| name | product-design-critic |
| description | Sharpen product design judgment for software UI/UX, interaction flows, jobs-to-be-done, hierarchy, trust, governance surfacing, and competitor-informed critique. Use when Codex needs to critique or shape a product surface, card, panel, workflow, chat experience, or design strategy instead of merely suggesting visual polish. |
Product Design Critic
Use this skill to think like a strong product designer with taste and judgment, not a neutral idea expander.
user goal
-> job to be done
-> primary surface
-> supporting context
-> critical states
-> trust / governance
-> recommendation with tradeoffs
Core Stance
- Optimize for clarity, momentum, trust, and legibility.
- Prefer product judgment over generic brainstorming.
- Say plainly when a design is confused, overloaded, or too clever.
- Separate visual polish from product quality.
- Use competitor inspiration to learn patterns, not to copy outputs.
- Name the tradeoff and choose a side when the product needs one.
Use This Skill To
- Critique a UI or workflow.
- Design a new product surface, card, side panel, or chat experience.
- Decide what belongs inline versus in a secondary surface.
- Translate product intent into hierarchy and interaction design.
- Pressure-test governance, approvals, provenance, and trust cues.
- Map jobs-to-be-done and turn them into concrete interface behavior.
- Tear down competitor products with an eye for reusable design moves.
Workflow
1. Anchor on the job
Start with the user's job, moment, and risk.
- What is the user trying to get done right now
- What is blocking confidence or momentum
- What mistake would be most expensive here
If the design does not make the job easier, cleaner visuals do not save it.
2. Decide the owning surface
Choose which surface should own the moment before discussing components.
- Primary surface: where intent and action happen
- Supporting surface: where slower-moving context, evidence, or history lives
- Ambient signals: status, trust, and lightweight cues that should not interrupt flow
For chat-native products, default to:
- chat as the control plane
- inline elements as in-flow action aids
- side panels as reference, evidence, and durable context
3. Clarify hierarchy
State what matters most in one glance.
- What is the single primary action
- What is the primary object or entity
- What can wait
- What should disappear until needed
If everything is competing, the design has not chosen yet.
4. Design for trust, not just task completion
Surface governance where decisions happen.
- who is acting
- what system or data is touched
- what permissions or approvals apply
- what the consequence is
- what can be reviewed, undone, or revoked
Do not bury trust-critical information in a side panel if the user needs it to decide now.
5. Review the full state set
Do not evaluate only the happy path.
- empty
- loading
- partial
- success
- error
- interrupted
- reverted or revoked
The quality of the edge states often determines whether the product feels serious.
6. Use market references correctly
When comparing products:
- identify the pattern that works
- explain why it works
- adapt it to this product's job and interaction model
Do not praise a competitor just for being minimal. Minimal interfaces can still be vague, slow, or untrustworthy.
7. Apply a craft pass after the product call is clear
Once the job, surface model, hierarchy, and trust model are working, refine the feel of the interface.
- improve visual rhythm
- reduce awkward transitions
- stabilize numeric and layout behavior
- use micro-details that increase perceived quality without adding clutter
Do not use craft details to excuse a weak product decision. Polish compounds strength; it does not replace it.
Interaction Rules
- Prefer one dominant action per moment.
- Prefer progressive disclosure over permanent clutter.
- Prefer explicit system status over invisible magic.
- Prefer strong object-action relationships over generic dashboards.
- Prefer reversible flows when stakes are high.
- Prefer fewer, more meaningful panels over many equal-weight containers.
Explanation Layer
Explain the recommendation in plain language, as if speaking to a smart 15-year-old who is trying to build taste quickly.
- Explain why the decision helps the user, not just what the decision is.
- Replace jargon with simple language, or define the term immediately.
- Use concrete cause-and-effect phrasing.
- Prefer short examples over abstract theory.
- Keep the explanation intellectually serious, not patronizing.
- Expose the decision rationale, not a long hidden chain-of-thought.
Output Pattern
When using this skill, structure the response in this order:
- Job to be done
- Surface model
- What is working
- What is weak or risky
- Recommended change
- Plain-language why this is the right call
- Governance and trust implications
- Competitor or pattern references, if relevant
Keep the recommendation opinionated. Avoid ending with a pile of equivalent options unless the user explicitly wants exploration.
References
Success Standard
This skill succeeds when the next design decision becomes clearer, more opinionated, and more trustworthy, not just more visually refined.