Catriona Shedd

I'm a design director who shapes how teams work together, make decisions, and build better products.

At Instacart, I oversee experience strategy across Fulfillment and Instacart for Business, spanning roughly ten product subteams. I lead a team of designers and partner closely with Product and Engineering leaders, staying involved in the work while helping teams make consequential product decisions.

… Designer Earlier work
2014–2018 Director of Product Design
2018–2020 Director of Product Design
2020–Present Director of Product Design

Selected work

Case study

Order Quality at Instacart

Order quality is one of Instacart’s most important company-wide outcomes, with many teams influencing whether customers receive what they ordered. I led the design direction across those efforts, helping teams work toward a cohesive end-to-end experience while advancing a major business priority.

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Case study

Leading design transformation with AI

As AI changes what’s possible in product development, I’ve been leading changes to how our design team works. That has included evolving our workflows and operating practices, and rethinking how we collaborate with Product and Engineering to make decisions and validate experiences earlier.

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From

Designers create representations of the intended experience

To

Designers shape, validate, and improve the experience itself

How the team is evolving from design canvases that primarily represent a proposed mobile experience toward prompt-driven prototyping, with a prompt card sitting above a stack of mobile design directions.

Case study

InVision Design Systems Manager

At InVision, I led design for 0-1 design systems products, defined an ambitious platform vision and guided a fundamental product pivot. I helped align the organization around that direction and led a distributed team in bringing the redesigned experience to market.

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How I lead

I want designers involved while a product direction can still change. I help them build the judgment to challenge assumptions and make hard decisions alongside their Product and Engineering partners. Staying close to the work lets me help turn those decisions into a real experience.

Creative partnership

I expect designers to challenge product strategy, and I expect Product and Engineering to push on design decisions too. The work gets better when everyone feels responsible for the experience and comfortable questioning an idea, regardless of where it came from.

Influence through the work

An early design can make a strategic question easier to discuss. I use exploration to open up the options, and research when we need evidence to move past competing opinions. Sometimes I need to push hard on a direction. Other times, I can help another designer lead the conversation.

Impact over output

Before we put a lot of design time into something, I want to be clear about the problem and what would tell us we're on the right track. I like ambitious ideas, and I want to test the parts we're least sure about before we commit to them.

Craft that holds up in the product

A strategy can sound convincing until you see it in a real interaction. I stay close to critique and validation because that's where we find out whether the details really work for someone using the product.

Helping people do their strongest work

I try to be specific about expectations and give feedback people can use. I also want designers to have the confidence to make calls themselves, without waiting for me to weigh in on everything.

Making the unclear parts of design work concrete

Some expectations sound clear until people have to apply them. When I see that happening, I try to give people something useful to work from, whether it's guidance on growing as a designer or knowing what to bring to a review. Several of these approaches started with my team and were shared more widely.

Developing designers

I wanted designers to have a clearer sense of what growth looked like in their actual work.

Career expectations

I wrote level-by-level guidance so designers could use our competency framework in conversations about growth, then kept it current as the framework changed.

Craft guidance

I put together a guide to what strong craft looks like in everyday design work and how expectations change as designers grow.

Influence framework

The framework outlines four ways to influence decisions, with guidance on when each is useful and a self-assessment for designers.

Improving how teams work

We needed reviews and project processes that people could use without guessing what was expected.

Reviews and deliverables

I made the purpose of each review clearer, including what designers should bring and which decisions the conversation needed to support.

Project playbooks

I wrote playbooks for strategic work, iterative projects and internal pitches so teams knew whom to involve along the way.

Design leadership feedback

I clarified when a project needed input from our Head of Design, and what kind of feedback would be useful at that point.

Strengthening the organization

A few things that helped my team turned out to be useful for other design leads, too.

Engagement analysis

I dug into survey trends and cross-functional benchmarks, then shared the approach with other design leads.

Team planning

I mapped upcoming work against the design experience each area needed, and used that to inform staffing decisions.

Calibration artifacts

For performance calibration, I paired examples of designers' work with specific evidence of impact. The format was later used more broadly.

About me

I’m based in New Hope, Pennsylvania, and graduated from Penn State University’s College of Information Sciences and Technology. My career has taken me across financial services, small-business software, design tools, and commerce, which has given me a pretty broad perspective on the kinds of problems design can help solve.

I’ve also experienced a wide range of company environments, including large public companies, an agency, a startup, and fast-growing pre-IPO businesses. I do my best work with people who are curious, willing to question familiar approaches, and genuinely working toward a shared goal across Design, Product, and Engineering.

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Catriona Shedd smiling in a dark green blouse
Aerial view of the Ledge and Tide house and shoreline in Deer Isle, Maine

Experience creation is what drives me, on and off the screen.

Over the past year, I've been designing and building Ledge & Tide, a vacation home on Deer Isle, Maine. I created the brand from scratch and redesigned the house from top to bottom to create a comfortable, authentic Maine experience rooted in its setting. From the website to the rooms and the smallest guest details, I've looked for ways to help visitors connect with what makes this part of the coast special.

It's been an opportunity to shape an experience people actually inhabit. The same thing draws me to digital product design: thinking through how the pieces work together and seeing how those choices feel to someone on the receiving end.

Visit Ledge & Tide