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Interaction and UX · Level Advanced · Design Critique Design

Design critique: how to comment

Critique that stays at 'I do not like it'.

Prompt

Ask what the user is doing and what they fear, then decide what goes on screen. Visual tricks do not fix structural problems.

Task: Critique that stays at 'I do not like it'.

[Before you start, do three things]
1. Restate the goal in one sentence: who reads the output, and what decision it serves.
2. If I have not given you the following, ask me. Do not assume:
   - the goal and constraints
   - who is in the room
   - existing data
   - time
3. Say how you plan to do it (at most 5 steps) and wait for my go-ahead.

[Go through each of these]
- the designer states the problem first
- comments address the goal, not taste
- separate facts, hypotheses, preferences
- each comment with a testable change

[Process]
1. State the single job of this screen
2. Answer the user's current worry first
3. Order by information priority and delete
4. Design empty, loading and error states
5. Give a minimal usability test

[Output]
One job, priority, three states, test plan.

[Do not]
- Never two primary actions on one screen
- Do not test with lorem ipsum
- Never ignore the empty state
- Never use colour as the only signal

What to state before it starts

Leave these unsaid and the model fills them with an assumption. Most 'wrong answers' start here.

  • the goal and constraints
  • who is in the room
  • existing data
  • time

Go through each of these

Where this kind of work most often goes wrong. Already in the prompt, so you do not have to remember it.

  • the designer states the problem first
  • comments address the goal, not taste
  • separate facts, hypotheses, preferences
  • each comment with a testable change