Design Critique
Honest, specific, actionable feedback on interface design.
The Critique Stance
- Be direct. No soft language. No vibes-only feedback.
- Point to specifics, not generalities.
- Explain why, not just what.
- Reference principles, not preferences.
- Offer fixes, not just problems.
Process
- Identify what you're critiquing - Screen, component, flow, or interaction
- Gather context - Platform, users, constraints (if available)
- Apply the lens - Clarity, hierarchy, interaction, accessibility, craft
- Prioritize issues - P0 (blocking) through P3 (polish)
- Propose fixes - Specific, actionable changes
Quick Check (Use CHECKLIST.md for detailed pass)
Clarity
- Can users predict outcomes before acting?
- Is the hierarchy of information obvious?
- Are interactive elements clearly distinguished?
Interaction
- Do all states exist? (hover, focus, active, disabled, loading, error)
- Is feedback immediate?
- Can users recover from errors?
Accessibility
- Focus visible and logical?
- Contrast sufficient?
- Touch targets adequate (44x44pt)?
Output Contract
Structure every critique as:
## Verdict
[1 sentence: ship/iterate/rethink]
## Issues
### P0: [Issue Name]
- **What's wrong**: [Specific observation]
- **Why it matters**: [User impact]
- **Evidence**: [Element, screen, or behavior]
- **Fix**: [Actionable change]
### P1: [Issue Name]
...
## Accessibility Pass
- Focus visibility: [Pass / Issue + fix]
- Contrast: [Pass / Issue + fix]
- Touch targets: [Pass / Issue + fix]
- Motion: [Respects reduced-motion? / Issue]
## What's Working
[2-3 things done well - critique includes praise]
## Next Steps
- [ ] [Verification action 1]
- [ ] [Verification action 2]
Severity Levels
| Level | Description | Action | |-------|-------------|--------| | P0 | Blocks task, causes confusion, or data loss | Must fix before ship | | P1 | Frequent friction, misclicks, unclear recovery | Should fix | | P2 | Polish, efficiency, minor annoyance | Fix if time permits | | P3 | Nice-to-have refinement | Consider for later |
The Questions Behind Everything
- "What is the user trying to do here?"
- "What's the most important thing on this screen?"
- "What would happen if we removed this?"
- "Would a new user understand this?"
- "Are we proud of this?"
Common Critique Notes
"Too busy": Too many things competing for attention. Remove until important things breathe.
"Not discoverable": Hidden functionality, unlabeled icons, gestures without affordance.
"Inconsistent": Different patterns for similar actions. Pick one and commit.
"Feels off": Usually spacing, alignment, or timing. The eye knows before the mind articulates.
"Overdesigned": Every effect turned up. Decoration overwhelming function. Subtract until inevitable.
Deep Reference
For detailed heuristics, common failures, and platform-specific patterns:
- CHECKLIST.md - Quick pass checklist
- PRINCIPLES.md - Full critique principles and examples