From ux-designer-skills
Opinionated design critique framework grounded in business outcomes, named principles, and specific actionable feedback. Use when reviewing designs, running critique sessions, or giving feedback that actually improves the work.
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Critique exists to produce better work. Not to check boxes. Not to make everyone feel heard. Not to generate a Notion page of "feedback themes." Better work. That's it.
Critique exists to produce better work. Not to check boxes. Not to make everyone feel heard. Not to generate a Notion page of "feedback themes." Better work. That's it.
Good critique is specific, grounded in principles, and framed in business impact. "The button could be better" is worthless. "The touch target is 36px, which is below the 44px minimum for comfortable mobile interaction per Fitts's Law, and on this screen it's the primary conversion action, so undersizing it directly costs you taps and revenue" is a critique.
Before you look at a single pixel, answer these questions. If the designer can't answer them, that's the first and most important piece of feedback.
If you skip this step, everything that follows is noise. You'll be critiquing aesthetics instead of effectiveness.
Don't evaluate against abstract dimensions like "Clarity" or "Efficiency" in a vacuum. Evaluate against whether the design achieves its stated business outcome.
| Question | What You're Really Asking |
|---|---|
| Does the user know what to do? | Is the primary action obvious? Information hierarchy should make the job-to-be-done path the path of least resistance. (Jakob's Law, Hick's Law) |
| Can they complete the job quickly? | Every unnecessary step is a drop-off point. Count the taps/clicks from intent to completion. Each one costs you conversion. |
| What happens when things go wrong? | Error states, empty states, edge cases. These aren't polish items. They're the moments that determine whether a user comes back or churns. |
| Does it work for everyone? | Accessibility isn't a nice-to-have. 4.5:1 contrast ratio minimum. 44px touch targets on mobile. Screen reader support. These are table stakes, not stretch goals. |
| Does it feel like the brand? | The emotional response matters. A luxury fashion product that looks like a SaaS dashboard is failing even if it's "usable." Reference editorial traditions: does this feel like NET-A-PORTER or like a Bootstrap template? |
| What about the edges? | Empty states, first-time use, long text, error states, power user paths, slow connections. The edges are where trust is built or destroyed. |
Always cite the principle. It turns opinion into argument.
For each issue, be specific. Vague feedback is worse than no feedback because it creates churn without direction.
Forget "Critical / High / Medium / Low" severity scales disconnected from outcomes. Prioritize based on one question: does this block a business outcome?
These aren't suggestions. These are rules.
"Why did you choose a modal here instead of an inline expansion?" is good feedback. "I don't like modals" is a preference. Preferences are not critique. If you can't articulate the principle being violated, keep it to yourself until you can.
Not to be polite. Because understanding what's working prevents you from accidentally wrecking it. "The information hierarchy on this page is strong. The primary action is immediately clear, and the supporting content doesn't compete with it" tells the designer what to protect.
"If we don't fix this" is the most powerful phrase in critique. "If we don't fix this touch target, we're undersizing the primary conversion action on our highest-traffic mobile page" motivates action in a way "the button should be bigger" never will.
"The spacing feels off" is not feedback. "The 8px gap between the label and input field is tighter than the 12px gap between form groups, which breaks the visual hierarchy and makes the form feel cramped" is feedback.
If you're running a group session, everyone writes their feedback before anyone speaks. Written feedback surfaces honest signal. Verbal feedback surfaces whoever is most confident or most senior. Silent critique is the single best thing you can do for the quality of your team's feedback culture.
Your job in critique is to identify the problem and explain why it matters. The designer's job is to figure out the solution. "The navigation is buried" is a valid observation. "Move the nav to the top" is overstepping unless you're the design director and it's a strategic call.
Critique is not about you. It's about the user, the business outcome, and the principles. "I like the color" contributes nothing. "The primary CTA uses the brand's action color at sufficient contrast (5.2:1), which creates clear visual hierarchy and meets WCAG AA" contributes everything.
design-process - Frameworks for structuring design work and when each one mattersdesign-heuristics - Nielsen's 10 Heuristics for evaluationlaws-of-ux - Named principles for grounding feedback in researchnpx claudepluginhub trevorgrogers/ux-designer-skills --plugin ux-designer-skillsCreates, edits, and optimizes skills for Claude Code, including drafting, evaluating with test prompts, iterating on performance, and improving skill descriptions for better triggering accuracy.