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toribryantoribryan/design-skills/skills/design-critique/SKILL.md

design-critique

Skill1 starsChanged 46 days agoMITView on GitHub

Runs a structured critique of a screen or flow: frames the goal and stage, walks Nielsen's 10 heuristics plus hierarchy, clarity, consistency, and craft passes, and reports each issue with a location, a 0–4 severity, and observation, impact, and suggestion. Works from screenshots, Figma links, or live URLs. Use for "critique this", "review my design", "what's wrong with this screen", "heuristic evaluation", or "feedback on this flow". Not for testing with real users (use usability-testing) or a WCAG audit (use accessibility-review).

37 other projects use a version of this.

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Used with

Projects with it also use presentation-design, accessibility-audit and 5 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
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The file

We split this skill into the rules it gives an agent

8 rules. 0 are common, 7 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 31 edited versions we read keep these.

  • 7

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Frame the critique: Write goal, audience, stage, primary task, feedback wanted, and what is out of scope.

    line 50
  2. Distinctive:

    If a tool is not connected, say so in one line and work from what you have.

    line 61
  3. Very specific:

    Heuristic pass: Check each screen against Nielsen's 10 usability heuristics.

    line 66
  4. Distinctive:

    Write the factor that drove the rating when it is not obvious.

    line 97
  5. Distinctive:

    Every issue has three parts, in this order:

    line 102
  6. Distinctive:

    Ask a question when intent is unclear: "Is the secondary nav meant to be hidden on mobile?" Log it under open questions, not as an issue.

    line 117
  7. Distinctive:

    Every issue names where it is: flow step and screen name, plus region ("Checkout / Payment, order summary card") or Figma node id, or URL …

    line 122
  8. Distinctive:

    Every issue rated 3 or 4, so nothing is prioritized

    line 169

“Common” is measured: kept by at least 6 in 10 of the 31 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Design Critique

A critique is a structured look at a design against its goal, done by someone who is not its author. It finds problems a person would hit, ranks them, and says what to do about each one. It is not a verdict on taste. The output is a critique report that lists only issues, each pinned to a screen and region, rated 0–4, and phrased as observation, impact, suggestion, ending in a one-line verdict.

When to use

  • A design is ready for review at any stage: wireframe, mid-fi, hi-fi, or shipped
  • A heuristic evaluation before, or instead of, a usability test
  • A flow "feels off" and the team wants specific, ranked problems
  • Reviewing a competitor or a reference to learn from it
  • Self-review before presenting work

Not for: watching real people use the design (use usability-testing), a conformance audit against WCAG (use accessibility-review), or pixel comparison against a spec (use visual-qa).

Inputs

Gather these. If one is missing, use the default in brackets.

  • The design: screenshots, a Figma link, or a live URL [ask; this is required]
  • Goal: what the screen or flow must achieve, and for whom [infer from the content; state the assumption at the top of the report]
  • Stage: exploration, refinement, or pre-ship [infer from fidelity: gray boxes mean exploration]
  • Feedback wanted: what the author wants reviewed, and what is out of scope [everything that matters at this stage]
  • Constraints: platform, design system, deadlines, decisions already locked [none locked]
  • Primary task to walk through [the most common task implied by the goal]

Process

  1. Frame the critique. Write goal, audience, stage, primary task, feedback wanted, and what is out of scope. Stage sets depth: at exploration, critique structure and concept only; at pre-ship, everything including craft. Model: the "Framing" block of templates/critique-report.md. Copy that shape.
  2. Capture the design. One image per screen and state, named by flow step.
    • Figma MCP: get_screenshot on each frame's node id; get_metadata to list frames in a section. Load get_design_context only if you need values.
    • Live URL: Playwright screenshots at 1440 and 390, plus the states you can reach (empty, error, loading, hover, focus).
    • Screenshots: use as given; note which states are missing. If a tool is not connected, say so in one line and work from what you have. Output: an ordered list of captured screens with ids.
  3. Walk the primary task. Step through it as the target person would, screen by screen. At each step ask: do I know where I am, what I can do, and what will happen? Output: the step list with every hesitation point marked.
  4. Heuristic pass. Check each screen against Nielsen's 10 usability heuristics. Model: references/heuristics.md, which lists what to look for and common violations per heuristic. Output: issues tagged H1–H10.
  5. Hierarchy pass. Squint test each screen: does the most important element read first? Is there one primary action per view? Output: issues tagged "Hierarchy".
  6. Clarity pass. Labels, copy, icons without text, jargon, ambiguous states. Output: issues tagged "Clarity".
  7. Consistency pass. Same thing looks and behaves the same across screens and matches the design system and platform conventions. Output: issues tagged "Consistency".
  8. Craft pass (refinement and pre-ship only). Alignment, off-scale spacing, contrast, truncation, missing states, focus styles. Output: issues tagged "Craft".
  9. Rate and phrase. Merge duplicates, rate each issue 0–4, phrase as observation, impact, suggestion. Output: the issue list, sorted by severity.
  10. Write the verdict. "Ready", or "N blocking issues" where blocking means severity 3–4. Output: the report.

Standards

Severity (Nielsen's 0–4 scale)

RatingMeaningBlocking?Action
4Usability catastrophe: people cannot complete the task, or lose data or moneyYesFix before release
3Major: people are slowed or confused often, or some failYesFix before release, high priority
2Minor: noticeable friction, people recover on their ownNoFix soon
1Cosmetic: noticed by few, no effect on completionNoFix if time allows
0Not a usability problemn/aDo not report

Nielsen rates severity from three factors: frequency (how many people hit it), impact (how hard it is to overcome), and persistence (once, or every time). Write the factor that drove the rating when it is not obvious. Do not inflate: a report with ten severity-4s gets ignored.

Feedback phrasing

Every issue has three parts, in this order:

  • Observation: what is on screen, factually. "The 'Continue' button is below the fold at 390px width."
  • Impact: what it does to the person or the goal. "On mobile, people who finish the form see no way forward and may think the form is broken."
  • Suggestion: one concrete direction, not a redesign. "Make the button sticky at the bottom of the viewport, or reduce the form to fit."

Rules:

  • Tie impact to the goal or the person, never to taste. "I don't like the blue" is not an issue; "the link blue and the error red are hard to tell apart for people with protanopia" is.
  • One issue per entry. If an entry says "also", split it.
  • Suggestions are optional directions, not specs. The author owns the fix.
  • Ask a question when intent is unclear: "Is the secondary nav meant to be hidden on mobile?" Log it under open questions, not as an issue.

Location

Every issue names where it is: flow step and screen name, plus region ("Checkout / Payment, order summary card") or Figma node id, or URL and breakpoint. An issue without a location cannot be fixed or verified.

Depth by stage

StageCritiqueSkip
Exploration (lo-fi)Concept fit, task flow, structure, missing statesVisual craft, copy polish
Refinement (mid/hi-fi)All heuristics, hierarchy, clarity, consistencyPixel-level craft
Pre-ship (hi-fi or live)Everything, including craft and edge casesNothing

Output

A critique report using templates/critique-report.md: framing, the screens reviewed, the issue table (failures only, sorted by severity, each with location, tag, severity, observation, impact, suggestion), open questions, and a one-line verdict. Do not list what works; the report is a to-do list.

Verify

Done means every check passes:

  • Framing states goal, stage, primary task, and feedback wanted
  • Every screen and state in scope was captured and walked
  • Every issue has a location specific enough to find in under 10 seconds
  • Every issue has observation, impact, and suggestion; impact names a person or the goal, not a preference
  • Every issue has a severity 1–4 and a tag (H1–H10, Hierarchy, Clarity, Consistency, Craft)
  • No duplicates; no issue contains "also"
  • Depth matches the stage (no pixel nits on a wireframe)
  • The report ends with one line: Ready or N blocking issues (count of 3s and 4s)

For an independent read, delegate to the design-critic subagent with the captured screens and framing; merge its findings with yours and keep the higher severity on conflicts. If the design is pre-ship, also delegate to the accessibility-auditor subagent, and to the copy-reviewer subagent when clarity issues cluster in copy.

Anti-patterns

  • Opening with praise to soften the issues, or listing strengths as filler
  • "Make it pop", "feels cluttered", "not intuitive" with no observation behind it
  • Redesigning the screen inside the critique instead of naming the problem
  • Taste presented as a usability issue
  • Every issue rated 3 or 4, so nothing is prioritized
  • Critiquing color and type on a gray wireframe
  • Reviewing only the happy path; no empty, error, loading, or long-content states
  • Issues without locations ("somewhere in settings the labels are inconsistent")
  • Citing a heuristic by number without explaining how the design violates it

Related skills

  • Feeds from: wireframing, layout-and-hierarchy, interface-polish, or any shipped screen
  • Leads to: usability-testing (confirm the severity-3+ issues with real people), accessibility-review, ux-writing (copy issues), interface-polish (craft issues)

References

From REFERENCE-BANK.md:

  • Nielsen Norman Group: the 10 usability heuristics (Nielsen, 1994), the severity rating method, and "How to conduct a heuristic evaluation" (3–5 evaluators find most issues; one finds about 35%).
  • Laws of UX: named principles (Hick's, Fitts's, Jakob's Law) to explain impact.
  • Refactoring UI: vocabulary for hierarchy and craft issues.
  • Mobbin and Page Flows: how shipped products solve the same step, to ground a suggestion in precedent.
  • Good UI: evidence from A/B tests when a suggestion needs support.

From FIBO.md:

  • Read-only reviewer (component-reviewer): the report shape this skill copies: failures only, each with a location, ending in a one-line verdict.

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