not be the speed of building. It’s going to be the operational side and being able to move something from like we have built this thing. How does it move through the operational cogs of product development in order to like get it live to customers? So my view is like how do we set ourselves up for the new world? You have to make sure that your organization is capable at running at the same speed as the AI tools. And these AI tools move fucking fast.

The bottleneck migrated. Building isn’t the constraint anymore. Getting what you’ve built through approvals, reviews, compliance, and deployment is. Cash App’s response has been radical: they’ve flattened to three management layers (they call it “core plus three”), deleted design crits, and are pushing every designer to ship production code.

Worboys on what quality actually looks like at this speed:

The quality piece, there’s a misconception that it comes from a designer sitting in some cave for 3 months and pontificating about the future of software. It literally doesn’t. It comes from reps and the speed which you can be wrong and the speed that you can go again and experiment and experiment and experiment. And I think that’s what we’ve seen change, is the amount designers can produce has exponentially increased and the amount of like bureaucracy and layers you need to run an organization has changed a lot as well.

Quality through iteration, not pontification. That’s always been true, but when each iteration takes minutes instead of days, the gap between teams that ship and teams that sit in review becomes enormous.

Worboys on where this leads:

I believe one of the primary ways which you will create lock-in in the new world is creating apps that feel completely one of one. […] When you think about the future of software development and where it’s going with generative UI, there is nothing in the future that’s going to prevent us from creating these completely one of one experiences. So that’s what is top of mind for me at the moment. And I do think we will get there relatively quickly, that every Cash App does feel unique and completely designed around the person. And then from a business perspective, it creates this deeper, harder to quantify emotional connection with a product that is the same as like your wardrobe. Clothes are by and large like an expression of personal identity.

This is the most concrete product bet I’ve seen on generative UI. Not widgets inside a chat window. Entire apps shaped around the individual. I still think core app chrome should stay stable. But Worboys is betting that consumer fintech is where that line starts to blur.

Cameron Worboys - Inside an AI-native design org

Today’s episode with Cameron Worboys (https://x.com/camworboys) (Head of Product Design at Cash App) is an inside look at how an AI-native design org operates and the ways designers can thrive in this new world.

youtube.com iconyoutube.com

Why AI isn’t showing up in productivity data? Chetan Dube offers one answer in Fast Company: most companies are bolting AI onto existing roles instead of redesigning the work.

Most managers are using AI the same way they use any productivity tool: to move faster. It summarizes meetings, drafts responses, and clears small tasks off the plate. That helps, but it misses the real shift. The real change begins when AI stops assisting and starts acting. When systems resolve issues, trigger workflows, and make routine decisions without human involvement, the work itself changes. And when the work changes, the job has to change too.

McKinsey data backs this up—78% of organizations now use AI in at least one function, “though some are still applying it on top of existing roles rather than redesigning work around it.” That’s the Solow paradox in one sentence.

Dube’s lost luggage example is a good one:

Generative AI can explain what steps to take to recover a lost bag. Agentic AI aims to actually find the bag, reroute it, and deliver it. The person that was working in lost luggage, doing these easily automated tasks, can now be freed to become more of a concierge for these disgruntled passengers.

The job goes from processing to judgment. And if leaders don’t get ahead of it:

If leaders don’t redesign the job intentionally, it will be redesigned for them, by the technology, by urgent failures, and by the slow erosion of clarity inside their teams.

That slow erosion of clarity is already visible. People less and less sure what they’re supposed to be doing because the tasks they were hired for are quietly handled by a system nobody put in charge.

Four-person open-plan desk with monitors, keyboards, office chairs and potted plants on a white oval amid colorful isometric cubes

If AI is doing the work, leaders need to redesign jobs

AI is taking a lot of work off of employees’ plates, but that doesn’t mean work has vanished. Now, there’s different work, and leaders need to craft jobs to match this new reality.

fastcompany.com iconfastcompany.com

Earlier I linked to Hardik Pandya’s piece on invisible work—the coordination, the docs, the one-on-ones that hold projects together but never show up in a performance review. Designers have their own version of this problem, and it’s getting worse.

Kai Wong, writing in his Data and Design Substack, puts it plainly. A design manager he interviewed told him:

“It’s always been a really hard thing for design to attribute their hard work to revenue… You can make the most amazingly satisfying user experience. But if you’re not bringing in any revenue out of that, you’re not going to have a job for very much longer. The company’s not going to succeed.”

That’s always been true, but AI made it urgent. When a PM can generate something that “looks okay” using an AI tool, the question is obvious: what do we need designers for? Wong’s answer is the strategic work—research, translation between user needs and business goals. The trouble is that this work is the hardest to see.

Wong’s practical advice is to stop presenting design decisions in design terms. Instead of explaining that Option A follows the Gestalt principle of proximity, say this:

“Option A reduces checkout from 5 to 3 steps, making it much easier for users to complete their purchase instead of abandoning their cart.”

You’re not asking “which looks better?” You’re showing that you understand the business problem and the user problem, and can predict outcomes based on behavioral patterns.

I left a comment on this article when it came out, asking how these techniques translate at the leadership level. It’s one thing to help individual designers frame their work in business terms. It’s another to make an entire design org’s contribution legible to the rest of the company. Product management talks to customers and GTM teams. Engineering delivers features. Design is in the messy middle making sense of it all—and that sense-making is exactly the kind of invisible work that’s hardest to put on a slide.

Figure draped in a white sheet like a ghost wearing dark sunglasses, standing among leafy shrubs with one hand visible.

Designers often do invisible work that matters. Here’s how to show it

What matters in an AI-integrated UX department? Highlighting invisible work

open.substack.com iconopen.substack.com

Every team I’ve ever led has had one of these people. The person who writes the doc that gives the project its shape, who closes context gaps in one-on-ones before they turn into conflicts, who somehow keeps six workstreams from drifting apart. They rarely get the credit they deserve because the work, when it’s done well, looks like it just happened on its own.

Hardik Pandya writes about this on his blog. He shares a quote from a founder friend describing his most valuable employee:

“She’s the reason things actually work around here. She just… makes sure everything happens. She writes the docs. She runs the meetings that matter. She talks to people. Somehow everything she touches stays on track. I don’t know how I’d even describe what she does to a person outside the company. But if she left, we’d fall apart in a month. Maybe less.”

I’ve known people like this at every company I’ve worked at. And I’ve watched them get passed over because the performance system couldn’t see them. Pandya nails why:

When a project succeeds, credit flows to the people whose contributions are easy to describe. The person who presented to the board. The person whose name is on the launch email. The person who shipped the final feature. These contributions are real, I’m not diminishing them. But they’re not more real than the work that made them possible. They’re just easier to point at.

Most organizations try to fix this by telling the invisible workers to “be more visible”—present more, build your personal brand internally. Pandya’s advice goes the other direction, and I think he’s right:

If you’re good at the invisible work, the first move isn’t to get better at visibility. It’s to find the leader who doesn’t need you to be visible.

As a leader, I take this as a challenge. If someone on my team is doing the work that holds everything together, it’s my job to make sure the organization sees it too—especially when it doesn’t announce itself.

Sketch portrait, title "THE INVISIBLE WORK" and hvpandya.com/notes on pale blue left; stippled open book and stars on black right.

The Invisible Work

The coordination work that holds projects together disappears the moment it works. On the unfairness of recognition and finding leaders who see it anyway.

hvpandya.com iconhvpandya.com

I became an associate creative director (ACD) in 2005, ten years after I started working professionally. I was hired by the digital agency Organic into that role. I remembered struggling mightily with trusting my team to do the work. In my previous job as an art director, I hated it when my ACD or CD would go into my files after I’d gone home and just redo stuff. I didn’t do that, but it was very difficult to fight the urge or to avoid designing my own direction. (I failed on the latter.) That’s an intrinsic problem.

Sometimes, the issue is extrinsic, especially when you’re promoted into a leadership role from being an individual contributor (IC). The transition is a struggle. You get promoted because you were great at the work, and then the organization keeps pulling you back to do the work instead of leading at the level your new role demands.

Sabina Nawaz, writing for Harvard Business Review, explains why promotions grant potential but not always permission:

Research shows many midlevel and senior leaders still spend a disproportionate amount of time on tactical work rather than enterprise leadership. In my coaching work with senior leaders, I’ve found that while promotions provide the potential to lead strategically, they don’t always grant permission to do so. To gain that, you must do the hidden (and harder) work of redefining how you think, behave, and interact within the system.

That phrase, “potential but not permission,” is the whole problem in four words. You have the title, but the org’s muscle memory keeps treating you like your old self.

Nawaz identifies a common culprit: bosses who can’t let go of their former role:

Because the SVP had personally run my client’s division for years, he struggled to let go of intervening in the VP’s work. Six months into the transition, the SVP was still reviewing every decision, overriding calls, and re-engaging in tactical discussions he no longer needed to oversee. While he explained his involvement as giving feedback and advice, he was “overhelping,” a seemingly benign act that research suggests can ultimately erode trust, autonomy, and performance.

I’ve watched this pattern derail design organizations. A new creative director gets promoted, but the VP who used to hold that role keeps jumping into design reviews, redlining layouts, second-guessing type choices. The CD never develops their own judgment because their boss never leaves the room.

Nawaz’s advice for breaking the cycle is direct:

Take a quick glance at your calendar and ask yourself if it still reflects the activities, information flow, and ownership items of your prior role. Just as you need your boss to step back to empower you, you must redesign where you spend your time and which decisions to let your team fully own.

Your calendar doesn’t lie. If it’s packed with the same meetings you attended before your promotion, you haven’t actually made the transition. You’ve just added a new title to your old job.

Older person with short gray hair and glasses in profile, hand on chin, overlaid with orange dots and black swirling line.

Your New Role Requires Strategic Thinking…But You’re Stuck in the Weeds

Senior-level promotions are an opportunity for leaders to impact a company’s strategy, but it’s easy to get pulled back into the tactical weeds. A visibly higher spot on the organizational chart doesn’t guarantee time for strategic thinking. To gain that, you must do the hidden (and harder) work of redefining how you think, behave, and interact within the system, and be adaptable to the unpredictable needs of stakeholders you need to influence. Here’s how to protect your ability to lead at the altitude your new role requires—and that your team needs to succeed.

hbr.org iconhbr.org