Structure
Department

design

how it looks and how it feels — the standard every surface is held to

Holds the standard a surface is reviewed against: three to five principles a reviewer can hold a screen up to. Take it when more than one person or agent ships things people look at.

structure generate department design

Design — Mission

how it looks and how it feels — the standard every surface is held to.

Purpose. One paragraph. Say what design is accountable for here — the experience end to end, or the visual system, or both — and who holds the final call on a surface. If the answer is "we argue about it in the moment", write that down instead of a sentence nobody follows.

How work gets done here. Steering docs live at this root — the principles a surface is reviewed against. Repeatable how-tos in processes/; the system itself (tokens, components, the words on the buttons) accumulates in records/.

Also in the folder

Design Principlesdepartments/design/principles.md

Design Principles

What good looks like here, said so plainly that a reviewer can hold a screen against it. Three to five. Each has to be able to lose an argument it would be nice to win.

The principles. Numbered, one line each, with a sentence on what it costs. "Fewer states, honestly labeled" costs you the loading spinner that hides how slow the thing really is.

The register. How the product sounds: the words on buttons, what an error says, whether it apologizes. A product's voice is design, and it is the part that gets written by whoever is closest to the keyboard unless it is written here.

What a surface has to have before it ships. Empty, loading, error and too-much-content — the four states that are skipped and then found by a customer. Add the ones that bite in your product.

Who reviews, and against what. Name the person and the moment. A design review that happens after the build is a complaint.