| name | design-review |
| description | Critiques an existing design or UI with a heuristic evaluation - Nielsen heuristics, cognitive load, hierarchy, consistency, plus a11y. Use when reviewing or auditing a design for rated fixes. |
Reviewing a design
Run a structured heuristic evaluation of an existing design or UI. Output prioritized findings with
severity ratings and concrete fixes, not vague opinions.
Use when: critiquing, auditing, or reviewing something that already exists (screen, flow, prototype,
live UI). Not for creating a design (design-draft) or writing copy (design-write).
Apply design-principles as a lens (remove steps and options; the smallest surface; a default over a
choice) and review-principles (critique against the goal, severity-rated findings, each with a fix).
Steps
- Frame the review. Note the user, the task, and the context. Walk the actual task path, not a
feature tour. Evaluate against the goal, not personal taste.
- Pass against the 10 heuristics (below). For each screen/step, note where each is honored or
violated, with a specific location.
- Assess cognitive load and friction. Count steps, fields, choices, and decisions. Flag
unnecessary friction, redundant input, things the system could remember or default. Flag the
reverse too - dangerous actions with no confirmation.
- Check hierarchy and consistency. Is the primary action obvious on each screen? Does visual
weight match importance? Are patterns, labels, and components consistent across screens and with
platform conventions?
- Check responsiveness and adaptation. Walk the task at a narrow (phone) and a wide viewport. Flag
horizontal scrolling, clipped or overlapping content, tap targets too small or too close, primary
actions pushed off-screen, and anything that assumes hover or a pointer. Breakage on small screens is
a finding, often high severity.
- Fold in an accessibility pass. Run the
design-accessibility design-stage checklist (contrast,
target size, focus order, alternatives, color-alone, labels). Accessibility issues are findings,
often high severity.
- Rate severity for each finding (scale below): a function of frequency x impact x persistence.
- Output structured findings with a concrete fix for each. No finding without a proposed fix.
Nielsen's 10 usability heuristics
- Visibility of system status - keep users informed with timely feedback.
- Match between system and the real world - speak the user's language and concepts.
- User control and freedom - clear exits, undo, redo; no dead ends.
- Consistency and standards - same things look/behave the same; follow conventions.
- Error prevention - prevent problems before they happen; confirm risky actions.
- Recognition rather than recall - show options; do not make users remember.
- Flexibility and efficiency of use - shortcuts for experts, simple path for novices.
- Aesthetic and minimalist design - no irrelevant content competing for attention.
- Help users recognize, diagnose, and recover from errors - plain-language errors, a way out.
- Help and documentation - findable, task-focused help when needed.
Severity rating
- 0 Not a problem - cosmetic preference only.
- 1 Cosmetic - fix if time allows.
- 2 Minor - low priority; small friction.
- 3 Major - important to fix; blocks or frustrates many users.
- 4 Catastrophic - must fix before release; blocks the task or excludes users.
Findings output structure
# Design review - <surface>
For each finding:
- Location - screen/step/element
- Heuristic / category (incl. accessibility)
- Issue - what is wrong and why it hurts the user
- Severity - 0-4
- Fix - concrete, specific recommendation
Sort by severity, highest first. End with top 3 priorities.
Gotchas
- Walk the real task path, not a screen tour - and judge against the goal, not taste (
review-principles).
- Do not skip the accessibility pass - those are real defects, frequently severity 3-4.
- Walk the task at phone width, not just desktop - small-screen breakage is a common, high-severity miss.