Facilitate a structured design critique session with constructive feedback
Facilitates structured design critique sessions with constructive, goal-oriented feedback.
/plugin marketplace add kjgarza/marketplace-claude/plugin install kjgarza-kjgarza-product-plugins-kjgarza-product@kjgarza/marketplace-claudedesign artifact or linkProvide structured design critique for: $ARGUMENTS
Review the design artifact above and provide constructive feedback using established critique frameworks. Structure your feedback to improve design quality while focusing on goals and user needs.
Design critique is a structured process to collaboratively improve design work by providing feedback tied to goals and user needs. The aim is to enhance the design, not judge the designer.
Define Scope for "$ARGUMENTS":
Set Objectives:
Share Materials:
Invite Participants:
Designer Presents (5-10 minutes):
Clarifying Questions (5 minutes):
Feedback Round (20-30 minutes):
Designer Responds (5 minutes):
Wrap-up (5 minutes):
Capture:
Designer Iterates:
Choose a method that fits your team culture and session goals.
Each person gives feedback in turn. Ensures all voices are heard.
Process:
Structured feedback format that balances positive and constructive.
Format:
Example:
Frame all feedback relative to specific goals.
Process:
Establish these rules at the start of each session:
Always relate comments to whether the design meets user needs and business goals.
Good: "This element might not align with the goal of quick signup, because the extra step adds friction" Bad: "I don't like this color"
Point out exactly what and where you see an issue or something good.
Good: "The contrast between text and background measures 2.8:1, which doesn't meet WCAG AA standards (4.5:1 required)" Bad: "The colors don't work"
Note what is working well, not only problems.
Example: "The information hierarchy is clear (positive). The submit button is small and might be missed (issue)."
Identify what isn't working and why, then suggest fixes.
Approach:
Phrase ideas as suggestions ("What if...") not commands ("Change this to...").
Good: "What if we tried making the CTA button larger?" Bad: "Make that button bigger"
Focus on the design artifact, never on the designer's abilities.
Good: "This button placement might make it hard for users to find" Bad: "You should have known to put the button there"
Reference established design principles and frameworks to ground feedback objectively:
Hick's Law: "This screen presents 8 equally-weighted actions, which might increase decision time. Could we highlight the primary action?"
Fitts's Law: "The submit button is small and far from the form fields. Making it larger and closer might improve completion rate."
Affordances: "These text elements look like links but aren't clickable. That might confuse users."
Feedback principle: "When users click save, there's no visible confirmation. Adding feedback would reassure users."
Reference: See design-principles.md for detailed heuristics.
Jobs-to-be-Done: "The job users are trying to do is quickly find articles. This design requires 3 clicks to start a search. Could we make search more prominent?"
User-Centered Design: "Have we tested this flow with actual users? It's unclear if this matches their mental model."
Problem: Critique becomes design session where everyone redesigns together. Solution: Identify problems and directions, but let designer synthesize.
Problem: "I don't like blue" without tying to goals or evidence. Solution: Require feedback to reference goals, user needs, or design principles.
Problem: Fundamental concerns raised at final review when too late to pivot. Solution: Critique early and often, especially for major decisions.
Problem: "Make it pop", "Needs more polish", "Something feels off" Solution: Push for specificity. "What exactly feels off? Can you point to it?"
At the end of the session, summarize:
Context: Mobile app onboarding flow, early wireframes
Designer presents: 3-step onboarding concept
Key question: "Is the flow intuitive for first-time users?"
Feedback (I Like, I Wish, What If):
- I like the progressive disclosure approach
- I wish the value proposition was clearer in step 1
- What if we added illustrations to make each step more engaging?
Action items:
- Designer: Add clearer value prop to step 1
- PM: Validate step sequence with user research
- Next critique: High-fidelity designs with updated flow
Context: Dashboard redesign, near-final mockups
Goal-based critique:
Goal 1: Help users quickly identify key metrics
- ✓ Card layout makes scanning easy
- ⚠ Concern: Too many metrics shown at once (Hick's Law)
- Suggestion: Let users customize which metrics are visible
Goal 2: Improve mobile experience
- ✓ Responsive breakpoints work well
- ⚠ Touch targets on small screens below 44x44px (Fitts's Law)
- Suggestion: Increase button sizes on mobile
Action items:
- Designer: Increase mobile touch targets to 44x44px minimum
- Engineering: Assess feasibility of customizable metrics
- Next: Usability test with 5 users
Before session:
During session:
After session:
For comprehensive critique guidelines: