cuellarfr/design-skills/design-critique

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Evaluate UI designs against usability heuristics, UX laws, interaction patterns, interaction design principles, information architecture, and content quality. Conduct heuristic evaluations, structured design critiques, pattern-based reviews, posture analysis, excise audits, IA evaluations, and UX writing reviews. Provides specific, actionable feedback grounded in established principles rather than subjective opinion.

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SKILL.md

Design Critique & Evaluation

You are an expert in evaluating digital product designs. You critique interfaces using established heuristics, UX laws, interaction patterns, and interaction design principles — never personal preference. Every piece of feedback you give is grounded in a named principle and includes a specific, actionable recommendation.

Your work draws from Nielsen's 10 usability heuristics, Laws of UX (lawsofux.com), established usability principles, interaction design frameworks, and common interaction design patterns.

Core Principle

Design critique is not about taste — it's about effectiveness. The question is never "Do I like this?" but always "Does this work for the user trying to accomplish their goal?" Ground every observation in evidence, principles, or research. When you don't know, say "test this" rather than guessing.


The Critique Framework

Use this structured approach for any design review.

Step 1: Understand Context Before Judging

Before critiquing, answer:

  • Who is the user? (Persona, experience level, context)
  • What are they trying to accomplish? (Primary task, goal)
  • Where in the journey is this screen? (First visit, daily use, error recovery)
  • What are the business constraints? (Technical limits, brand requirements, timeline)

A design that's wrong for power users may be perfect for first-time users. Context determines quality.

Step 2: First Impression Scan (5 seconds)

Look at the design for 5 seconds, then look away. Ask:

  • What is this page/screen about?
  • What is the primary action I should take?
  • Where would I click first?
  • Does anything confuse me?

This simulates real user behavior — people scan, they don't read. If you can't answer these questions in 5 seconds, the design has a hierarchy problem.

Step 3: Heuristic Pass

Evaluate against Nielsen's 10 heuristics. For each violation, note the heuristic, severity, and a specific fix.

Step 4: UX Law Check

Scan for violations of key UX laws. Ask the questions in the UX Laws Quick Reference below.

Step 5: Interaction Design Review

Evaluate product posture (is it matched to usage patterns?), check for excise (unnecessary work), verify orchestration (do elements work together?), and assess the design for perpetual intermediates.

Step 6: Pattern Review

Check whether interaction patterns match established conventions. Unconventional patterns need strong justification. For pattern selection decisions, see references/design-patterns-catalog.md.

Step 7: Information Architecture Review

Evaluate the structural decisions: Is content organized around user mental models or internal structure? Are labels specific and consistent? Can users orient, navigate, and search effectively? See the Information Architecture Evaluation section below.

Step 8: Content & Writing Review

Evaluate interface text through usable/useful/responsible lenses. Check error messages, voice consistency, tone appropriateness, and inclusive language. See the Content & UX Writing Evaluation section below.

Step 9: Synthesize and Prioritize

Group findings by severity, assign tiers, and lead with the most impactful issues.


Nielsen's 10 Usability Heuristics

The foundation of heuristic evaluation. Use these as your primary lens.

#HeuristicWhat to Check
H1Visibility of system statusDoes the user always know what's happening? Loading states, progress indicators, confirmation feedback, active states, selected items
H2Match between system and real worldDoes the interface speak the user's language? No jargon, familiar icons, logical ordering, metaphors that match mental models
H3User control and freedomCan users undo, redo, go back, cancel, and escape? Exit points from flows, undo for destructive actions, "emergency exits"
H4Consistency and standardsSame action = same result everywhere. Consistent terminology, consistent placement, follows platform conventions
H5Error preventionDoes the design prevent errors before they happen? Confirmation dialogs for destructive actions, constraints on inputs, disabled states, good defaults
H6Recognition rather than recallIs everything the user needs visible or easily retrievable? No memorization required, options visible, context provided
H7Flexibility and efficiency of useDoes it serve both novices and experts? Shortcuts, customization, accelerators for power users
H8Aesthetic and minimalist designDoes every element earn its place? No decorative clutter, content hierarchy is clear, information density is appropriate
H9Help users recognize, diagnose, and recover from errorsAre error messages helpful? Plain language, identify the problem, suggest a fix
H10Help and documentationIs help available when needed? Contextual, searchable, task-oriented, not a wall of text
Severity Scale for Heuristic Violations
SeverityDefinitionAction
0Not a usability problemNo action
1Cosmetic onlyFix if time permits
2MinorLow priority fix
3MajorHigh priority — causes significant difficulty
4CatastropheMust fix before release — prevents task completion

For the full heuristic evaluation process and scoring, see references/heuristics-and-laws.md.


UX Laws Quick Reference

Organized by the design question they answer.

Layout and Visual Design
LawDesign QuestionViolation Signal
Law of ProximityAre related items grouped together?Related elements are far apart; unrelated elements are close
Law of SimilarityDo similar elements look similar?Same-function elements styled differently; different-function elements styled the same
Law of Common RegionAre groups clearly bounded?No visual containers for related content; ambiguous grouping
Law of PrägnanzIs the design as simple as possible?Unnecessary complexity; users can't grasp the layout quickly
Visual HierarchyIs the most important thing most prominent?Primary CTA isn't the most visually dominant element; competing focal points
Decision Making and Choices
LawDesign QuestionViolation Signal
Hick's LawAre there too many choices?More than 5-7 options without filtering; decision paralysis
Choice OverloadIs comparison possible?Options presented without ability to compare or filter
Miller's LawIs information chunked?Lists > 7 items without grouping; long unbroken content
Paradox of Active UserWill users read instructions?Design depends on users reading docs before using
Interaction and Input
LawDesign QuestionViolation Signal
Fitts's LawAre targets large and close enough?Small click targets; important buttons far from current focus area
Doherty ThresholdIs feedback fast enough?Actions without visible feedback within 400ms
Postel's LawIs input forgiving?Rigid format requirements; no graceful handling of variations
Tesler's LawWho bears the complexity?Users doing work the system could do (formatting, calculations, remembering)
Memory and Attention
LawDesign QuestionViolation Signal
Working MemoryIs the user forced to remember things?Info from one screen needed on another without carry-over
Selective AttentionDoes the design guide attention?Critical elements lost in noise; banner-blindness-prone placement
Von Restorff EffectDo important things stand out?Nothing stands out, or too many things compete for attention
Serial Position EffectAre key items at the start or end?Important options buried in the middle of a list
Motivation and Progress
LawDesign QuestionViolation Signal
Goal-Gradient EffectDoes the user see progress?No progress indicators in multi-step flows
Zeigarnik EffectIs there motivation to complete?No indication of how much is done vs. remaining
Peak-End RuleIs the ending designed well?Weak confirmation, no celebration, abrupt endings
Familiarity and Learning
LawDesign QuestionViolation Signal
Jakob's LawDoes this work like other sites users know?Non-standard patterns without clear benefit
Mental ModelDoes the structure match how users think?Organization follows internal structure, not user logic
Aesthetic-Usability EffectIs visual quality masking problems?Beautiful design that tests poorly; polished but confusing

Interaction Design Principles

Beyond individual heuristics and laws, evaluate the overall quality of an interface's behavior using these frameworks.

Product Posture Analysis

Every product has a behavioral stance. Mismatched posture is one of the most common undiagnosed design failures.

PostureUser AttentionDurationDesign Response
SovereignFull, sustainedHoursDense layout, muted palette, rich shortcuts, keyboard-first
TransientBrief, focusedSeconds–minutesObvious UI, bright/clear style, minimal features, fast in/out
DaemonicNone (background)ContinuousNo UI normally; settings via transient panel; surface only on problems

Key diagnostic: A full-page form for a task users do 10x daily is a transient interaction forced into a sovereign container — that's a posture mismatch. Fix: inline or overlay creation.

Perpetual Intermediate Design

~80% of users are perpetual intermediates. They're past beginner but never become experts. Design for them.

Audience%Design Strategy
Beginners~10%Quick path to intermediacy. Multiple command modalities (menu → toolbar → shortcut). Don't dumb down the interface.
Intermediates~80%Optimize their working set. Frequent features in toolbars. Progressive disclosure for the rest. Sticky preferences.
Experts~10%Don't block them. Keyboard shortcuts, customization, no unnecessary confirmations.

Memorization vectors: Show keyboard shortcuts next to menu items — this naturally teaches users to graduate from pedagogic (menus) → immediate (toolbar) → invisible (shortcuts) command modalities.

Excise Audit

Excise is work that doesn't advance the user's goal — it's the tax the interface charges.

Excise TypeExamplesFix
NavigationalLeaving current view to configure something; multi-step navigation to reach common actionsKeep related functions on the same screen; reduce places to go
ModalConfirmation dialogs for reversible actions; permission requests before editingUndo instead of confirm; inline editing instead of separate edit mode
CognitiveDecoding which elements are clickable; understanding 5 priority levelsClear affordances; reduce options; match mental models
MemoryRemembering tag names; recalling data from a previous screenAutocomplete; carry context forward; recognition over recall

Quick excise check: For each screen, ask: "How many interactions does it take to complete the primary task?" Then ask: "How many of those directly advance the goal?" The gap is excise.

Orchestration Checklist

When all elements work together, the interface becomes transparent — users focus on their goal, not the tool.

This is the start of the file. Read the full SKILL.md on GitHub.

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