--- name: design-critique description: Give a structured product design critique — user job clarity, hierarchy, affordance, error states, accessibility, and consistency — focused on what to change, in what order, and why. key: paperclipai/optional/product/design-critique recommendedForRoles: - designer - product - engineer tags: - design - product - ux - review --- # Product Design Critique A structured critique pass for a screen, flow, or component. The output is a prioritized list of changes a designer or engineer can act on — not adjectives. Critique is not redesign; recommend, do not rebuild. ## When to use - A designer or engineer asks for feedback on a screen, mock, or live UI. - A feature is shipping and someone wants a final UX read. - A flow is suspected of causing user drop-off and you want a pre-research read before instrumentation. ## When not to use - The user wants a redesign. That is a design project, not a critique. - The work is so early that no concrete artifact exists. Sketch with them instead of critiquing air. - You have no context on the user job. Ask for it first; design critique without user context devolves into taste. ## Pre-critique context Before opening a screen, get: - **Who is the user.** Specific role and competence, not "users". - **What job they are doing on this screen.** One sentence. - **What success looks like.** What the user can do after this screen that they could not before. - **Where this screen sits in the larger flow.** What precedes and follows. If any of these is missing, ask. Critique without these is opinion. ## The pass (in order) 1. **Clarity of the user job.** - Within 3 seconds of opening, is it obvious what this screen is for? - Does the primary action match the user's actual job, or a designer's preferred path? 2. **Visual hierarchy.** - The most important thing on the screen should be the most prominent (size, weight, position, color). - Secondary actions should look secondary. Tertiary should be findable but not loud. - Headings should chunk content into the right groups for the task. 3. **Affordance and signifiers.** - Clickable things look clickable. - Disabled things look disabled and explain why on hover/focus. - Drag, scroll, or swipe interactions are discoverable, not hidden. 4. **States.** - Empty state (no data) is designed, not a blank rectangle. - Loading state communicates progress, not just spins. - Error states say what went wrong and what to do next, in the user's words. - Success state confirms without celebrating banal actions. 5. **Inputs and forms.** - Labels visible, not just placeholders. - Validation runs at the right time (on blur, not on every keystroke unless the user is in a known-format field). - Required fields marked. - Field order matches the user's mental order, not the database order. 6. **Accessibility.** - Sufficient color contrast (WCAG AA at minimum; AAA where reasonable). - Focus order is logical for keyboard navigation. - Interactive elements are reachable without a mouse. - Critical information is not color-only (icons, text, position back it up). - Touch targets at least 44×44 px on mobile. 7. **Consistency.** - Tokens, components, and patterns match the rest of the product. - "Borrowed" patterns from other products are intentional, not accidental drift. 8. **Copy.** - Buttons are verbs that name the outcome ("Save changes" beats "Submit"). - Microcopy explains, does not decorate. - Tone matches the product voice. 9. **Edge cases.** - Long content (long names, many items, RTL languages). - Tiny content (one item, zero items). - Slow network and offline behavior. - Permissions denied. ## Output format Group findings by severity, then by category. Each finding is one issue and one suggested fix. ```md ## Design critique: ### Must-fix (blocks ship) - **:** . **Try:** . ### Should-fix (before broader rollout) - **:** . **Try:** . ### Nice-to-fix (when there's room) - **:** . **Try:** . ### Strengths to keep - ``` Always include the "strengths to keep" section. It is not flattery — it is signal to the designer about what not to change in the next round. ## Anti-patterns - "I would do it differently" without saying what or why. That is preference, not critique. - Long critiques that bury must-fix items under nice-to-haves. - Suggesting net-new features under the guise of a critique. - Ignoring user context and grading on taste. - Treating a critique as approval. State approval explicitly if asked; otherwise critique is feedback, not sign-off.