Internal system
Design Operations Framework at Dooly
A source-of-truth system for onboarding designers, aligning team practice, and operationalizing design.
Adapted from the original Dooly Figma source-of-truth file
Start Here
Welcome to the Dooly Design Process Guide. For any new folks or existing team members, this is where you can find information on our design processes, tools that we use, team ritual information, and more.
This artifact walks through the operating system behind the Dooly design team: how we approached product design, how we spent our time together, the tools we relied on, how we invested in team development, and how we built shared understanding of our users.
Each chapter covers a distinct layer of how design operated at Dooly. Use the table of contents above to jump to any section, or read through in order.
How We Approach Product Design
Design philosophy, product development flow, risk framing, jobs-to-be-done, and foundational UX thinking.
This chapter is coming soon.
How We Work Together
Design rituals, recurring meetings, collaboration norms, and how communication worked across the team.
Rituals and recurring touchpoints
As designers we needed to carve out time to get work done, align as a team, and for things like eating lunch. To help with this, we carved out a 3-hour block of time daily for just the Design Team. This was Design Time — a protected window where the entire team was together, working in a shared space.
Design Time consisted of three main parts:
- Design Standup. 10 minutes each max to present, 5 minutes to ask questions. A quick sync on what everyone was working on and where they needed input.
- Team Rituals. Design jam, design critique, and other structured collaboration sessions that rotated through the week.
- Flex Time. Your time to do your thing — eat lunch, heads-down work, or follow up on conversations from standup. As a team we wanted to make sure we were staying balanced.
The exception was every other Wednesday for team planning, and Design Team retros happened bi-weekly.
Weekly Design Rhythm
Monday
Design Huddle
3hrs
Design Time
Tuesday
Design Huddle
3hrs
Design Time
Wednesday
Design Huddle
3hrs
Design Time
Every other: Team Meeting
Thursday
Design Huddle
3hrs
Design Time
Every other: Design Huddle
Friday
Design Huddle
3hrs
Design Time
A 3-hour daily block carved out for design work, rituals, and collaboration.
Meeting architecture
Meetings at Dooly fell into four categories depending on the audience and purpose. Design rituals were the team's own time. Beyond those, designers attended company-wide syncs, R&D alignment sessions, and squad-level ceremonies that varied by product team.
Meeting Architecture
Design Rituals
When the design team meets and works together.
Design Standup
Daily
10 minutes each max to present, 5 minutes for questions.
Design Critique
Recurring
Structured peer feedback: problem, approach, input needed.
Design Jam
As needed
Collaborative working sessions for early-stage exploration.
Design Retro
Bi-weekly
Team retrospective on process and collaboration.
Company-wide
Meetings designers attend outside of design rituals.
Fired-Up
Every Tuesday
Whole company sync to kick off the week.
WTF Wednesday
Weekly, optional
Lunch-and-Learn from Dooligans or external speakers.
Dooligan Coffee-Time
Every Friday, optional
Casual hangout in Gathertown to play games and connect.
R&D
Cross-functional product and engineering alignment.
Product Team Sync
Bi-weekly
Product, Product Marketing, and Design sync on topics and events.
Product Squad Demos
Bi-weekly
Squads demo what is in development or recently shipped.
Squad
Varies by squad. Common meetings a designer may attend.
Triad Leads Sync
Daily or weekly
Squad Standup
Daily
Sprint Grooming
Bi-weekly, optional
Sprint Retros
Bi-weekly
Squad Design Reviews
Weekly or bi-weekly
Collaboration model
To recreate the experience of being in the same office and reduce barriers to communication between designers, the team had a persistent Design Time Zoom link that everyone stayed in for the entire duration. This was the virtual equivalent of sitting together in a studio — you could turn to someone and ask a question without scheduling a meeting.
The Zoom was organized into breakout rooms that gave people control over their work environment. Need to focus? Move to Heads Down. Need to pair with someone? Jump into a meeting room. Want to hang out and work together? Stay in Main Room.
Non-designers could be invited into Design Time meeting rooms for collaboration. External meetings and user interviews were ideally scheduled before or after Design Time to protect the block.
Collaboration Model — Design Time Zoom
To recreate the experience of being in the same office and reduce barriers to communication, the team stayed in a persistent Zoom call for the entire Design Time block. Breakout rooms gave people control over their environment:
Main Room
Where the team usually works and hangs out. Occasionally someone plays music in the background.
Heads Down
Silent workspace for when you need to focus without interruption.
Meeting Room #1
PublicSplit off for collaboration or bring in non-design folks for meetings.
Meeting Room #2
PrivateFor private conversations. Do not enter unless invited.
Participants could move freely between rooms without needing the host to assign them.
Communication norms
Communication at Dooly moved between a few key surfaces depending on urgency and audience:
- Slack was the default for async coordination — scheduling critiques, sharing updates, and keeping the team informed about what was happening across squads.
- Zoom (Design Time) was the synchronous space. If something could be a quick conversation instead of a thread, you had it live.
- Figma served as both a design tool and a communication surface. Comments, annotations, and shared files made design work legible to collaborators without requiring a meeting.
- Notion and Confluence held the durable documentation — meeting agendas, retro notes, onboarding guides, and shared references that outlived any single conversation.
The goal was clarity over volume. Every recurring meeting had a documented purpose and agenda. Design rituals were structured so that work moved between people and sessions without relying on anyone remembering to follow up.
Tools & Setup
Discovery tools, ideation tools, Figma usage, delivery workflows, onboarding setup, and where documentation lived.
This chapter is coming soon.
Team Development
Professional development, growth structures, strengths, and how team capability was supported.
This chapter is coming soon.
Understanding Users
Product domain context, user research, mental models, and the user understanding required to do good work.
This chapter is coming soon.
References / Notes
Acknowledgements, legacy material, and source references used to shape the system.
This chapter is coming soon.