算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
design-critique【设计与创意】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 c…
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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
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:
Before critiquing, state: what is the user trying to accomplish on this screen? Critiques without a user goal produce aesthetic feedback, not usability feedback.
Walk through every interactive element:
Norman: "If it requires a label, the design has failed."
For every action a user can take:
Scan the design against each heuristic:
Structure as:
For each issue: describe the problem, explain the impact, suggest a solution.
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."