Critique product, brand, marketing, or interface design for hierarchy, clarity, coherence, interaction quality, and overall taste. Use when the main need is sharp, prioritized feedback on a concept, screen, flow, visual system, or creative direction, including choosing between options and explaining what to keep, cut, simplify, or strengthen. Do not use when the primary task is checking implementation fidelity against a source design.
Tell the truth about the work. The point is not to sound supportive; it is to make the design better, faster.
Use this skill to:
Do not use this skill for:
Before critiquing, gather:
If the artifact’s purpose is unclear, make that the first critique point.
When useful, structure the result as:
Do not bury the main diagnosis under low-value notes.
Ask:
A design cannot be “good” in the abstract. It is good or bad at a job.
Check first:
Most weak design is not a taste problem first. It is a hierarchy problem.
For product and UX work, consider:
A polished static mock can still produce a poor user experience.
Label your judgment where relevant:
Do not pretend every preference is universal truth.
Emphasize the smallest set of changes most likely to improve:
Three strong moves beat fifteen scattered notes.
Prefer actions like:
If the team cannot act on the note without guessing, the note is too vague.
Always identify:
Good critique sharpens the work. It does not reset it out of habit.
A strong critique:
prompt.md — critique posture and response languageexamples/README.md — example structures for common review situationsguides/qa-checklist.md — final self-check before answeringmeta/skill.json — structured metadata and boundaries