Case study

Structuring Figma before the team outgrew it

CompanyBMG Money
RoleProduct Designer
Timeframe2025—2026
TeamDesign (solo), Product, Engineering
DesignOpsFigma GovernanceDocumentationFintech

A fast-growing fintech with no design practice yet

BMG Money was shipping fast, but design didn't have an established practice to keep up with it. I was the only designer on the team, which meant every file, naming convention, and handoff pattern existed only in my head — fine while I was the only person who needed it, but a liability the moment anyone else had to open a file I'd made.

I wrote and structured a DesignOps guide from scratch to fix that, built around one guiding question:

"Would a new designer, going through onboarding, be able to understand the structure of our Figma setup without needing specific training?"

If the answer was no, the structure wasn't done yet.

Six principles for a Figma workspace anyone can read

The guide covers everything from how teams are structured down to how individual layers are named — because at a fast-moving company, the smallest inconsistency is the one that slows down a handoff.

01

Teams

Figma offers three team visibility types. The right structure depends on how designers, PMs, POs, and engineers need to access work.

OpenVisible company-wide; anyone can join without permission.
ClosedVisible, but joining requires permission from existing members.
SecretOnly the creator and invited editors can even see it.

Since our designers were each generally responsible for one product area, a single team was enough — organized into project folders rather than split across multiple teams.

Guiding rule: Jeff Bezos's "two-pizza rule" — if two pizzas wouldn't feed your team, it's time to split it into smaller ones.
02

Projects

Projects function like folders within a team. At BMG Money, organizing by the "surface" of the product — rather than by team or sprint — made the most sense, since projects map to major deliverables.

BMG Money Design System e-Commerce App
Frequently used projects can be pinned to the sidebar with the star icon, and moved between teams by drag-and-drop. One project worth always having: an Archived folder, so old and unused files don't clutter the active ones.
03

Files

It's tempting to keep an entire project in one file to centralize access — but that becomes overwhelming fast. The better approach: break files down by deliverable, following the story the Product Owner defined.

App App V1 Hand-off

Every file follows the same internal page structure, so anyone opening it — designer or not — knows where to look:

  • Overview: a summary of the task, delivery timeline, and relevant links.
  • Hand-off: the interfaces engineering will actually build from.
  • User Flows: the flowcharts describing how screens connect.
  • Playground: where I test ideas and keep benchmarks that won't ship.
  • Legacy: retired items, kept but no longer active.
  • Thumbnail: a standardized cover — project name, deliverable, description, and date.
04

Naming

Names should be descriptive but not overly long, and must always include both the project and the file name — so anyone can find what they need without opening five tabs to check.

AppApp V1
Design SystemWCAG Study
e-CommerceArchitecture and User Flows
05

Frames

Frames are named after the main interface and its state, so a flow reads top to bottom without guessing.

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Since stakeholders often view a file before every screen is finished, each frame also carries a stage tag:

In progress In review Blocked Done

Flows are separated by state with section dividers, and spacing between frames stays consistent throughout.

06

Layers

The only moment it's acceptable to leave layers unnamed is early ideation and wireframing. Past that, descriptive names are what let developers and stakeholders actually read the file. Names are written in English, to stay consistent with code and the Design System.

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Not just policy — hands-on practice

Beyond the written guide, I built practice exercises to reinforce two habits that are easy to explain but only really click with hands-on repetition:

Groups vs. Frames — when to group elements simply to move them together, versus when a frame's layout and resizing behavior is what the design actually needs.

Grids — layout grids for structuring a screen versus column grids for consistent spacing, and how to apply them without fighting the file's existing structure.

Results

−50%
End-to-end design-to-development cycle time dropped from roughly 2 months to 1 month after introducing these practices. Measured from my own task history in ClickUp, comparing average delivery time before and after — I was the only designer on the team, so this reflects my tracked cycle time, not a team-wide dashboard.

Want to see how this applies to your team?

Open to remote roles in fintech and healthtech — full-time or contract.