| name | design-critique-frameworks |
| description | Use when running or participating in design critique sessions. Covers the structure of a good crit (context, ask, feedback, decision), framing techniques, and how to give feedback that builds the design rather than the designer.
|
Design Critique Frameworks
A great design crit makes the design better. A bad one makes the designer defensive.
Pre-crit setup
The designer should prepare:
- Context — what is this design for? Who's the user?
- Constraints — what's locked? Brand? Tech? Timeline?
- Ask — specific question for the group ("Does the hero work?")
- Options — sometimes show 2-3 directions, not just one
Without these, the crit is unfocused.
Crit structure (30-60 min)
- Designer presents (5-10 min) — context, ask, walkthrough
- Questions of understanding (5 min) — clarifying only, no opinions
- Quiet looking (3 min) — everyone reviews silently
- Feedback round (15-30 min) — structured (see below)
- Designer summary (5 min) — what they're taking away
- Decision (if needed) — what's next?
Feedback patterns
Start-stop-continue
- What should the designer KEEP doing?
- What should they CHANGE?
- What should they CONSIDER doing differently?
I-like, I-wish, what-if
- I like... (positive observation)
- I wish... (specific change suggestion)
- What if... (open-ended exploration)
The triangle: user, business, brand
For each major decision, evaluate:
- Does this serve the user?
- Does this serve the business?
- Does this reflect the brand?
How to give good feedback
- ✓ "The hero copy doesn't tell me what this does in 5 seconds"
- ✗ "The hero is bad"
- ✓ "Have you considered moving the CTA above the trust strip?"
- ✗ "Make the CTA bigger"
- ✓ "I'm confused by how this interacts on mobile"
- ✗ "This looks weird"
Focus on the design, not the designer. Focus on outcomes, not preferences.
How to receive feedback
- Don't defend until you've heard them out
- Take notes (don't try to remember)
- Ask "tell me more about why" not "but actually..."
- Decide later (not in the room)
Common mistakes
- Designer presents without context → group asks basics for 20 min
- "I'd do it differently" without saying HOW
- Lead designer gives feedback first → biases the room
- Decisions made in the room when more time / data needed
- No follow-up — feedback ignored or unimplemented
Where this fits in X3 Compass
Pre-team: solo crits with AI (this is one of them). Post-team: weekly crit ritual with start-stop-continue + triangle framework.