Designing in the Open: Our Team’s 30-Day Experiment
Our team worked in the open for 30 days. The feedback loop went from one sprint to one hour.
Last month, our design team tried something uncomfortable: we worked entirely in the open for 30 days. Every sketch, every wireframe, every half-baked idea — visible to the entire company in a shared Craft workspace. No more "big reveal" at the end of a sprint. No more polished presentations hiding three weeks of uncertainty.
The first week was rough. Designers felt exposed. Engineers started commenting on wireframes before they were "ready." A product manager flagged a usability issue on day two that we would not have caught until user testing. That last one should have been the clue that this was working, but it just felt like losing control.

Collaborative design review
By week three, something shifted. Engineers started sketching solutions in the same space. Product managers added context directly onto design frames instead of writing separate briefs. The feedback loop that used to take a full sprint cycle was happening in hours. Design reviews became collaborative working sessions instead of approval gates.
The biggest surprise was what happened to quality. I expected that showing unfinished work would lower the bar. Instead, it raised it — because feedback came earlier, when it was cheap to act on. We stopped polishing things that were headed in the wrong direction. The 30-day experiment is now just how we work.
Result: The feedback loop that used to take a full sprint cycle was happening in hours. Design reviews became collaborative working sessions.
Three rules that made it work: (1) No commenting on aesthetics in the first 48 hours — only structural feedback. (2) Every piece of feedback must include a suggestion, not just a critique. (3) The designer decides what to act on — open design is about input, not consensus.
We used a shared Craft workspace with one document per project. Daily notes captured decisions. Anyone could read; only the design team could edit.