
What is ALLO?
ALLO is the visual project room where the brief, the work, the feedback, and the decisions live together, so you stop rebuilding the same project for every audience.
You shouldn't have to rebuild the same work for every audience
Think about how a single piece of work travels in a real team. The brief lives in a doc. The references sit in a Drive folder. The mockups are in another tool. The feedback is scattered across chat and email. And every time a new person needs to weigh in, whether a teammate, a client, or an executive, someone rebuilds the whole story from scratch: a recap deck, a status email, a quick Loom to explain what the team already knows.
That rebuilding is the hidden cost. The work was never the bottleneck. Re-explaining it was.
ALLO removes that step. It keeps the brief, the references, the files, the feedback, and the decisions in one place the whole team can read, so the next person sees the actual work, in context, without anyone repackaging it first.
The short version
| Need | Start here |
|---|---|
| Pick work back up | Home |
| Give work owners, dates, and status | Project |
| See, discuss, and decide on material | Canvas |
| Recover something you cannot find | Check your workspace, then Search, Shared with me, and Trash before recreating it. |
Keep the real briefs, files, references, and comments on the canvas, not in a separate doc people have to chase later.
The card is the canvas
Most tools treat a project as a row with attachments hanging off it. You open the card and find links to the real work, which lives somewhere else.
ALLO inverts that. The card is the canvas. Open a project and you land inside the room where the brief, the references, the mockups, the comments, and the decisions actually sit, arranged spatially and scrollable top to bottom, the way the work really looks.
That single difference changes what a canvas is for. It isn't a whiteboard you photograph and abandon after the workshop. It's the working memory of the project: the place where messy inputs become direction, and where the reasoning behind a decision stays visible long after the meeting that produced it. Six months later, "why did we go this way?" has an answer you can scroll to, not a person you have to track down.
What changes when the work is the room
When the work and the conversation live in the same place, a whole category of friction quietly disappears. People stop asking:
- "Where's the latest version?" There's one room, and it's current.
- "What did we decide?" The decision is sitting next to the thing it's about.
- "Can someone summarize this for me?" The room already reads in 30 seconds, even to someone who wasn't there.
And it works the same way for everyone. The team, the client, and the executive look at the same canvas, with no translation layer and no separate "external version." Bring a reviewer in to view and comment without handing them the keys to the whole workspace (Roles and access covers exactly who sees what).
What ALLO is and isn't
ALLO is a visual workspace for creative, operational, and cross-functional teams whose work doesn't fit neatly into rows. It combines the freedom of a canvas with the structure of projects, OKRs, comments, files, permissions, and AI that works inside the canvas instead of in a separate chat box.
It helps to be just as clear about what ALLO is not:
| ALLO is not... | Because... |
|---|---|
| A replacement for Figma, Photoshop, or Premiere | You still create in those. ALLO is where the output gets reviewed, discussed, and decided, alongside them rather than instead of them. |
| A whiteboard that forgets everything after the session | The canvas is durable project memory, not a disposable workshop surface. |
| Just a prettier spreadsheet | The point is visual context, not rows. |
Teams that get the most from ALLO
ALLO is strongest when the work is visual, collaborative, and hard to compress into a ticket.
| Team | Why it fits |
|---|---|
| Design and creative teams | Moodboards, references, drafts, files, and client feedback stay in one readable room, right alongside Figma. |
| Brand and ecommerce teams | Many parallel campaigns, each with its concepts, assets, copy, and approvals in one place. |
| Product teams | Research, mockups, priorities, and handoff context live where the decision happens. |
| Game studios | Pre-production direction stays connected to production instead of dying in a forgotten board. |
| Leadership and operations | OKRs, progress, and project context connect instead of drifting into separate tools. |
Where the work lives
You don't need every area on day one. But knowing the map helps you pick the right path instead of duplicating work or losing a decision.
| Area | Go here when | What it is |
|---|---|---|
| Home | You're starting the day, reopening recent work, or checking mentions. | Your daily cockpit: recent work, today's items, mentions, activity, and People shortcuts. |
| Canvas | Work needs to be seen, arranged, marked up, discussed, or presented. | The visual room: images, files, notes, comments, decisions, live collaboration, and AI. |
| Projects | Work has owners, dates, status, or multiple steps. | The plan: tasks moving through the team, each able to open into a canvas. |
| Workspace | A company, team, or client group needs shared access. | The boundary for members, roles, and permissions. |
| All canvases | You remember the canvas but not where it lives. | A workspace-wide canvas browser with search, filters, and sorting. |
| Files | You remember a file name or need an attachment. | A directory for material attached to your work. |
| Shared with me | Someone sent you a canvas or project. | Everything shared directly with you, including unread items. |
| OKRs | The team needs objectives, key results, and check-ins. | Goals that link straight to the canvases delivering them. |
| Trash | Something was deleted and needs a recovery check. | A recovery area during the retention window. |
The simplest rule: when you're not sure where to go, open Home. When you know what you're looking for, go straight to the focused area.
How work moves through ALLO
A typical piece of work starts as context, becomes visual review, collects feedback, and turns into a decision.
- Open Home to see what needs attention.
- Use a project when the work needs owners, dates, or status.
- Create or open a canvas when people need to review material together.
- Add files, images, notes, and comments so the discussion stays attached to the work.
- Use comments and mentions when a specific person needs to respond.
- Link the work to a goal when it should tie back to a quarterly objective.
The flow is flexible. For a small team, Home and a handful of canvases are enough to start. Larger teams add projects, goals, teams, and permissions from day one.
A real example: a campaign review
A design team is preparing a launch.
| ALLO surface | What it holds |
|---|---|
| Project | Tasks, owner, dates, and status. |
| Canvas | Reference images, three competing copy options, the latest mockups, the brand guidelines as a file, and a column of open questions. |
| Mention | A direct call to the specific person needed in the exact comment, not a general thread. |
| Goal | The reason this campaign matters this quarter. |
When the client joins to review, they open the same canvas the team has been working in. No export, no recap deck.
Nothing had to be rebuilt for the client. The plan, the people, the visual work, and the decisions were already connected.
A first week that actually works
If you're rolling ALLO out to a team, resist the urge to build a perfect structure first. Start with real work:
- Confirm the workspace where the team should collaborate.
- Invite the core members who need ongoing access.
- Create one canvas for work the team already needs to review.
- Put real material on it, not sample content.
- Share it with the reviewers and ask for specific feedback with comments and mentions.
- Come back through Home the next day to pick up where you left off.
Add projects when the work needs owners and dates. Add teams when finding people starts to matter. Empty structures look tidy for about five minutes, then everyone ignores them.
When you can't find something
What you can see depends on the workspace you're in, your role, and how each item was shared. If a teammate can open something and you can't, it's almost always access, the wrong workspace, a removed share, or deleted work, in that order.
| Situation | Check this first |
|---|---|
| You can't find work you opened before | Confirm the workspace with Switch workspaces, then try Home and Search. |
| You were sent something but can't open it | Check Shared with me and ask the sender to review your access. |
| A canvas seems to be gone | Check Trash before recreating it. |
| You can't invite or manage people | Ask a workspace admin to review your role in Workspace members. |
One habit worth keeping: don't recreate important work until you've checked Switch workspaces, Search, Shared with me, and Trash. Recreating too early is how teams end up with two half-correct versions and one very tired reviewer.
Related articles
- Understand canvases
- Understand projects
- Understand Goals/OKRs
- Use Home
- All canvases overview
- Files overview
- Shared with me overview
- Members, guests, and external collaborators