Owned seller-side tools: inventory management, structured data, and Etsy's first design system.
Sat embedded in a single squad, ran her own user research biweekly, and co-decided product direction
alongside a PM. Now Staff at Shopify. Source: Spaces/Lovers Magazine interview + jessicaharllee.com.
"Most days, I'm prepping for or conducting research with Etsy buyers or sellers, prepping for an A/B experiment, or reflecting on new information and figuring out where to go next."
How she splits her week (self-reported, research-heavy sprint)
Conducting / prepping user research30 %
Design exploration & iteration25 %
Experiment scoping with engineers20 %
PM syncs & hypothesis review15 %
Design system & critique10 %
Reconstructed typical day (research week)
6:30 AM
Gym / personal training 30 min daily. Deliberately offline. "Working out is how I relieve stress."
9:00
Slack triage + team standup 15 min. "Email/Slack before standup so I don't surface noise in the meeting."
10:00
User research session Interviewing an Etsy seller or buyer. Ran these every other week herself. Tests new ideas, usability, or existing features. "Designers and PMs are empowered to run research directly that was new for Etsy at the time."
12:00
PM debrief hypothesis review "The PM and I reflect on what we learned and decide whether hypotheses were validated and how to proceed." Not a status meeting an actual decision conversation.
2:00 PM
Experiment scoping with engineers Translating research insight into an A/B test: write the experiment spec, define scope, agree on QA criteria. Outputs a testable hypothesis, not just a design.
4:00
Protected design work block Actual Figma time. Kept in the afternoon when collaboration pressure drops. Works on the open design problem alongside the live experiment.
Typical artifacts she produces
Research synthesis docA/B experiment specUsability test planDesign system componentsHypothesis → outcome write-up
Interview angle
This account is your template for "how do you balance research and design?" Answer it as a pipeline —
not parallel tracks. Research → hypothesis → experiment spec → design → A/B validate.
The fact that you run research yourself (not wait for a researcher) is a strong Staff-level signal at companies without dedicated research.
Shane publicly documented his full time model in "The Staff Designer" on Medium. Most notable:
he actively measures how he spends time across four quadrants and rebalances every 3–6 months.
His #1 superpower is vision & strategy "the thing that most needs to happen before a team can execute."
"I look at my role through the lens of four quadrants. This helps me compartmentalize my efforts over 3–6 months and ensure I'm not over-indexing on one aspect of my role."
Shane's 4-Quadrant model (self-reported, reviewed every 3–6 months)
Vision & strategy (his superpower)~35 %
Design craft & execution~25 %
People & culture (orchestrating with design managers)~25 %
Advocacy cultivating Director-level visibility~15 %
Shane's typical week rhythm
Mon–Tue
Vision & strategy work Facilitates design sprints for north-star direction. Partners directly with Product Director (not just their team PM). Output: a shared vision artefact that pre-aligns teams before execution starts.
Wed AM
Design craft block Protected deep-work for actual design exploration. Prototyping, divergent concepts, critique prep. "I can't set vision if I've lost craft fluency."
Wed PM
People & culture activities Not managing. Orchestrating: working with design managers on team health, onboarding rituals, career conversations for seniors targeting Staff. "25% of my time looks like management but isn't."
Thu
Advocacy & visibility Intentional Director-level relationship building. Writes strategy docs, presents work upward, builds political capital for design. "Without formal authority, visibility IS your lever."
Every 3–6 mo.
Quadrant self-audit Reviews actual time allocation vs. intended. Explicitly guards against over-indexing on craft when strategy is the higher-leverage activity.
Typical artifacts
North-star vision docDesign sprint facilitation deckStrategy brief for DirectorsOnboarding ritual docQuadrant time audit (personal)
Interview angle
Borrow Shane's 4-quadrant framing directly when asked "how do you think about your time?"
Name your four buckets. Say you actively rebalance. The act of auditing your own time allocation
is itself a Principal-level behaviour most designers below Staff don't do it.
Noah published Figma's exact team process including named meeting times, cadences, and rituals.
While VP (not IC), his documented process reveals exactly how a senior design leader at a product-design company
structures critique, collaboration, and team culture week-to-week directly applicable to Principal IC.
Source: figma.com/blog "How our product design team works" (2020, still referenced widely).
"Critiques are intentionally different from formal product reviews. They're designed to leverage the collective skills of the design team to unblock designers, elevate quality, and share context. They should be fun something designers look forward to."
Documented meeting cadences (exact times published)
Mon 30 min
Weekly team kickoff 4-part ritual: (1) weekend update 5–10 min, (2) highlights from prior week 5 min (look back at calendar), (3) focus for this week 5 min, (4) shoutouts 5 min. "Starts the week on a positive note and reminds us we're all in this together."
Wed 9:30–10:30 AM PT
Design critique Session 1 (Europe-friendly) Reviews 2 topics at 30 min each. Not for major product decisions or roadmap. Purpose: unblock designers, elevate quality, share context. Optional attendance async feedback is equally valid.
Fri 2:00–3:00 PM PT
Design critique Session 2 (US-friendly) Same format. Two critiques per week ensures no project waits more than 3 days to get team eyes. "We want critiques to feel motivating, not intimidating."
Rotating
1:1s with all 10 designers Regular direct-report 1:1s. At Principal IC level this maps to informal mentoring / skip-level investment in design talent.
Ad hoc
Product reviews & strategy Separate from critique. These are roadmap-level: determining what gets built and why design should lead it.
Team rituals Noah owns
Weekly kickoff deck (Notion)Critique calendar (2× / wk)Async feedback threadHighlights archiveShoutout ritual
Interview angle
The critique format detail is gold for "how do you raise design quality across teams?"
Describe the exact structure: 2 topics × 30 min, optional attendance, async feedback valid.
Show you've thought about making critique psychologically safe ("motivating, not intimidating")
that framing signals Principal-level craft stewardship.
GitLab's fully public handbook defines what a Principal Designer literally does, word for word.
Critically: Principals are not embedded in a squad. They float assigned wherever complexity is highest.
This means their week has no fixed standup, no fixed team structured around problem assignment, not team membership.
"A Principal Product Designer is assigned to projects based on their skills and business needs. This flexibility enables us to create broader impact and handle the most complex problems."
Time split (inferred from handbook responsibilities)
Complex problem ownership (scoped per-assignment)~35 %
Research: competitor evals, usability, formative~25 %
Strategic deliverables (problem → product outcome)~20 %
Ownership culture & async mentoring~12 %
End-to-end product knowledge maintenance~8 %
Typical week (no fixed squad = no fixed standup)
Mon
New problem assignment + context ramp Reads prior research, PM brief, customer data. No squad to anchor to. Spends first day orienting before designing anything. Speed of orientation is a key Principal competency.
Tue–Wed
Competitive & formative research "Conduct competitor evaluations, usability studies, and formative evaluations" (verbatim from handbook). Synthesises into a written brief. The brief is the deliverable before any wireframe.
Wed PM
Research opportunity identification "Identify research opportunities" (verbatim). Actively spots gaps in what the broader team knows not just executing assigned research. This is proactive, not reactive.
Thu
Strategic output creation "Define strategic outputs that connect vision to product outcomes." Often shapes the problem statement itself with PM before any solution work. Co-validation of the right problem.
Fri
Async mentoring + ownership culture Reviews other designers' work async, leaves contextual Figma/Notion comments. "Fostering a culture of ownership of personal performance" across the org without managing.
Typical artifacts
Research briefCompetitive evaluationProblem statement docStrategic output (connects vision → outcome)Async critique comments
Interview angle
For "how do you handle ambiguity?" use this pattern: describe how you ramp into unknown territory fast
(research first, read everything, interview stakeholders) then shape the problem statement.
Speed of orientation + quality of problem framing is the specific skill. Being parachuted in and delivering
faster than anyone expected is the Principal superpower.
Synthesized from: Amazon AWS job descriptions, Google/Meta designer hiring signals, Glassdoor
Principal UX interview reports (2024), and multiple FAANG designer public accounts.
At this scale, principals contend with org politics, enormous design systems, and research infrastructure.
Hands-on canvas work drops sharply; influence and strategy dominate.
Approximate weekly split at FAANG scale
Stakeholder management + alignment sessions~30 %
Strategy, vision, roadmap influence~25 %
Research synthesis → strategic framing~20 %
Design systems governance~15 %
Hands-on design (hardest problems only)~10 %
Representative week (big-tech scale)
Mon
Org-level design review Attends or facilitates review across 3–4 product areas. Role: sets direction and quality bar. Delegates execution-level feedback to Staff designers. "My job is to make sure the right questions are being asked, not to redline the components."
Tue AM
Director-level product strategy sessions Peer-level conversation with Product and Engineering Directors. Advocates for design priorities in OKR / roadmap process. Brings data + user insight to justify design investment. Not a presenter a co-decider.
Tue PM
Research synthesis block Reviews qual/quant data. Outputs a "design brief" or opportunity frame a strategic document, not wireframes. The artefact might be a 2-pager: problem scope + design opportunity + success signal.
Wed
1:1s + coaching (Staff + Senior designers) Not managing. Coaching on craft, influence, and career navigation. "The highest-leverage hour of my week. One good conversation can unblock someone for a month."
Thu
Design systems governance Reviews proposals, resolves pattern conflicts stuck for weeks, sets canonical component decisions. Creates clarity at org scale. "If the design system has a principled decision-maker, every team moves faster."
Fri (protected)
Deep design work The ~10% hands-on time. Reserved for the highest-ambiguity problem of the moment. Solo exploration or north-star prototypes. "Friday is the only day I'm not optimizing for other people."
Typical artifacts at this level
Opportunity brief (2-pager)Design system decision docOKR design input memoNorth-star prototype (Fri)Stakeholder alignment doc
Interview angle
The key signal here: canvas time drops to ~10%. When asked "what does a typical week look like?"
at a FAANG interview, lead with stakeholder management and strategy, then mention hands-on design as
the protected slice. That ratio signal and your self-awareness about it is what they're testing for.
Synthesized from Rosenfeld 2024 panel, Shane Allen, Jessica Harllee's early Etsy account, and
BuzzFeed's published design roles. The first Staff+ IC hire at a scaling startup carries a triple mandate
simultaneously: do hard design work, build the system, and define what "Staff" means at this company.
High autonomy, high ambiguity, higher craft% than big tech.
"The difference between director and principal often lies in whether you're inspired more by leading people or focused on outputs and craft."
Time split (Series B/C, team of 4–8 designers)
Hands-on design craft (still highest-leverage IC)~35 %
Design system building (from near-zero)~25 %
Vision & product strategy (cross-company)~20 %
IC role definition & culture-building~12 %
Informal mentoring of junior/mid designers~8 %
Typical week: first Staff IC at a scaling startup
Mon
Design system triage + component decision Identifies a pattern diverging across 3+ squads. Designs canonical component, writes rationale, socialises with engineers. Infrastructure-as-craft: the output is reusable, not single-use.
Tue
Strategy doc writing for leadership May be a 1-pager: "Why design needs a senior IC track" or "Why we should invest in design system v1 now." "Advocating for your role involves clear problem statements, competitive research, and trial experiments." Rosenfeld 2024
Wed
Deep design work on hardest current problem More actual Figma time than big tech. This is the core value at startup scale: the Staff IC delivers the best design in the building on the most important problem.
Thu
Cross-functional absorption day Attends product planning, eng design review, customer success sync. Acts as information hub for design across the company. "At this scale, context is your most valuable resource and the Staff IC holds the most of it."
Fri
Informal critique + mentoring Craft-focused 1:1s with juniors and mids. Not performance review "what's the better approach to this problem?" Builds a team that grows toward Staff without explicit management.
Typical artifacts
Canonical component + rationaleIC track proposal (1-pager)Design system v1Cross-functional context docCritique session notes
Interview angle
At Series B/C interviews, emphasise the triple mandate: you're doing craft + systems + strategy simultaneously,
not sequentially. That's a startup-specific Staff muscle. They want someone who can do the work
and leave the org better not just execute at high quality.