Design Critique Principles
Deep reference material for interface critique. See SKILL.md for the lean critique process and output contract.
The Critique Lens
What We're Looking For
- Does it feel inevitable? Like it couldn't be any other way?
- Does it get out of the way of what the user is trying to do?
- Would we be proud to ship this?
- Does every pixel earn its place?
What Kills a Design
- Unnecessary complexity
- Inconsistency with itself or the platform
- Decoration that doesn't serve function
- Confusion about what's interactive
- Making the user think when they shouldn't have to
The Question Behind Every Question
- "Why is this here?"
- If you can't answer clearly, it shouldn't be.
Core Principles
Clarity
The interface should be obvious.
What we look for:
- Can you tell what something does before you tap it?
- Is the hierarchy of information clear?
- Do icons communicate or decorate?
- Is text actually readable, or did you sacrifice legibility for aesthetics?
Common failures:
- Mystery icons without labels
- Competing visual hierarchies
- Text that's too small, too light, or too clever
- Relying on color alone to communicate
Deference
The content is the hero. The interface serves it.
What we look for:
- Does the UI step back for the user's content?
- Are controls visible when needed, hidden when not?
- Is the interface competing with what the user came to see?
- Does it feel like a container or a distraction?
Common failures:
- Chrome that dominates the content
- Persistent UI that should be contextual
- Decoration that draws the eye away from what matters
- Showing off the interface instead of the content
Depth
Visual and interactive layers that make sense.
What we look for:
- Do layers communicate relationship and hierarchy?
- Does motion feel physical and meaningful?
- Are elements appropriately elevated or recessed?
- Does depth clarify or just decorate?
Common failures:
- Flat when depth would clarify
- Shadows and elevations that don't mean anything
- Motion that distracts rather than orients
- Inconsistent use of the z-axis
The Details
Typography
Typography is not decoration. It's the interface.
Critique points:
- Is the type hierarchy doing real work?
- Are sizes and weights meaningfully differentiated?
- Is line length appropriate for reading?
- Does it use the system font, or justify the deviation?
- Is Dynamic Type supported? (If not, why not?)
Red flags:
- More than 2-3 type sizes on screen
- Weights that don't create clear hierarchy
- Custom fonts without clear purpose
- All caps where sentence case would work
- Text that doesn't respond to accessibility settings
Spacing & Alignment
Spacing communicates relationship. Sloppiness breaks trust.
Critique points:
- Is spacing systematic or arbitrary?
- Do elements that belong together look like they belong together?
- Is there a consistent grid or rhythm?
- Does the eye flow naturally?
Red flags:
- Inconsistent margins between similar elements
- Misalignment that feels accidental
- Crowded layouts that create anxiety
- Spacing that changes for no reason
Color
Color should work, not just look.
Critique points:
- Does color communicate meaning?
- Is there a clear, limited palette?
- Does it work in light and dark mode?
- Does it work for colorblind users?
- Is contrast sufficient for readability?
Red flags:
- Semantic color used decoratively (red when nothing is wrong)
- Too many colors competing for attention
- Colors that look different in different contexts
- Tint colors that clash with content
- Color as the only differentiator
Icons
An icon should be instantly understood or not used.
Critique points:
- Would a user know what this does without a label?
- Is it consistent with system iconography?
- Does it scale well to different sizes?
- Is the metaphor clear or clever?
Red flags:
- Icons that require explanation
- Inconsistent stroke weights or styles
- Metaphors that don't translate across cultures
- Novel icons when system icons exist
- Icon-only actions that should have labels
Touch Targets
If it's tappable, it needs to be tappable.
Critique points:
- Is every target at least 44x44 points?
- Is there enough space between targets?
- Is the tappable area larger than the visible element?
- Can you tap it easily with a thumb?
Red flags:
- Tiny targets that require precision
- Targets too close together
- Visual element smaller than tap area with no indication
- Assuming stylus-level precision
Interaction Patterns
Navigation
The user should always know where they are and how to get back.
Critique points:
- Is the navigation model clear?
- Can the user always get back?
- Does the structure match the user's mental model?
- Is depth communicated through animation?
Red flags:
- Navigation that breaks the back gesture
- Unclear hierarchy (where am I?)
- Modal takeovers with no escape
- Losing state when navigating
Feedback
Every action deserves acknowledgment.
Critique points:
- Does the interface respond immediately to touch?
- Is there feedback for every action?
- Are loading states clear and appropriate?
- Do errors explain what happened and what to do?
Red flags:
- Actions with no visual response
- Spinners with no context
- Errors that blame the user
- Success states that aren't visible
Animation
Motion should orient, not entertain.
Critique points:
- Does animation help the user understand what happened?
- Is timing appropriate (not too fast, not too slow)?
- Does it respect reduced motion preferences?
- Is it consistent throughout the experience?
Red flags:
- Animation for its own sake
- Motion that slows down the interaction
- Jarring transitions
- Inconsistent easing or timing
- Ignoring accessibility preferences
Gestures
Standard gestures must work as expected. Custom gestures must be discoverable.
Critique points:
- Do standard gestures (swipe back, pull to refresh) work?
- Are custom gestures discoverable without instruction?
- Is there always a visible alternative to gestures?
- Do gestures feel natural and physical?
Red flags:
- Hijacking system gestures
- Hidden gesture-only functionality
- Gestures that conflict with platform patterns
- Requiring a tutorial for basic interaction
Platform Consistency
System Integration
The app should feel like it belongs on the platform.
Critique points:
- Does it use system controls where appropriate?
- Does it respect system settings (text size, contrast, etc.)?
- Does it integrate with system features (share sheets, notifications)?
- Does it follow platform navigation patterns?
Red flags:
- Custom controls that reinvent system controls (worse)
- Ignoring Dynamic Type
- Custom sharing mechanisms when system sheets exist
- Non-standard navigation that fights muscle memory
The Human Interface Guidelines
Not suggestions. Guidelines.
Critique points:
- Have the HIG been consulted for every major decision?
- Where we deviate, is there clear justification?
- Are we using new platform capabilities appropriately?
- Would this pass App Store review?
Red flags:
- Deviations without justification
- Outdated patterns when new ones exist
- Novel solutions to solved problems
- "Android does it this way"
The Crit Process
How to Give Feedback
- Be specific. Point to the exact element.
- Explain why, not just what.
- Reference principles, not preferences.
- Offer alternatives when possible.
- Distinguish blockers from suggestions.
Categories of Feedback
- Blockers: Cannot ship until fixed
- Strong recommendations: Should fix unless compelling reason
- Suggestions: Would improve but acceptable without
- Praise: Call out what's working
Questions to Ask
- "What is the user trying to do here?"
- "What's the most important thing on this screen?"
- "What would happen if we removed this?"
- "Is this the simplest way to achieve this?"
- "Would a new user understand this?"
The Hardest Question
- "Are we proud of this?"
- If the answer isn't yes, don't ship it.
Common Critique Notes
"Too busy"
- Too many things competing for attention
- Unclear hierarchy
- Remove until the important things breathe
"Not discoverable"
- Hidden functionality
- Unlabeled icons
- Gestures without visible affordance
- The user shouldn't have to guess
"Inconsistent"
- Different patterns for similar actions
- Visual language that changes
- Behavior that surprises
- Pick a pattern and commit
"Feels off"
- Something in the details isn't right
- Usually spacing, alignment, or timing
- The eye knows before the mind can articulate
- Trust the feeling, find the cause
"Overdesigned"
- Trying too hard
- Every effect turned up to 11
- Decoration overwhelming function
- Subtract until it feels inevitable
The Standard
What "Good" Looks Like
- You don't notice the interface
- Everything is where you expect it
- Actions feel instant
- You never feel lost
- It adapts to you, not the reverse
What "Great" Looks Like
- Moments of delight that don't get in the way
- Details you discover over time
- Feels like it was made just for you
- You can't imagine it being different
- You forget it's software
The Bar
- "Would Apple ship this?"
- Not as flattery—as a standard
- The details matter
- The polish matters
- The user's time and attention are precious
- Earn every pixel