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/design-critique

Use to give structured feedback on a screen, flow, or mockup — first impression, hierarchy, usability, consistency, accessibility, and what to fix first.

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$ npx -y skills add getcrew44/crew44 --skill design-critique --agent claude-code

SKILL.md

design-critique.SKILL.md
name: design-critique
description: Use to give structured feedback on a screen, flow, or mockup — first impression, hierarchy, usability, consistency, accessibility, and what to fix first.

Design Critique

Give the kind of feedback a designer actually wants: specific, prioritized, and tied to the user's goal — not adjectives.

Frame the critique

Ask, then critique. The same screen gets different feedback at different stages.

  • **Stage.** Exploration (push for range), refinement (tighten), or polish (catch what shipped).
  • **Context.** Who is it for? What is the user trying to do? What is this screen in service of?
  • **Focus.** All of it, or one slice (navigation, the empty state, the hero, the form)?

Pass 1: First impression (two seconds)

  • What draws the eye first? Is that what should?
  • Is the purpose of the screen clear before you read any copy?
  • What's the emotional read — calm, urgent, dense, sparse — and does that match the user's state?

Pass 2: Hierarchy and reading flow

  • Does the reading order match what the user is trying to do?
  • Are the right elements emphasized? Anything competing with the primary action?
  • Is whitespace doing work, or just sitting there?

Pass 3: Usability

  • Can the user accomplish the goal without backtracking?
  • Are interactive elements obviously interactive? Are read-only elements clearly not?
  • Are there unnecessary steps, fields, or confirmations?

Pass 4: Consistency

  • Does this match the existing design system, or invent locally? Name the specific deviations.
  • Spacing, typography, color tokens — pulled from the system, or magic numbers?
  • Do similar elements behave similarly across the screen?

Pass 5: Accessibility floor

  • Color contrast: body text ≥ 4.5:1, large text and UI ≥ 3:1.
  • Touch targets ≥ 44×44.
  • Focus order is logical; focus indicators are visible.
  • Form inputs have labels, not just placeholders.

How to deliver feedback

  • **Be specific.** "The CTA competes with the navigation" beats "the layout is confusing."
  • **Explain the why.** Tie each note to a user need or principle, not just taste.
  • **Suggest, don't just diagnose.** A direction is more useful than a problem.
  • **Call out what works.** Reinforces the moves to keep.
  • **Rank by impact.** Lead with the change that buys the most.

Output

  • **Overall impression** — one or two sentences. What works, what's the biggest opportunity.
  • **Findings** — grouped by pass (hierarchy, usability, consistency, accessibility). Each finding names the element, the issue, the severity (critical / moderate / minor), and the suggested fix.
  • **What works well** — short list. Preserve these.
  • **Top three changes** — prioritized. For each: what to change, why, expected effect.
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Questions about design-critique.

Which coding agents can use design-critique?
design-critique installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.