Leadership methods / Designer onboarding

Gamified designer onboarding: Build confidence in complex product teams

How I used progressive challenges to help new designers understand a growing portfolio, contribute early and see a path towards greater responsibility.

Explore my approach to design leadership
Written by

Ivan Pedai · UX Director / AI DesOps Lead

Article context

Adapted from my Medium article · 14 August 2019 · Read the original article

Make a complex product company learnable

Joining a product company means learning the people, the work and the product landscape at the same time. When that landscape spans twenty-plus products and five brands, onboarding needs a sequence a new designer can follow. The leadership responsibility is to help them understand the environment while beginning to contribute.

I described my gamified approach to designer onboarding in an article published on 14 August 2019. I borrowed the idea of progressive challenges from games: a companion, an achievable first task, increasing complexity and a view of the larger goal. This version connects that experience to mentorship and team development.

Give the new designer a welcome buddy

The first part of my approach was assigning a welcome buddy. Their role on the first day was deliberately focused on helping the designer feel comfortable with colleagues and the new environment. A coffee, an introduction and the informal context of the workplace could make the company easier to navigate.

That role gave the designer someone to approach while they were still learning names and relationships. The technical detail could arrive through the work that followed. The sequence recognised that becoming part of a team and learning its delivery practices both deserve attention.

Begin with a small task inside real work

I gave new designers a sequence of tasks suited to their skills and role. An early example was finalising an asset in another designer’s master file. Much of the asset was already prepared, so the task introduced the team’s documentation, grids and UX/UI patterns through a contribution they could complete.

The task made the standards tangible. Instead of encountering every rule at once, the designer could see how decisions appeared in an existing piece of work. A manageable first contribution gave them a starting point for understanding the process and discussing it with colleagues.

My original article described these tasks as typically taking about an hour. That timing suited the tasks I used; another team should set a pace that fits its new designer. The useful principle is to choose a first task whose complexity fits the person and the learning goal.

Increase the challenge as the context becomes familiar

After those first contributions, I introduced more challenging work: a medium-sized project, exposure to different areas of the business and preparing a master file with greater independence. Each step added context while building on something the designer had already encountered.

The progression mattered because the product structure was growing and complex. A new colleague needed a way to connect patterns, files, brands and projects into an understandable picture. The tasks provided that connection through participation.

In this approach, gamification is the structure of progress. The designer can see what they have learned and what they are ready to attempt next. That makes the sequence useful to the person mentoring them as well as to the person joining.

Show the larger challenge and the expectations around it

The final stage in my original account was introducing a challenge beyond the designer’s current ability, alongside the goals and projects ahead. I used the game metaphor of a boss fight to give that future responsibility a memorable shape. It showed where their development could lead.

This was also the point where I explained performance expectations and the evaluation process. The larger goal gave the designer a connection between early tasks, future responsibility and what the company needed from the team.

The original sequence described these stages across the first three days. For applying the idea in another context, I would fit the pace to the person’s experience and the complexity of the company. The progression is the transferable element. Readiness should determine the pace.

Connect onboarding to individual development

This experience fits my wider approach to design leadership and mentorship. I develop personal plans around each team member’s skills and needs. Onboarding provides the first opportunities to understand those needs and help the person connect their strengths to the team’s work.

For applying the approach, I would make the purpose of each task visible: the part of the product or process it introduces, the support available and what an accepted result looks like. These are additions I recommend when adapting the original sequence.

The business gains a clearer route for bringing people into its delivery practices. The individual gains a view of their progress and future contribution. These are the outcomes I design the approach to support; the original article does not provide a measured retention or productivity improvement.

Make the progression useful beyond the first days

My original Medium article on onboarding designers across 20+ products describes the game-inspired sequence in its 2019 setting. This adaptation keeps the practical elements and connects them to the leadership responsibilities of support, development and clear expectations.

The same interest in gamification appears in my creative team challenges and shared-learning practices. Those activities serve different purposes. In onboarding, the purpose is to give a new colleague an understandable path through the people, products and work they are joining.

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