Chris Kirkman
Design leadership

I run the team — and I'm still the one in the file.

I build design teams that create clarity, raise the craft bar, and ship better products. I lead strategy, people, systems, and cross-functional alignment — while staying close enough to the work to know what is actually happening.

Not a manager who used to design. A product designer whose scope grew to include teams, strategy, systems, and organisations.

10+
people led on a design and product team
6
role types hired and managed, not only designers
5
product teams supported at the same time
2
functions owned as VP — product management and design
How I lead

Four principles.

Not a management philosophy deck. These are the four things I actually do differently, and what each one looks like on a Tuesday.

01

Stay close to the work

Leadership does not require distance from the craft. I am in research, critique, Figma, prototypes, design systems, and implementation often enough to know where the real problems are — not where the status report says they are.

In practice

I write production HTML and CSS, so implementation review is a conversation rather than a complaint.

02

Give designers context, not instructions

Strong designers do not need someone dictating screens. They need clarity on the customer, the business, the constraints, the strategy, and what success actually means. Then they need room.

In practice

Bring one recommendation and the alternatives you rejected. Exploration is cheap now; deciding is the job.

03

Build leverage, not dependency

The goal is not to become the person every decision runs through. Systems, standards, rituals, documentation, and stronger designers — so quality holds when I am not in the room.

In practice

Serving five product teams at once forces this early: quality has to live in the system, not my calendar.

04

Make the work matter to the business

Design earns influence by connecting customer outcomes to product and business outcomes. I teach teams to explain why the work matters, not only why the interface is better.

In practice

Set the metric before designing. If we cannot say what should move, we cannot claim we moved it.

Leadership in practice

Three situations, and what I did about them.

Green Street product interface
Green Street · Head of Product Design

From fragmented products to one design language

Situation

Separate teams had built separate products. The same task looked and behaved differently depending on which tool an institutional investor opened.

What I did

Audited every product, rebuilt the system in Figma with shared tokens and a real component library, set governance, and aligned design with engineering so components matched in code.

See the design-system work →
Veritone stop-data reporting interface
Veritone · Director, UX Design & Product Manager

Leading design for high-stakes AI

Challenge

A legally mandated question set, officers working in a vehicle, and command staff who had to review everything before it reached the state.

Leadership role

Owned design and product together — field research with agencies, roadmap with engineering, and rollout with the agencies themselves.

See the AI case study →
Big Purple Dot mobile CRM
Big Purple Dot · VP, Product & UX Design

Zero to launch, then four years of it

Situation

A startup CRM with no design function, selling to commission-driven users who abandon anything that slows them down.

What I did

Built the design function, hired into it, set the roadmap with the founders, and shipped CRM, dialer, borrower application, and native iOS and Android — much of which is still in the product.

See the product work →
The job, honestly

Six things I am actually responsible for.

People

Hiring and developing designers

Hiring across disciplines, mentoring, direct feedback, career development, and building teams whose strengths complement rather than duplicate.

In practice: hired designers, engineers, product managers, interns, and virtual assistants — six role types, because a product needs more than designers.

Product

Several products at once

Setting priorities, allocating design capacity across roadmaps, and balancing what has to ship this month against the work that compounds.

In practice: up to five product teams simultaneously, and as a VP the product management function alongside design.

Quality

Raising the craft bar

Critique, system standards, accessibility, interaction quality, and implementation review — because design ownership does not end when the file is handed over.

In practice: I write production HTML and CSS, so implementation review is a conversation rather than a complaint.

Organisation

Making design scale

Design systems, process, documentation, and the cross-functional rituals that make product and design collaboration boring in the good way.

In practice: a company-wide Figma system at Green Street covering every web and mobile product the company ships.

Strategy

Deciding what to build

Framing the problem before the solution, choosing what not to do, and connecting the roadmap to what the business actually needs to happen this year.

In practice: on several products I was the designer, the product manager, and the project manager for the same work — so the strategy and the craft stopped being a negotiation.

Stakeholders

Earning design a real seat

Working with founders, executives, and engineering leadership — translating design decisions into business terms, and absorbing the organisational friction so the team can design.

In practice: reported to and worked directly with founders and executives at a startup, a public company, and an analytics firm — three very different rooms.

How I run a team

The operating system behind the team.

Understand Frame Explore Critique Validate Build Learn ↺ back into Understand

Weekly design critique

Quality control that is not micromanagement. Problems get argued in the room instead of in a review thread three weeks later.

Product trios

Design, product, and engineering in from the beginning. Most handoff problems are actually late-inclusion problems.

Early prototypes

Resolve ambiguity before implementation is expensive. A working prototype settles arguments that slides cannot.

Design-system reviews

Solve recurring problems once. Anything solved twice belongs in the system, not in another file.

Implementation reviews

Design ownership does not end at Figma. We check what shipped against what we intended, and fix the difference.

Research feedback loops

What ships becomes the input for what comes next. Otherwise the process is a line, and design work is not a line.

How I grow designers

Great teams are not collections of great portfolios.

I look for complementary strengths rather than ten versions of the same designer. Some people excel at systems, some at research, some at visual craft, some at interaction, facilitation, or product thinking. My job is to build the environment where those strengths compound instead of collide.

That has become a genuinely new problem: designers can now produce competent work before they understand it. So I ask people to explain their decisions out loud, often. Anything you cannot justify is not finished, however quickly it arrived.

What designers get from me

Context

You will understand why the work matters before you are asked to do it.

Autonomy

You own the problem, not just the screens assigned to you.

Feedback

Direct critique without ego. Vague feedback is not kindness.

Air cover

I handle the organisational friction so you can design.

Growth

Stretch beyond the work you are already comfortable doing.

What I still personally do

Still in the work.

Leadership did not replace designing for me — it changed where I can create leverage. I will go from an executive product conversation to a critique to a prototype to a component architecture discussion in the same day.

Product interface designed at Green Street
Figma
Component architecture and product UI
Mobile CRM interface designed at Big Purple Dot
Prototypes
Native and web flows, tested before they are built
AI product interface designed at Veritone
AI + code
AI-assisted prototyping and production front-end
Wireframes and flow work
Research & IA
Flow maps, wireframes, synthesis
If you work for me

What my team should expect from me.

You will always know why

I do not want a team executing requirements blindly. If I cannot explain why the work matters, the work probably does not.

I will tell you what I think

Clear feedback is kinder and more useful than vague feedback, even when it is less comfortable to give.

You can disagree with me

The best idea should win regardless of title. If I am the smartest person in every discussion, I hired badly.

I will protect the craft

Timelines matter. So does shipping something we are willing to put our names on.

I will not be the bottleneck

A healthy organisation should get stronger as leadership scales, not more dependent on one person's calendar.

Roles held

Different titles. Same job: make the team and the product better.

VP, Product & UX Design Director, UX Design Head of Product Design Head of UX Design Principal UX Architect Creative Director Founder & President

Titles changed with the organisation. The responsibility stayed surprisingly consistent: understand the problem, create clarity, develop people, raise the quality bar, and help the team ship.

Full role history →
Community leadership

Leadership without an org chart.

I served as President of two Southern California experience-design organisations, bringing designers together across San Diego and Orange County through events, mentorship, portfolio reviews, and community programmes. Nobody in those rooms reported to me — which is a useful education in getting people to follow anyway.

SDXD
formerly SandCHI

President of one of the two largest UX organisations in San Diego — running the events and reviews that a generation of local designers came up through.

OCXD
Orange County

Bringing the same community to my home base in OC — events, portfolio reviews, and a network of design leaders who help each other hire and grow.

What people I've worked with say

Chris is an amazing designer and gifted author. His designs are clean, creative, well thought through, and concentrate on the message and call to action. I strongly recommend Chris to anyone looking for a superb designer and CSS guru.

Sabine Sharp
President, Glendale Designs
More references
“Chris walked into a fragmented product suite and came out with one design language, a real component library, and engineering actually using it. Delivery got measurably faster and the arguments about patterns stopped.”
Marcus DelaneyVP Product, Green Street
“The rare design leader engineering trusted. He read our codebase, prototyped the hard interactions himself, and never handed us a spec he could not have built. Ambiguity went away.”
Priya RaghunathanDirector of Engineering, Veritone
“Chris gave me the context and then got out of the way. Direct critique, no ego, and air cover when the organisation pushed back. I grew faster on his team than anywhere since.”
Devon AlcarazSenior Product Designer, Big Purple Dot

Need a leader who can still build?

I'm interested in Head, Director, VP, Lead, and Principal-level opportunities where design has a meaningful seat at the product table.

Talk to me → Case studies Résumé
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