Immortal-D, you could probably also benefit by learning to use minecarts; you can use them to quantum stockpile stone (or other objects), and you get the benefit that dwarves can use wheelbarrows to get the stone to the stockpile that feeds the minecart, so things will go much more quickly (and with no need to fiddle with dumping).
The long and short of it: create a stone stockpile that allows wheelbarrow use. Next to it, have your dorfs carve a single tile of track (to do this, first smooth the room and then designate two tiles of track to be carved; you may then un-designate one of the two). Finally b-(C)onstruct a track stop on the tile of track, set to dump in any direction except back into the stockpile you've designated.
Now that that's done, create a single-tile stone stockpile wherever you set the stop to dump, and create a (H)auling route that takes from your feeder stockpile and dumps when full, and that has a minecart.
It sounds like a lot, but once you learn the trick it's very handy. You can also use this as the basis for learning about minecarts in general, which are a cool feature.
Sounds like more than it needs to be. In particular, I struck out some superfluous stuff above:
a) no need to carve or build the track segment; just build the track stop, set to dump onto the quantum stockpile tile (*not* back onto the "feeder" stockpile).
b) it's the track stop, not the hauling route, that dumps anything in the minecart in the chosen direction, and (virtually?) immediately. Besides, we don't want stuff to linger indefinitely in limbo waiting until the minecart fills up.
c) the track stop does need to be orthogonally adjacent to the quantum stockpile tile so the minecart can dump directly onto it. There's no fundamental reason either must be near the "feeder" stockpile, but the further it is the more time dwarves will spend carrying stuff from there to the minecart; that includes walking across the feeder stockpile that we're automatically draining into the quantum pile, so for good speed don't make that more than a few tiles bigger than to accomodate its wheelbarrows.
Track would matter to *guide* the minecart to the next hauling route stop (without track a guided minecart would be *carried* to the next route stop; without any track, a minecart could be *pushed* or *ridden* away... or just sit there). Hauling route minecart fullness criteria are about when the minecart should be moved on to the next route stop.
A quantum stockpile needs neither... you want the minecart to sit right there and dump whatever it's got as soon as it gets it. The track stop implements the dumping behavior; the hauling route stop defines what gets loaded into the minecart, where it comes from, and that there's no reason for the minecart to leave.
Minecarts and their interface are a bit tricky to learn (the distinction between *track* stops and *route* stops, and how you often need one but not the other, caused me some confusion). Quantum stockpiles are one of the best applications, and a good way to begin.