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| name: critique | |
| description: Evaluate design from a UX perspective, assessing visual hierarchy, information architecture, emotional resonance, cognitive load, and overall quality with quantitative scoring, persona-based testing, and actionable feedback. Use when the user asks to review, critique, evaluate, or give feedback on a design or component. | |
| user-invocable: true | |
| argument-hint: "[area (feature, page, component...)]" | |
| ## MANDATORY PREPARATION | |
| Invoke /frontend-design β it contains design principles, anti-patterns, and the **Context Gathering Protocol**. Follow the protocol before proceeding β if no design context exists yet, you MUST run /teach-impeccable first. Additionally gather: what the interface is trying to accomplish. | |
| --- | |
| Conduct a holistic design critique, evaluating whether the interface actually works β not just technically, but as a designed experience. Think like a design director giving feedback. | |
| ## Phase 1: Design Critique | |
| Evaluate the interface across these dimensions: | |
| ### 1. AI Slop Detection (CRITICAL) | |
| **This is the most important check.** Does this look like every other AI-generated interface from 2024-2025? | |
| Review the design against ALL the **DON'T** guidelines in the frontend-design skill β they are the fingerprints of AI-generated work. Check for the AI color palette, gradient text, dark mode with glowing accents, glassmorphism, hero metric layouts, identical card grids, generic fonts, and all other tells. | |
| **The test**: If you showed this to someone and said "AI made this," would they believe you immediately? If yes, that's the problem. | |
| ### 2. Visual Hierarchy | |
| - Does the eye flow to the most important element first? | |
| - Is there a clear primary action? Can you spot it in 2 seconds? | |
| - Do size, color, and position communicate importance correctly? | |
| - Is there visual competition between elements that should have different weights? | |
| ### 3. Information Architecture & Cognitive Load | |
| > *Consult [cognitive-load](reference/cognitive-load.md) for the working memory rule and 8-item checklist* | |
| - Is the structure intuitive? Would a new user understand the organization? | |
| - Is related content grouped logically? | |
| - Are there too many choices at once? Count visible options at each decision point β if >4, flag it | |
| - Is the navigation clear and predictable? | |
| - **Progressive disclosure**: Is complexity revealed only when needed, or dumped on the user upfront? | |
| - **Run the 8-item cognitive load checklist** from the reference. Report failure count: 0β1 = low (good), 2β3 = moderate, 4+ = critical. | |
| ### 4. Emotional Journey | |
| - What emotion does this interface evoke? Is that intentional? | |
| - Does it match the brand personality? | |
| - Does it feel trustworthy, approachable, premium, playful β whatever it should feel? | |
| - Would the target user feel "this is for me"? | |
| - **Peak-end rule**: Is the most intense moment positive? Does the experience end well (confirmation, celebration, clear next step)? | |
| - **Emotional valleys**: Check for onboarding frustration, error cliffs, feature discovery gaps, or anxiety spikes at high-stakes moments (payment, delete, commit) | |
| - **Interventions at negative moments**: Are there design interventions where users are likely to feel frustrated or anxious? (progress indicators, reassurance copy, undo options, social proof) | |
| ### 5. Discoverability & Affordance | |
| - Are interactive elements obviously interactive? | |
| - Would a user know what to do without instructions? | |
| - Are hover/focus states providing useful feedback? | |
| - Are there hidden features that should be more visible? | |
| ### 6. Composition & Balance | |
| - Does the layout feel balanced or uncomfortably weighted? | |
| - Is whitespace used intentionally or just leftover? | |
| - Is there visual rhythm in spacing and repetition? | |
| - Does asymmetry feel designed or accidental? | |
| ### 7. Typography as Communication | |
| - Does the type hierarchy clearly signal what to read first, second, third? | |
| - Is body text comfortable to read? (line length, spacing, size) | |
| - Do font choices reinforce the brand/tone? | |
| - Is there enough contrast between heading levels? | |
| ### 8. Color with Purpose | |
| - Is color used to communicate, not just decorate? | |
| - Does the palette feel cohesive? | |
| - Are accent colors drawing attention to the right things? | |
| - Does it work for colorblind users? (not just technically β does meaning still come through?) | |
| ### 9. States & Edge Cases | |
| - Empty states: Do they guide users toward action, or just say "nothing here"? | |
| - Loading states: Do they reduce perceived wait time? | |
| - Error states: Are they helpful and non-blaming? | |
| - Success states: Do they confirm and guide next steps? | |
| ### 10. Microcopy & Voice | |
| - Is the writing clear and concise? | |
| - Does it sound like a human (the right human for this brand)? | |
| - Are labels and buttons unambiguous? | |
| - Does error copy help users fix the problem? | |
| ## Phase 2: Present Findings | |
| Structure your feedback as a design director would: | |
| ### Design Health Score | |
| > *Consult [heuristics-scoring](reference/heuristics-scoring.md)* | |
| Score each of Nielsen's 10 heuristics 0β4. Present as a table: | |
| | # | Heuristic | Score | Key Issue | | |
| |---|-----------|-------|-----------| | |
| | 1 | Visibility of System Status | ? | [specific finding or "β" if solid] | | |
| | 2 | Match System / Real World | ? | | | |
| | 3 | User Control and Freedom | ? | | | |
| | 4 | Consistency and Standards | ? | | | |
| | 5 | Error Prevention | ? | | | |
| | 6 | Recognition Rather Than Recall | ? | | | |
| | 7 | Flexibility and Efficiency | ? | | | |
| | 8 | Aesthetic and Minimalist Design | ? | | | |
| | 9 | Error Recovery | ? | | | |
| | 10 | Help and Documentation | ? | | | |
| | **Total** | | **??/40** | **[Rating band]** | | |
| Be honest with scores. A 4 means genuinely excellent. Most real interfaces score 20β32. | |
| ### Anti-Patterns Verdict | |
| **Start here.** Pass/fail: Does this look AI-generated? List specific tells from the skill's Anti-Patterns section. Be brutally honest. | |
| ### Overall Impression | |
| A brief gut reaction β what works, what doesn't, and the single biggest opportunity. | |
| ### What's Working | |
| Highlight 2β3 things done well. Be specific about why they work. | |
| ### Priority Issues | |
| The 3β5 most impactful design problems, ordered by importance. | |
| For each issue, tag with **P0βP3 severity** (consult [heuristics-scoring](reference/heuristics-scoring.md) for severity definitions): | |
| - **[P?] What**: Name the problem clearly | |
| - **Why it matters**: How this hurts users or undermines goals | |
| - **Fix**: What to do about it (be concrete) | |
| - **Suggested command**: Which command could address this (from: /animate, /quieter, /optimize, /adapt, /clarify, /distill, /delight, /onboard, /normalize, /audit, /harden, /polish, /extract, /bolder, /arrange, /typeset, /critique, /colorize, /overdrive) | |
| ### Persona Red Flags | |
| > *Consult [personas](reference/personas.md)* | |
| Auto-select 2β3 personas most relevant to this interface type (use the selection table in the reference). If `.github/copilot-instructions.md` contains a `## Design Context` section from `teach-impeccable`, also generate 1β2 project-specific personas from the audience/brand info. | |
| For each selected persona, walk through the primary user action and list specific red flags found: | |
| **Alex (Power User)**: No keyboard shortcuts detected. Form requires 8 clicks for primary action. Forced modal onboarding. β οΈ High abandonment risk. | |
| **Jordan (First-Timer)**: Icon-only nav in sidebar. Technical jargon in error messages ("404 Not Found"). No visible help. β οΈ Will abandon at step 2. | |
| Be specific β name the exact elements and interactions that fail each persona. Don't write generic persona descriptions; write what broke for them. | |
| ### Minor Observations | |
| Quick notes on smaller issues worth addressing. | |
| **Remember**: | |
| - Be direct β vague feedback wastes everyone's time | |
| - Be specific β "the submit button" not "some elements" | |
| - Say what's wrong AND why it matters to users | |
| - Give concrete suggestions, not just "consider exploring..." | |
| - Prioritize ruthlessly β if everything is important, nothing is | |
| - Don't soften criticism β developers need honest feedback to ship great design | |
| ## Phase 3: Ask the User | |
| **After presenting findings**, use targeted questions based on what was actually found. ask the user directly to clarify what you cannot infer. These answers will shape the action plan. | |
| Ask questions along these lines (adapt to the specific findings β do NOT ask generic questions): | |
| 1. **Priority direction**: Based on the issues found, ask which category matters most to the user right now. For example: "I found problems with visual hierarchy, color usage, and information overload. Which area should we tackle first?" Offer the top 2β3 issue categories as options. | |
| 2. **Design intent**: If the critique found a tonal mismatch, ask whether it was intentional. For example: "The interface feels clinical and corporate. Is that the intended tone, or should it feel warmer/bolder/more playful?" Offer 2β3 tonal directions as options based on what would fix the issues found. | |
| 3. **Scope**: Ask how much the user wants to take on. For example: "I found N issues. Want to address everything, or focus on the top 3?" Offer scope options like "Top 3 only", "All issues", "Critical issues only". | |
| 4. **Constraints** (optional β only ask if relevant): If the findings touch many areas, ask if anything is off-limits. For example: "Should any sections stay as-is?" This prevents the plan from touching things the user considers done. | |
| **Rules for questions**: | |
| - Every question must reference specific findings from Phase 2 β never ask generic "who is your audience?" questions | |
| - Keep it to 2β4 questions maximum β respect the user's time | |
| - Offer concrete options, not open-ended prompts | |
| - If findings are straightforward (e.g., only 1β2 clear issues), skip questions and go directly to Phase 4 | |
| ## Phase 4: Recommended Actions | |
| **After receiving the user's answers**, present a prioritized action summary reflecting the user's priorities and scope from Phase 3. | |
| ### Action Summary | |
| List recommended commands in priority order, based on the user's answers: | |
| 1. **`/command-name`** β Brief description of what to fix (specific context from critique findings) | |
| 2. **`/command-name`** β Brief description (specific context) | |
| ... | |
| **Rules for recommendations**: | |
| - Only recommend commands from: /animate, /quieter, /optimize, /adapt, /clarify, /distill, /delight, /onboard, /normalize, /audit, /harden, /polish, /extract, /bolder, /arrange, /typeset, /critique, /colorize, /overdrive | |
| - Order by the user's stated priorities first, then by impact | |
| - Each item's description should carry enough context that the command knows what to focus on | |
| - Map each Priority Issue to the appropriate command | |
| - Skip commands that would address zero issues | |
| - If the user chose a limited scope, only include items within that scope | |
| - If the user marked areas as off-limits, exclude commands that would touch those areas | |
| - End with `/polish` as the final step if any fixes were recommended | |
| After presenting the summary, tell the user: | |
| > You can ask me to run these one at a time, all at once, or in any order you prefer. | |
| > | |
| > Re-run `/critique` after fixes to see your score improve. |