Handing over UI designs to developers is an exciting moment. Weeks of work are finally turning into real functionality. It might feel like the design part is done. But that’s exactly where many designers tend to underestimate what comes next.
“Hand over the designs and hope for the best” – that’s how I used to work. Until I realized: good design doesn’t end when it lands in the dev team’s hands. That’s when it really has to prove itself.
Handover Doesn’t Mean Hands Off
In my early projects, I’d pour my heart into Figma files. Everything was neatly labeled, consistent, annotated, ready to go. The devs got access, we had a proper handover meeting, and everything seemed buttoned up.
Then, two weeks later, the first build came in. And suddenly, I saw things I’d never designed: padding gone missing, colors slightly off, spacing that just didn’t align. Not because the devs didn’t know what they were doing. But because my handover was only part of the job.
The other part is the one that often gets overlooked: staying involved during implementation. That means being available post-handoff, noticing questions early, and helping shape decisions. Back then, I hadn’t factored any of that in.
Because design doesn’t stop once developers get the files. It evolves. And what the final product looks like depends not just on how well the design is translated into code, but also on how closely we collaborate during this phase, how effectively we clarify open questions, and whether decisions are made with users in mind.
Looking back, I didn’t realize how much could still happen after the handoff. I thought the design was clear – it was all there in Figma, after all. But in the development process, questions kept popping up that even a responsive prototype couldn’t answer:
What if a user enters a long name that breaks the layout?
What happens if they go offline mid-form submission?
How should errors display if they weren’t designed explicitly?
What do we show while API content is still loading?
These are just a few examples. Reality is often more complex. And all of it proves that implementation brings constant surprises. Most of them, I simply hadn’t anticipated. If I’m not around as a designer in those moments, the team starts guessing – which often leads to solutions that miss the mark. The result: unnecessary back-and-forth, misunderstandings, frustration – on both sides.
Now I design with more foresight. Not just in screens, but in variants and “what if” scenarios. I include system edge cases: errors, loading states, odd content. If a username suddenly has 45 characters or the connection drops, the answer shouldn’t be to make something up on the spot.
Depending on the project, I’ll set up a dedicated Figma section for edge cases and alternative states. If I don’t visualize something, I’ll document it with annotations or add it as a Jira ticket. Always with one goal: to help devs make confident decisions – even when things go wrong.
Learning #1: The Handover Starts Way Earlier Than You Think
For a handover to even run smoothly, one thing is crucial: developers are involved from day one. We talk early about concepts, technical feasibility, and reusable components. That shared understanding often sparks ideas that neither side would’ve had on their own.
I co-wrote an article with my colleague Oliver on how design and dev can collaborate more effectively – you can check it out here.
“A good handover isn’t a file or a single meeting. It’s a process.“
I stay involved:
I’m reachable when questions come up – ideally right where the team works, in Jira, GitLab or Slack.
I regularly check the development environment and compare it to the final design in Figma.
I do a final UI review before anything goes live.
For that review, I work directly in Figma. I compare what’s implemented with the design file, document differences in Jira, and clearly outline the current vs. expected state, including a link to the relevant Figma frame. I try to be specific: “Top margin is 1rem instead of 2rem” rather than “feels a bit off”. That not only saves time, it creates clarity.
Especially when juggling multiple projects, I’ve learned how important continuous involvement is. When my focus shifts to another project, I often return to find unexpected changes made because questions were left unanswered. That’s when improvisation takes over. Which reminds me, again and again, how crucial it is to stay present between official milestones.
It might sound like extra work – but it’s not. It saves time, prevents follow-up questions, avoids long discussions, and keeps clients from being surprised when the final product doesn’t match what they approved.
Learning #3: Documentation Is No Substitute for Communication
Figma can do a lot. But it doesn’t replace a real conversation. Comments, annotations, design systems – they help. But if devs don’t understand why something was designed a certain way, they’ll naturally go their own route.
That’s why I talk, explain, ask, and stay involved. Not as a designer defending their masterpiece, but as a project partner with the same goal as the devs: a clean, functional, beautiful product.
A design isn’t just explained visually – it’s defined by its impact. If devs understand that a button’s placement directly influences conversion or that an overly harsh error message might scare users off, they’ll make more thoughtful decisions. I try to share not just the how, but also the why.
I remember projects where we went through five rounds of feedback after the first dev build. That doesn’t happen as much anymore. Not because feedback isn’t needed – quite the opposite. It’s because I now make sure design and development are aligned from the start. That alignment saves a lot of fixes later on.
The earlier I catch issues, the less rework is needed. And with each project, devs get better at understanding what I care about – and I learn how to prep design files even more clearly.
Of course, new team members join, each with their own style and varying levels of experience with Figma. Which is exactly why it’s important not to just hand over and disappear. Staying involved post-handoff makes all the difference.
In Short
The handover is a baton pass. And how well the next runner performs depends on how I hand it over – and whether I keep running with them afterward.
What I want is fewer surprises when things don’t turn out as planned – and more genuine collaboration. No lonely designs off in their own world, but a shared journey. From the first pixel to the final commit.
Sophie Rauhut
Sophie works as a UX designer at Inspired Consulting. She supports and accompanies clients in the conception and realization of digital products. To keep the feedback loop short, she relies on clickable prototypes and prompt testing through user tests.
Inspired Consulting joins the Eplan Partner Network, strengthening its role in maritime and electrical engineering software. With the upcoming launch of the Engineering Data Hub, the company introduces a powerful platform for streamlined collaboration, data integrity, and seamless integration across engineering tools.
Um dir ein optimales Erlebnis zu bieten, verwenden wir Technologien wie Cookies, um Geräteinformationen zu speichern und/oder darauf zuzugreifen. Wenn du diesen Technologien zustimmst, können wir Daten wie das Surfverhalten oder eindeutige IDs auf dieser Website verarbeiten. Wenn du deine Zustimmung nicht erteilst oder zurückziehst, können bestimmte Merkmale und Funktionen beeinträchtigt werden.
Funktional Always active
Die technische Speicherung oder der Zugang ist unbedingt erforderlich für den rechtmäßigen Zweck, die Nutzung eines bestimmten Dienstes zu ermöglichen, der vom Teilnehmer oder Nutzer ausdrücklich gewünscht wird, oder für den alleinigen Zweck, die Übertragung einer Nachricht über ein elektronisches Kommunikationsnetz durchzuführen.
Vorlieben
Die technische Speicherung oder der Zugriff ist für den rechtmäßigen Zweck der Speicherung von Präferenzen erforderlich, die nicht vom Abonnenten oder Benutzer angefordert wurden.
Statistiken
Die technische Speicherung oder der Zugriff, der ausschließlich zu statistischen Zwecken erfolgt.Die technische Speicherung oder der Zugriff, der ausschließlich zu anonymen statistischen Zwecken verwendet wird. Ohne eine Vorladung, die freiwillige Zustimmung deines Internetdienstanbieters oder zusätzliche Aufzeichnungen von Dritten können die zu diesem Zweck gespeicherten oder abgerufenen Informationen allein in der Regel nicht dazu verwendet werden, dich zu identifizieren.
Marketing
Die technische Speicherung oder der Zugriff ist erforderlich, um Nutzerprofile zu erstellen, um Werbung zu versenden oder um den Nutzer auf einer Website oder über mehrere Websites hinweg zu ähnlichen Marketingzwecken zu verfolgen.