12+ years of designing across consumer products, enterprise, wearables, novel devices, and third-party partnerships. Currently designing as the Head of Creator Safety at Roblox.
See selected work →I've built and led four internal programs at Roblox to shape how the design team develops, receives feedback, and sustains craft.
Led internal program to support junior ICs, tackling imposter syndrome, taste, and comparison bias.
Led workshops on strengths-based career development for managers. I designed the curriculum, facilitated the sessions, and coached participating managers in follow-up 1:1s. 25+ attendees, all-time-high ratings.
Defined Roblox Design culture by educating how to give and receive feedback, and how we make better decisions every day with the help of our peers.
Elevated craft on the Studio UX team by leading a week to focus on polish, taste, and what makes great design great.
"Leah is an incredible mentor whose guidance has been instrumental in my professional development. Her support during design exercises, design reviews, and stakeholder conflicts has helped me find my voice and gain renewed confidence as a designer. Leah's greatest strength is her ability to simultaneously grow others while delivering exceptional work herself. Her feedback is consistently clear, actionable, and specific, focusing on design trade-offs and surfacing blind spots in my work. She truly believes in the potential of those she mentors, providing the psychological safety and technical guidance necessary to navigate my role with confidence. Her commitment to fostering design excellence makes her an invaluable asset to any team."
"Leah has been such a phenomenal mentor. She is immensely dedicated and passionate about her role. Since I started at the company, she has helped me (and several other new graduates) work through challenging team-matching decisions, advocate for opportunities, and strengthen our craft with tactical advice, honest assessments, and thoughtful guidance. I always admire the quality, sharpness, and impact of everything she produces. I'm so excited to continue learning from her breadth of experience."
"The fidelity of her designs makes idea communication seamless. She has made my life as a Product Manager far easier. Would happily work with her again."
"Her openness to feedback and ease in collaborating across disciplines makes her a valued teammate. I've genuinely enjoyed working with her."
"I consider Leah to be one of the most valuable designers at Roblox."
"Leah gets stuff done. She has always been highly responsive to new tasks and requests, always going above and beyond with attention to detail."
In three years, I led four distinct projects at Studio, the creation platform at the center of one of the world's largest user-generated content ecosystems. When I joined in February 2023 to lead New User Education, Studio was a professional-grade tool with no onboarding path and a 1990s-era interface. The four projects below span two distinct problem spaces: product craft and new creator education on one side, safety-critical systems design on the other.
Studio Safety directly addresses the platform's most pressing challenges of child grooming and exploitation while maintaining its creative accessibility. This work responds to significant external scrutiny, including Bloomberg's investigation into safety concerns and NPR's coverage of platform safety measures.
The safety rollout restructured how Studio creators approach age-appropriate content. We introduced comprehensive parental control systems, age verification, trusted relationship verification, and content maturity labels. These updates mandate parental permission for Studio collaboration. For creators, these changes mean building with explicit content safety parameters from the outset. The Studio interface now integrates content labeling workflows, helping developers understand age restrictions before publishing.
The combined impact shows in adoption metrics and external validation. Studio's collaboration tools support thousands of professional game development teams, while the safety infrastructure earned acknowledgment from organizations like the Family Online Safety Institute.
The safety rollout required designing new creator-facing interfaces that surface content maturity ratings, age-restriction warnings, and policy guidance at key decision points in the publishing flow. The challenge was making compliance feel like clarity rather than friction — embedding safety thinking into the creation experience itself rather than bolting it on at the end.
Working closely with Account Trust & Safety, Legal, and Policy, I translated regulatory requirements into interface patterns that creators could understand and act on without needing to read documentation. The result was a system that kept everyone safe while maintaining the accessibility that makes Studio approachable for first-time creators.
The core problem was drop-off. For years, aspiring creators hit the same wall: install Studio, face hundreds of unlabeled panels and tools, feel overwhelmed, and close the application before building anything. Studio was a professional creation environment that made no concessions for newcomers.
Studio Tour was the answer: a 10-lesson interactive experience embedded inside the real product, designed to make that first open an active learning moment rather than an abandonment point. The approach was teaching through doing — guiding creators through Studio's core tools in context, so the transition from tour to independent creation was a step rather than a cliff.
The Studio team launched a completely redesigned start page in October 2024, replacing outdated UI frameworks that caused persistent performance issues and hangs. The new interface streamlines creator workflows with improved loading times, dedicated recents tabs, and Team Create status visibility. This foundational work enables faster iteration on safety features by modernising the technical infrastructure that supports millions of daily creators.
From 2019 to 2023, I designed across the full stack of Portal experiences — from first-touch onboarding to AI voice systems. I started as the Product Designer for Out-of-Box Experience, then moved into a lead role owning all Meta Assistant and voice interactions on device. I built the style guides and component libraries that shipped voice experiences across multiple verticals, and crafted multi-year strategies across social, utility, and privacy pillars.
Portal was a unique design challenge: a shared household device with two competing voice assistants, deep social graph integration, and a persona ("the smart houseguest") that required restraint as much as capability. I worked directly with Amazon to balance Meta Assistant and Alexa on a single platform, and shaped Portal TV as a distinct product category designed for the living room.
Designed the complete out-of-box experience for both Portal TV and Portal Touch (internally known as Portal Mini and Portal Go), transforming complex multi-step hardware setup into guided, approachable onboarding flows. Each device had a distinct interaction model — Portal TV lived in the living room, controlled by remote; Portal Touch was a handheld touchscreen device. The challenge was creating flows that felt native to each context while sharing a coherent setup language across the product family.
As Lead Product Designer for AI Assistant and Alexa on-device, I became the design authority for all voice interactions on Portal. My responsibility was threefold: leveraging the Assistant Design System, defining the nuanced intelligence of the conversational experience, and surfacing the social graph data that Facebook, WhatsApp, and Instagram provided.
Portal occupied a competitive position: smart speakers existed, but none with the depth of our social graph. The device persona was "the smart houseguest" — it doesn't interrupt, responds respectfully when spoken to, and is approachable rather than technical. Designing to that persona meant restraint: the assistant needed to feel present without being intrusive, and capable without being overwhelming.
I worked both vertically with the device Human Interface teams and horizontally as Portal's voice SME across the company's natural language strategy. The work covered the full interaction spectrum: natural language understanding, wake-word design, utterance routing, task success optimization, and the challenge of running two assistants — Meta Assistant and Amazon Alexa — on a single device without creating confusion about which handled what.
Designed the Reminders feature for Portal — a voice-first experience that let users set, manage, and receive reminders through Meta Assistant. The challenge was creating a system that felt lightweight and natural in a living-room context, where the interaction model differs significantly from mobile: no persistent home screen, no lock screen, and a shared-device dynamic with multiple household members.
The work spanned the full voice interaction loop, from utterance to confirmation to notification delivery. I collaborated with the Alexa team to ensure the experience worked consistently across both Meta Assistant and Amazon Alexa, including edge cases around disambiguation when multiple assistant platforms were active on the same device.
Typing on Portal is hard. The screen sits at a 105° tilt, the keyboard hadn't been meaningfully updated since 2018, and it was never designed for the surface. Community upvotes for voice-to-text were high enough that the feature appeared in users' top requests — and when typing is aversive, users avoid actions that require it: bugs go unreported, feedback goes unsent.
Three pain points defined the design challenge: inconsistent transcription accuracy, awkward error correction, and users feeling less in control the moment they activated voice input. These compounded — inaccuracy amplified the correction burden, and a clumsy correction flow erased whatever efficiency dictation was supposed to provide.
The key design decisions: an explicit education and consent flow before first use; a Keyboard Glowbar to make the active listening state unmistakable; mic button placement that required re-arranging existing keyboard keys; and a post-session feedback mechanism with opt-in transcription sharing to improve accuracy over time.
From 2015 to 2019, I designed enterprise mobility and wearable systems at Samsung Canada. My most significant work was Knox Configure for Wearables — the world's first enterprise MDM platform built specifically for Tizen wearables, enabling organizations like Disney, the FBI, ADT, and USPS to deploy and manage Galaxy Watch devices at scale.
A core design challenge was balancing enterprise control with personal ownership: ensuring users felt they were wearing their device, even within strict security and compliance requirements. I designed both the cloud-based admin console and the on-device interfaces for first- and second-generation Galaxy Watch. The patterns I established continue to underpin Samsung's wearables strategy.
15+ across Design, UXR, Engineering, PM, PMM, and TPM — spanning 5+ timezones and offices including Samsung HQ.
Galaxy Watch (on-device), Desktop admin console.
UI Design, Interaction Design, 0-to-1, Third-party Partnerships, Systems Thinking, Novel Devices, User Research & Accessibility Testing.
Walt Disney World, FBI, ADT, USPS.
I built this program because I saw a structural gap in how we develop junior talent. After mentoring four associate designers, a pattern emerged: the struggles weren't primarily about craft. They were about identity, imposter syndrome, rejection of self, a kind of functional freeze that came from not understanding the unwritten rules of how the org worked. That's an organizational design problem, not a personal one.
Junior designers at Roblox were experiencing a gap between their actual capability and their perceived capability. This surfaced as self-comparison, difficulty advocating for their own needs, and a tendency to measure their worth against a narrow, visually-biased definition of what a "good designer" looks like. The result was under-contribution from people who had real things to offer.
I structured the program around four pillars:
Connecting designers to the broader mission so their daily work feels legible within a larger whole.
Building confident self-assessment rather than comparison-driven anxiety about where they stood relative to peers.
Expanding what counts as a meaningful contribution beyond visible deliverables and shipping moments.
Giving designers language for their strengths without hierarchy or shame. Reframing "I'm bad at X" into "X isn't my primary archetype."
The Archetypes pillar was particularly significant. I co-designed and piloted the first workshop with my colleague Tabitha in August 2025. That shift in language consistently changed how designers talked about their own work.
Belonging isn't solved by inclusion alone. Designers also need to believe in their own capability, understand how their work fits into a larger whole, and receive recognition that reflects the full range of ways they contribute. When one of those is missing, the others don't compensate.
There's a specific kind of frustration that builds up on a product team over months. You know the interfaces that are slightly off. The flows that almost work. The patterns that never quite got resolved because a new sprint started and the team moved on. The design debt that accumulates silently behind the velocity of shipping.
At Roblox Studio, we decided to address it directly. Design Quality Week was a quarterly, week-long sprint dedicated entirely to quality improvement, not to shipping new features. The premise was simple: designers needed dedicated, protected time to step back and evaluate what we'd actually built.
Roblox Studio was suffering from what we internally called a "design comes later" pattern. Designers were being pulled into projects mid-stream, asked to improve implementations that had already been built rather than shaping them from the ground up. UX improvements were backlogged behind new feature work almost by definition, because roadmaps reward new functionality, not refinement.
The result was predictable: inconsistent interfaces, complicated interactions, and a product that was harder to use than it needed to be. None of these problems were catastrophic in isolation, but cumulatively they added up to an experience that fell short of what the team was capable of. Design Quality Week was the structural answer to a structural problem. Rather than hoping quality work would happen in the margins, we scheduled it.
The week ran Monday through Friday, with each day serving a specific purpose in a compressed design sprint cycle.
The whole arc — from problem identification to design work to user feedback to leadership buy-in — happened in five days.
One of the more substantive pieces of work that came out of this initiative was building a shared definition of done. This sounds procedural, but it was actually one of the more clarifying exercises the team did, because "done" meant different things to different people.
We landed on a quality matrix across five criteria: usability, performance, inclusivity, craft, and delight. Against those criteria, we defined five quality levels ranging from Prototype ("inspires belief that the product will be good with iteration") through to Polished ("product is crisp with few or no bugs, we are proud to show this work").
Having this framework made design reviews more productive. Instead of subjective debates about whether something was ready to ship, we had a shared vocabulary for where a design sat and what it would take to move it up a level. It also made it easier to have honest conversations about scope: sometimes the right answer was to ship at Shippable quality rather than hold for Polished, and the framework gave us language for that tradeoff instead of leaving it implicit.
We paired this with a pre-flight checklist that design was responsible for clearing before handoff: Does this meet business goals? Is the PRD current and design-aligned? Has it been validated by UXR? Are components approved by the Visual Systems team? Has the e2e been built out across all surfaces? These weren't new questions, but putting them on a checklist made accountability clearer.
Critiques were a regular part of Quality Week, but they also connected to a broader effort to strengthen design reviews as a practice. The structure we used was intentionally fast: everyone shares links, feedback is direct and specific, and changes happen before the session ends rather than getting queued for later.
Part of what made this work was the expectation that designs were explicitly work-in-progress. Crits fail when designers feel they need to present finished work, because the stakes of criticism feel too high. Framing the midweek share as a fast feedback session, not a review, lowered that threshold. People showed rougher work, got better feedback, and iterated faster.
Dedicated time is not optional. Quality work doesn't emerge from the edges of a sprint; it requires protected capacity. The week format forced the team to actually do the work rather than intend to do it.
Prioritization is the hard part. We had more quality issues than a week could address, which meant the Monday triaging session was genuinely important. Getting the stack-ranking right, and agreeing on it as a group, determined whether the week produced meaningful progress or scattered effort.
Connecting to engineering early matters. The Friday leads review wasn't just a presentation; it was a funding conversation. Building that conversation into the structure of the week meant teams left with either a commitment or a clear answer about next steps.
Squashing design debt requires someone to own it. Quality Week gave the team a recurring moment of collective ownership. Between those weeks, the pre-flight checklist and the definition of done kept quality visible as a daily practice rather than a quarterly event.
Design Quality Week was one part of a larger quality initiative the Studio design team ran through 2023 and beyond, which also included evolving our design review process, improving PRD quality, and building out a more complete A/B testing practice for validating design decisions.
What connected all of these was the same basic conviction: that design quality is a systems problem, not a talent problem. The team had the skills. What was missing were the structures that made quality work possible on a sustained basis. Quality Week was one of those structures.
It's not a perfect solution. Five days a quarter is a real investment, and there's always pressure from roadmap commitments. But it created something the team didn't have before: a predictable, recurring moment where quality was the only thing on the agenda.
Work that exists outside the job description.
Card Deck · 2024
For seven years, I had Lyme disease. During that time, I noticed something about the conversations that happen around chronic illness: they're not just hard — they're structurally broken. Healthy people, even well-meaning ones, don't have a framework for what sustained, invisible suffering looks like day to day. Caregivers go quiet because they're afraid to say the wrong thing. Patients go quiet because explaining feels exhausting, and the exhaustion is already a symptom.
More Spoons is a card deck. I built it to give both sides something to hold onto. It's not a script, but a companion for intentional conversation and unfolding. Open-ended prompts that meet people wherever they are.
Spoon theory is shorthand many people with chronic illness use to describe limited energy: you start each day with a finite number of spoons, and every activity costs one. By the time a patient has gotten dressed and eaten breakfast, they may already be running low. I wanted the name to carry that weight without requiring explanation. The challenge was making sure the deck didn't feel like it was just merchandising someone else's metaphor. The name references spoon theory; the deck doesn't depend on it. Someone who's never heard of it can still use the cards.
Seventy cards across seven categories: Community, Healing, Optimism, Fate, among others. Ten prompts each. The categories were chosen to cover different emotional registers, from gratitude and connection to harder questions about identity and acceptance, so there's something useful at different points in an illness journey, not just during a crisis.
Tone was the hardest thing to get right. Clinical language would have been alienating. Overly cheery, "you've got this" language would have felt condescending, maybe even cruel, to someone in real pain. I landed somewhere I'd call honest and gentle: prompts that take the experience seriously without dramatizing it.
Open-endedness required discipline. Every time a prompt leaned toward a specific answer, I cut it or rewrote it. The card isn't meant to tell you something. It's meant to give you a starting point for a conversation you might not have been able to start otherwise.
This talk is about what chronic Lyme disease taught me — and about why Lyme specifically demands a different kind of conversation than the one we are currently having.
Chronic Lyme is a circular problem. It does not move in a straight line from infection to treatment to recovery. It cycles: hope, relapse, misdiagnosis, the grinding work of convincing providers that something real is occurring. Inaccurate testing methods fail up to half the time. Even with a positive blood test, research shows nearly 80% of physicians remain skeptical of the patient in front of them. I felt it was necessary to say this out loud — publicly, on a stage — because most conversations about Lyme treat it like an acute illness with a clear endpoint. Chronic Lyme is not that. The gap between how the medical system imagines it and how patients actually live it causes its own damage, on top of the disease itself.
Remission did not restore who I was before I got sick. It gave me someone more deliberate.
I keep hearing the same worry from designers I work with, sometimes said plainly and sometimes only half-spoken. If a machine can generate a thousand layouts before lunch, what is left for me to do? If it can produce a finished image from a sentence, why spend years learning to see, to compose, to decide? The fear underneath is human. It is the fear of being made unnecessary and obsolete.
I want to take that fear seriously. Dismissing it would be dishonest. The tools really are powerful, and they are getting better quickly. But I have come to believe the fear rests on a misunderstanding of what a designer actually does. A designer is not a person who produces images. A designer is a person who decides which image should exist, and why, and for whom. That work has not been automated. If anything, it has become more valuable.
Generative tools are good at one thing in particular: producing many plausible options at low cost. This is useful. The blank page has always been the hardest part of the work, and these systems can fill it instantly with material to react to. You can explore a visual direction in an afternoon that once took a week. You can test ten typographic systems instead of defending your first guess. Used well, the tool widens the space of what you can consider.
What it cannot do is care. It does not know your stakeholder's unspoken anxiety about looking too corporate, stiff, or legal. It does not feel the small wrongness of a color that technically matches the brand but betrays the vibe. It has no taste (!), only an average of everyone else's. When it gives you a thousand options, every one of them is a remix of what already exists. The judgment about which option means something, and the courage to choose the one that is harder to defend but truer, comes from you, designer.
So the skill worth building is not the production of pictures. It is discernment. The designer who thrives in this period is the one who can look at a hundred generated directions and say, with reasons, "this one, not those." That ability does not come from the tool. It comes from a trained eye and a point of view. Those still take years — the "10,000 hours" to mastery.
A practical posture I suggest to my associates: treat these tools as collaborators for ideation, not as a replacement for thinking. Let them break your fixation on your first idea. Let them show you the obvious options quickly so you can move past them. Let them handle the variations and the tedious permutations that used to eat your hours. This is the empowerment that is genuinely on offer. You can now reach further than your own hands once allowed.
But notice the trap inside the convenience. When answers arrive instantly, the temptation is to keep accepting them, to let the speed of the tool set the pace of your judgment. You begin to choose from what you are shown rather than from what you can imagine. The machine offers a well-lit room full of existing ideas, and it is easy to forget that the most original work has always come from somewhere deeper — typically, the same place where we get strikingly good art from.
Original ideas rarely arrive on demand, and almost never under pressure. They tend to surface when you stop searching outward and turn inward, when you give a problem room to sit unsolved. This is not necessarily mysticism. It is how attention works. The mind connects distant things when it is not being rushed, and it needs unstructured time to do it.
The danger of fast tools is not that they make bad work. It is that they make the rushing feel productive. You can spend a whole day generating, selecting, refining, and never once sit with the problem long enough to hear what you actually think about it. The output piles up while the original thought never forms.
So I would ask you to protect the slow part of the work as deliberately as you adopt the fast part. Build the space the way you would build anything that matters. Before you open the tool, sit with the brief and let yourself be confused by it for a while. Take the walk. Meditate, if that word fits you, or simply allow yourself stretches of quiet with no screen and no prompt. The idea that is only yours, the one no average of the internet could have produced, comes from that interior place. The tool can extend an idea once you have it. It cannot give you the idea in the first place.
You are not being replaced. You are being asked to become more clearly what you already were: the person who decides what is worth making. The machine is a remarkable instrument, and you should learn it deeply and use it without guilt. But keep your hands on the two things it cannot supply: your judgment and your inner life. Let it expand your reach, and let your stillness supply the direction. Held that way, this is not the end of the designer. It is an invitation to design from a deeper place than the speed of the tools would otherwise allow.
Many of us experience work as a series of small emergencies. A deadline shifts, someone changes their mind, a cascade of consequences follows. Something fails during the crunchiest moment. The natural response is to match that urgency.
The most effective people I work with do not fight chaos. They don't subscribe to it, move through it without getting tangled, and don't get swept away. Something in them stays quiet even when everything around them is loud. They aren't passive or checked out. More specifically, they know what actually matters right now, and are consistently willing to let go of what doesn't. They ask: are we solving the right problem?
When you're genuinely grounded, you can tell the difference between noise and signal. The meeting that derails isn't derailing you. Your ability to make this distinction depends on whether you're centered or scattered. If you're scattered, everything feels equally important — which means nothing gets proper priority, and everything is queued with a layer of fear. If you're centered, the priority becomes obvious.
What does this look like in practice? Before responding to the next crisis, pause. Thirty seconds is enough. Feel your feet on the floor. Ask yourself what this moment actually needs — not what it appears to need. Most of the time the answer is simpler than the urgency suggests: an acknowledgement, a timeline, an opinion.
Teams sense whether you're panicked or clear. Groups with someone genuinely calm make better decisions faster. They don't waste time on performative urgency. This creates real space for thinking.
When I worked at Meta, we were slowly but surely outgrowing the "move fast and break things" mantra. As we matured and became more deliberate, we assessed risk much more carefully. We gave ourselves space to focus on polish, and create delightful experiences — not just what got the task done or fit the requirement.
The organizations that actually work aren't always the ones moving fastest. They're the ones where people can stay focused on what matters. That focus comes from individuals who refuse to let the chaos become their internal state. They hold a boundary with it. They let it exist without letting it take over.
This matters practically: when you're not exerting energy on agitation, you have energy for problems. When you're not executing under stress, you can actually think about solutions. When you're not reacting to surface turbulence, you can see the deeper patterns that create the turbulence in the first place.
In every company I've worked, ICs have thrown around a very familiar sentence: "Because [HIPPO] said so." The Hippo is the Highest Paid Person's Opinion — a senior leader with a vision who may not be executing alongside UXR, necessarily familiar with the tech debt, or speaking from a place of universal truth. Sometimes they're just riffing. But they hold power, and ICs interpret their ideation as prescriptive. When ICs follow leadership directions at face value without considering the why, simply out of fear of controversy, they make less deliberate decisions. What follows is a "fix it later" culture, cycling through Fast Follows indefinitely.
I think the next few years are going to require us human designers to practice this skill of stillness more than ever. Organizations are getting more complex, more distributed, more responsive to things no one controls. The old command-and-control approach is breaking down. What comes next won't be tidy. It will be something like organized adaptation — where individuals stay grounded enough to make good decisions moment by moment without needing permission for everything.
The people who will actually feel alive in that environment are the ones who've learned to be still inside it — not frozen. You can move decisively from a place of quiet. In fact, that's when your movement works best.
The chaos isn't going away. But your relationship to it can change. That change starts with deciding that your internal stability matters. It's not a luxury — it is a practical tool, and a daily practice. It's how you do the work that actually means something.
This framework gives designers and their managers a shared vocabulary for strengths-based career development. It supports individuals in identifying where they generate the most value, and helps managers have more specific conversations about growth.
Most designers lead with one or two archetypes. The goal is to understand your primary orientation.
We discussed: "What kind of creative identity do you lead with, and why does it matter?" We created a gallery walk where participants identified archetypes in their direct reports and thought through how to leverage their strengths. Additionally, a live practice conducting archetype-based 1:1 conversations. Participants left with a practical playbook and a shared vocabulary for use in performance conversations, hiring decisions, and ongoing development discussions. The session had 25+ managers/directors and earned all-time-high ratings.
Each archetype represents a distinct orientation toward design work. Designers are responsible for charting their own growth; managers are expected to understand each person's strengths and provide ongoing feedback. Growth paths should be flexible and acknowledge individual uniqueness.
This session was designed for the Roblox Creator and Engine UXDR teams in April 2024. The core argument: feedback isn't just a performance tool — it's the mechanism through which design culture stays honest, iterative, and high-quality. Without it, designers work in a vacuum and teams drift apart.
The session covered why we rely on feedback, what happens during a feedback exchange, and cultural considerations around giving and receiving it well.
Feedback is our mirror. Designing in isolation leaves us dependent on our own imagination to assess quality — which isn't enough. Feedback keeps us proactive, surfaces ideas and fixes we've overlooked, and motivates us to keep sharing work. It enforces trust: a positive feedback exchange signals to the giver that their perspective is valued, and opens the door for them to seek feedback in return.
Feedback lands somewhere along a spectrum. At one end: blurry feedback — too vague, too indirect, too focused on managing the other person's emotions. Downgrader language like "kind of," "sort of," "maybe." Hard to decipher, easy to ignore.
At the other end: harsh feedback — direct to the point of being inflammatory, micro-managey, amplifier language like "totally" and "completely." The relationship takes damage even if the feedback was accurate.
The sweet spot is middle-right: clear and concise, but not inflammatory. It names what happened, explains why it matters, and invites a response.
Start with a short question. It's a pacing tool — it lets the other person know feedback is coming, and gives the amygdala a moment to register context rather than threat. "Do you have 5 minutes to debrief?" or "I have some ideas — are you open to hearing them?"
Name exactly what you observed. Cut blur words — "you could be more proactive" becomes "I needed that email by noon." Specificity tells the person precisely what to increase or reduce, rather than leaving them guessing.
Explain how the behavior affected you or the work. "I was blocked" or "I understood the concept quicker" — impact is what transforms observation into something the other person can actually act on.
Wrap with a question: "How do you see it?" or "What are your thoughts?" This creates commitment rather than compliance — a joint problem-solving situation rather than a one-directional directive.
Stay present until the person is done. Don't design in Figma, side-chat in Slack, or multitask through the conversation. The behavior signals whether their input is actually valued.
Acknowledge what it takes for someone to give feedback in the first place — the courage required to initiate a potentially uncomfortable conversation. If it landed with emotional weight, ask yourself why.
Once the feedback has been implemented, tell them. If it was behavioral, set an agreed-upon check-in period so the giver can see whether their feedback was adopted. Closing the loop builds trust.
I was lucky enough to be managed by Justin Stahl during my first year at Meta. One of the core pieces of his philosophy: show care. Design with intention. Sweat the small stuff. Escalate what needs to be resolved. The user's attention is important. Treat it as such.
My approach is to orient towards work I already care about, picking projects intentionally, with discernment. It's not designing for design's sake. It's building what I believe should exist.
The work should stretch us. I'm not a designer for ease or work-life balance. I'm a designer for purpose, a systems thinker who can immediately locate the gap in the loop. Design is creating what doesn't exist: making something from nothing.
There are active discussions in the industry about burnout, about AI replacement. I believe if you genuinely love the problem you're solving, that love is the greatest protection against burnout there is.
After 12 years in design, I've reached a confidence around capital-D Design that I can approach just about any project. That's a privilege, and I take it seriously. It took me over a decade to get here, so I want to shorten the gap between novice and mastery in the people around me.
This is why I mentor. At Roblox I've had four mentees, all of whom have grown immensely in their craft, confidence, and conviction, working through imposter syndrome, cross-functional navigation, and managing up.