| name | design-critique |
| description | Use to give structured feedback on a screen, flow, or mockup — first impression, hierarchy, usability, consistency, accessibility, and what to fix first. |
Design Critique
Give the kind of feedback a designer actually wants: specific, prioritized, and tied to the user's goal — not adjectives.
Frame the critique
Ask, then critique. The same screen gets different feedback at different stages.
- Stage. Exploration (push for range), refinement (tighten), or polish (catch what shipped).
- Context. Who is it for? What is the user trying to do? What is this screen in service of?
- Focus. All of it, or one slice (navigation, the empty state, the hero, the form)?
Pass 1: First impression (two seconds)
- What draws the eye first? Is that what should?
- Is the purpose of the screen clear before you read any copy?
- What's the emotional read — calm, urgent, dense, sparse — and does that match the user's state?
Pass 2: Hierarchy and reading flow
- Does the reading order match what the user is trying to do?
- Are the right elements emphasized? Anything competing with the primary action?
- Is whitespace doing work, or just sitting there?
Pass 3: Usability
- Can the user accomplish the goal without backtracking?
- Are interactive elements obviously interactive? Are read-only elements clearly not?
- Are there unnecessary steps, fields, or confirmations?
Pass 4: Consistency
- Does this match the existing design system, or invent locally? Name the specific deviations.
- Spacing, typography, color tokens — pulled from the system, or magic numbers?
- Do similar elements behave similarly across the screen?
Pass 5: Accessibility floor
- Color contrast: body text ≥ 4.5:1, large text and UI ≥ 3:1.
- Touch targets ≥ 44×44.
- Focus order is logical; focus indicators are visible.
- Form inputs have labels, not just placeholders.
How to deliver feedback
- Be specific. "The CTA competes with the navigation" beats "the layout is confusing."
- Explain the why. Tie each note to a user need or principle, not just taste.
- Suggest, don't just diagnose. A direction is more useful than a problem.
- Call out what works. Reinforces the moves to keep.
- Rank by impact. Lead with the change that buys the most.
Output
- Overall impression — one or two sentences. What works, what's the biggest opportunity.
- Findings — grouped by pass (hierarchy, usability, consistency, accessibility). Each finding names the element, the issue, the severity (critical / moderate / minor), and the suggested fix.
- What works well — short list. Preserve these.
- Top three changes — prioritized. For each: what to change, why, expected effect.