Agent Skills: Design Critique

Critique UI/UX designs for clarity, hierarchy, interaction, accessibility, and craft. Use for design reviews, PR feedback on UI changes, evaluating mockups, checking if a component is ship-ready, or when honest feedback is needed on whether something meets a high bar.

UncategorizedID: petekp/claude-skills/design-critique

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skills/design-critique/SKILL.md

Skill Metadata

Name
design-critique
Description
Critique UI/UX designs for clarity, hierarchy, interaction, accessibility, and craft. Use for design reviews, PR feedback on UI changes, evaluating mockups, checking if a component is ship-ready, or when honest feedback is needed on whether something meets a high bar.

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

  1. Identify what you're critiquing - Screen, component, flow, or interaction
  2. Gather context - Platform, users, constraints (if available)
  3. Apply the lens - Clarity, hierarchy, interaction, accessibility, craft
  4. Prioritize issues - P0 (blocking) through P3 (polish)
  5. 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: