design-critique · git:20260303.00c2750 · 2026-03-03 · sha256 5592740ea8ae73b1
design-critique git:20260303.00c2750A
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--- name: design-critique description: > Critique a design for usability, hierarchy, and accessibility. Use when the user says "critique this design", "review this screen", "what's wrong with this UI", "design feedback", "UX review", "how can I improve this", "review my mockup", "is this good UX", or shares a design and wants structured feedback - even if they don't explicitly say "design critique". --- ## Overview Based on **"The Design of Everyday Things"** by Don Norman. Norman's framework: good design makes the right action obvious and the wrong action difficult. Bad design forces users to think when they should act. A critique is not about aesthetics - it's about whether the design communicates correctly: what can I do here, how do I do it, and did it work? Norman's three key concepts: - **Affordances** - what actions does the design suggest are possible? - **Signifiers** - what cues communicate where and how to act? - **Feedback** - does the system communicate the result of every action? ## Workflow ### Step 1: Define the user goal Before critiquing, state: what is the user trying to accomplish on this screen? Critiques without a user goal produce aesthetic feedback, not usability feedback. ### Step 2: Check affordances and signifiers Walk through every interactive element: - Is it obvious this is clickable/tappable/draggable? - Does the visual design suggest the correct interaction? - Are buttons distinguishable from static content? - Does the hierarchy direct attention to the primary action? Norman: "If it requires a label, the design has failed." ### Step 3: Check feedback For every action a user can take: - Is there immediate visual feedback that the action registered? - Are loading states communicated? - Are success and error states clearly differentiated? - Does error feedback tell the user what to do next, not just what went wrong? ### Step 4: Apply Nielsen's 10 Heuristics Scan the design against each heuristic: 1. **Visibility of system status** - does the user always know what's happening? 2. **Match with real world** - does language and metaphor match user expectations? 3. **User control and freedom** - can users undo, escape, or cancel? 4. **Consistency and standards** - does it follow platform conventions? 5. **Error prevention** - does the design prevent mistakes before they happen? 6. **Recognition over recall** - are options visible, not memorized? 7. **Flexibility and efficiency** - does it serve both novice and expert users? 8. **Aesthetic and minimalist design** - is every element earning its place? 9. **Help users recognize, diagnose, recover from errors** - are errors human-readable? 10. **Help and documentation** - is help available when needed? ### Step 5: Check accessibility - Color contrast ratio >= 4.5:1 for normal text, 3:1 for large text (WCAG AA) - Interactive targets >= 44x44px (mobile), >= 24x24px (desktop) - No information conveyed by color alone - Focus states visible for keyboard navigation ### Step 6: Write the critique Structure as: - **Works well** - what the design gets right (always include this) - **Critical issues** - prevents task completion, must fix - **Usability issues** - adds friction, should fix - **Polish** - optional improvements For each issue: describe the problem, explain the impact, suggest a solution. ## Anti-Patterns **1. Aesthetic critique instead of usability critique** Bad: "The blue is too dark. I'd try a lighter shade." Good: "The CTA button doesn't have enough contrast against the background. Users with low vision may not see it as actionable. Test with contrast ratio >= 4.5:1." **2. Critique without knowing the user goal** Bad: Generic feedback about layout without understanding what the user is trying to do. Good: "Given that the primary goal is checkout completion, the payment form should be the dominant element. Currently the promotional banner competes with it." **3. No positive feedback** Bad: Only problems listed. Good: Name what's working. It tells the designer what to preserve and builds trust in the critique. **4. Solutions without problems** Bad: "Make the button bigger." Good: "The CTA is competing with 3 other buttons of equal weight. Users don't know where to look first. Establish a clear visual hierarchy." ## Quality Checklist - [ ] User goal stated before critique begins - [ ] Affordances and signifiers reviewed for every interactive element - [ ] Feedback reviewed for every user action - [ ] Nielsen's 10 heuristics scanned (at least the relevant ones) - [ ] Accessibility: contrast, touch targets, color-as-information - [ ] Critique has positive feedback section - [ ] Issues classified: critical / usability / polish - [ ] Every issue paired with a suggested direction (not just a problem)