Design Critique Skills
Part of the UI/UX Design Roadmap
In short
'Looks nice' helps nobody. 'The price is hard to find because it's the same size as the description' helps a lot. Good critique is a skill you can practise, giving and receiving.
Giving and receiving specific, constructive, principle-based feedback rather than vague reactions ('I don't love this') — a core collaborative skill practiced constantly in real design teams.

Think of it like this
The cricket coach in the nets
A good coach doesn't say 'bad shot'. He says 'your front foot isn't reaching the ball, so you're edging it'. Specific, tied to the goal, and something you can fix in the next over. That's what useful design feedback sounds like.
Watch it happen
A useful critique conversation
Goal: faster checkout
1/5The designer starts with context: who it's for and what the screen must achieve.
The big ideas
What you need to know
Be specific
Point to the exact element and say what happens for the user. 'This label' beats 'the design'.
Tie it to the goal
Judge against what the screen is meant to do, not your personal taste.
Ask before you tell
'What made you choose this?' often reveals a reason you didn't know about.
Receive it calmly
Feedback is about the work, not you. Listen, ask questions, and decide later what to act on.
Save yourself the pain
Common mistakes
Oops
Saying 'I don't like the blue'.
Do this instead
Say 'The blue link and blue heading look the same, so people may tap the heading.'
Oops
Defending every point the moment it's raised.
Do this instead
Write it down and say thanks. Explain your reasoning only if it helps the discussion.
Your mission
Rewrite vague feedback
Quick check
Which piece of feedback is most useful?
Go deeper
- 1Practice the 'I noticed / I wonder / what if' feedback framing on a real design.
- 2Give feedback on a peer's work (or a public design) citing a specific principle or heuristic.
- 3Learn to separate must-fix feedback from personal taste explicitly when you give it.
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