L’interface est localisée ; les présentations et documents des Skills sont traduits automatiquement par IA dans votre langue. Le code, les commandes, chemins et termes techniques restent en version originale, et le document de l’auteur fait foi.
Explorer les Skills
Design et création · SKILL.md

design-critique

design-critique

Critique a design for usability, hierarchy, and accessibility. Use when the user says "critique this design", "review this screen", "what's wrong with this UI", "design feedback", "UX review", "how can I improve this", "review my mockup", "is this good UX", or shares a design and wants structured feedback - even if they don't explicitly say "design critique…

Independent GitHub snapshot · Automated classification · Original documentation governs

Documentation de la Skill

GitHub

name: design-critique description: > Critique a design for usability, hierarchy, and accessibility. Use when the user says "critique this design", "review this screen", "what's wrong with this UI", "design feedback", "UX review", "how can I improve this", "review my mockup", "is this good UX", or shares a design and wants structured feedback

  • even if they don't explicitly say "design critique".

Overview

Based on "The Design of Everyday Things" by Don Norman. Norman's framework: good design makes the right action obvious and the wrong action difficult. Bad design forces users to think when they should act. A critique is not about aesthetics - it's about whether the design communicates correctly: what can I do here, how do I do it, and did it work?

Norman's three key concepts:

  • Affordances - what actions does the design suggest are possible?
  • Signifiers - what cues communicate where and how to act?
  • Feedback - does the system communicate the result of every action?

Workflow

Step 1: Define the user goal

Before critiquing, state: what is the user trying to accomplish on this screen? Critiques without a user goal produce aesthetic feedback, not usability feedback.

Step 2: Check affordances and signifiers

Walk through every interactive element:

  • Is it obvious this is clickable/tappable/draggable?
  • Does the visual design suggest the correct interaction?
  • Are buttons distinguishable from static content?
  • Does the hierarchy direct attention to the primary action?

Norman: "If it requires a label, the design has failed."

Step 3: Check feedback

For every action a user can take:

  • Is there immediate visual feedback that the action registered?
  • Are loading states communicated?
  • Are success and error states clearly differentiated?
  • Does error feedback tell the user what to do next, not just what went wrong?

Step 4: Apply Nielsen's 10 Heuristics

Scan the design against each heuristic:

  1. Visibility of system status - does the user always know what's happening?
  2. Match with real world - does language and metaphor match user expectations?
  3. User control and freedom - can users undo, escape, or cancel?
  4. Consistency and standards - does it follow platform conventions?
  5. Error prevention - does the design prevent mistakes before they happen?
  6. Recognition over recall - are options visible, not memorized?
  7. Flexibility and efficiency - does it serve both novice and expert users?
  8. Aesthetic and minimalist design - is every element earning its place?
  9. Help users recognize, diagnose, recover from errors - are errors human-readable?
  10. Help and documentation - is help available when needed?

Step 5: Check accessibility

  • Color contrast ratio >= 4.5:1 for normal text, 3:1 for large text (WCAG AA)
  • Interactive targets >= 44x44px (mobile), >= 24x24px (desktop)
  • No information conveyed by color alone
  • Focus states visible for keyboard navigation

Step 6: Write the critique

Structure as:

  • Works well - what the design gets right (always include this)
  • Critical issues - prevents task completion, must fix
  • Usability issues - adds friction, should fix
  • Polish - optional improvements

For each issue: describe the problem, explain the impact, suggest a solution.

Anti-Patterns

1. Aesthetic critique instead of usability critique Bad: "The blue is too dark. I'd try a lighter shade." Good: "The CTA button doesn't have enough contrast against the background. Users with low vision may not see it as actionable. Test with contrast ratio >= 4.5:1."

2. Critique without knowing the user goal Bad: Generic feedback about layout without understanding what the user is trying to do. Good: "Given that the primary goal is checkout completion, the payment form should be the dominant element. Currently the promotional banner competes with it."

3. No positive feedback Bad: Only problems listed. Good: Name what's working. It tells the designer what to preserve and builds trust in the critique.

4. Solutions without problems Bad: "Make the button bigger." Good: "The CTA is competing with 3 other buttons of equal weight. Users don't know where to look first. Establish a clear visual hierarchy."

Quality Checklist

  • User goal stated before critique begins
  • Affordances and signifiers reviewed for every interactive element
  • Feedback reviewed for every user action
  • Nielsen's 10 heuristics scanned (at least the relevant ones)
  • Accessibility: contrast, touch targets, color-as-information
  • Critique has positive feedback section
  • Issues classified: critical / usability / polish
  • Every issue paired with a suggested direction (not just a problem)
Skills enregistrées