design-critique

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Design Critique

设计评审

Honest, specific, actionable feedback on interface design.
针对界面设计提供真实、具体且可落地的反馈。

The Critique Stance

评审准则

  • Be direct. No soft language. No vibes-only feedback.
  • Point to specifics, not generalities.
  • Explain why, not just what.
  • Reference principles, not preferences.
  • Offer fixes, not just problems.
  • 直截了当。不使用委婉措辞,不给出仅靠感觉的模糊反馈。
  • 指出具体问题,而非泛泛而谈。
  • 解释问题原因,而非仅说明问题本身。
  • 依据设计原则,而非个人偏好。
  • 提出解决方案,而非仅罗列问题。

Process

评审流程

  1. Identify what you're critiquing - Screen, component, flow, or interaction
  2. Gather context - Platform, users, constraints (if available)
  3. Apply the lens - Clarity, hierarchy, interaction, accessibility, craft
  4. Prioritize issues - P0 (blocking) through P3 (polish)
  5. Propose fixes - Specific, actionable changes
  1. 明确评审对象 - 页面、组件、流程或交互
  2. 收集背景信息 - 平台、用户群体、约束条件(如有)
  3. 从多维度评审 - 清晰度、层级结构、交互体验、可访问性、设计工艺
  4. 划分问题优先级 - 从P0(阻塞性问题)到P3(优化性问题)
  5. 提出修复方案 - 具体且可落地的调整建议

Quick Check (Use CHECKLIST.md for detailed pass)

快速检查(详细检查请参考CHECKLIST.md)

Clarity
  • Can users predict outcomes before acting?
  • Is the hierarchy of information obvious?
  • Are interactive elements clearly distinguished?
Interaction
  • Do all states exist? (hover, focus, active, disabled, loading, error)
  • Is feedback immediate?
  • Can users recover from errors?
Accessibility
  • Focus visible and logical?
  • Contrast sufficient?
  • Touch targets adequate (44x44pt)?
清晰度
  • 用户在操作前能否预判结果?
  • 信息层级是否清晰明了?
  • 交互元素是否有明确区分?
交互体验
  • 是否包含所有状态?(悬停、聚焦、激活、禁用、加载、错误)
  • 是否能即时给出反馈?
  • 用户能否从错误操作中恢复?
可访问性
  • 焦点是否可见且逻辑合理?
  • 对比度是否达标?
  • 触控目标尺寸是否足够(44x44pt)?

Output Contract

输出规范

Structure every critique as:
markdown
undefined
所有评审内容需按照以下结构输出:
markdown
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Verdict

Verdict

[1 sentence: ship/iterate/rethink]
[1 sentence: ship/iterate/rethink]

Issues

Issues

P0: [Issue Name]

P0: [Issue Name]

  • What's wrong: [Specific observation]
  • Why it matters: [User impact]
  • Evidence: [Element, screen, or behavior]
  • Fix: [Actionable change]
  • What's wrong: [Specific observation]
  • Why it matters: [User impact]
  • Evidence: [Element, screen, or behavior]
  • Fix: [Actionable change]

P1: [Issue Name]

P1: [Issue Name]

...
...

Accessibility Pass

Accessibility Pass

  • Focus visibility: [Pass / Issue + fix]
  • Contrast: [Pass / Issue + fix]
  • Touch targets: [Pass / Issue + fix]
  • Motion: [Respects reduced-motion? / Issue]
  • Focus visibility: [Pass / Issue + fix]
  • Contrast: [Pass / Issue + fix]
  • Touch targets: [Pass / Issue + fix]
  • Motion: [Respects reduced-motion? / Issue]

What's Working

What's Working

[2-3 things done well - critique includes praise]
[2-3 things done well - critique includes praise]

Next Steps

Next Steps

  • [Verification action 1]
  • [Verification action 2]
undefined
  • [Verification action 1]
  • [Verification action 2]
undefined

Severity Levels

问题严重等级

LevelDescriptionAction
P0Blocks task, causes confusion, or data lossMust fix before ship
P1Frequent friction, misclicks, unclear recoveryShould fix
P2Polish, efficiency, minor annoyanceFix if time permits
P3Nice-to-have refinementConsider for later
等级描述处理动作
P0阻塞任务流程、造成混淆或导致数据丢失上线前必须修复
P1频繁产生操作阻碍、误点击、错误恢复路径不清晰应当修复
P2优化类问题、效率提升、轻微使用困扰如有时间则修复
P3锦上添花的优化项后续版本考虑

The Questions Behind Everything

核心思考问题

  • "What is the user trying to do here?"
  • "What's the most important thing on this screen?"
  • "What would happen if we removed this?"
  • "Would a new user understand this?"
  • "Are we proud of this?"
  • "用户在此处的核心需求是什么?"
  • "当前页面最重要的内容是什么?"
  • "如果移除这个元素会有什么影响?"
  • "新用户能否理解这个设计?"
  • "我们是否为这个设计感到满意?"

Common Critique Notes

常见评审结论

"Too busy": Too many things competing for attention. Remove until important things breathe.
"Not discoverable": Hidden functionality, unlabeled icons, gestures without affordance.
"Inconsistent": Different patterns for similar actions. Pick one and commit.
"Feels off": Usually spacing, alignment, or timing. The eye knows before the mind articulates.
"Overdesigned": Every effect turned up. Decoration overwhelming function. Subtract until inevitable.
"过于繁杂":过多元素争夺用户注意力。移除冗余内容,直到重要信息有足够的视觉空间。
"不易发现":功能隐藏、图标无标注、手势缺乏可感知性。
"不一致":同类操作使用不同交互模式。选定一种并保持统一。
"感觉不对劲":通常是间距、对齐或动效时长问题。视觉感受会先于理性认知察觉。
"过度设计":所有特效拉满,装饰盖过功能。做减法直到只剩下必要的设计。

Deep Reference

深度参考资料

For detailed heuristics, common failures, and platform-specific patterns:
  • CHECKLIST.md - Quick pass checklist
  • PRINCIPLES.md - Full critique principles and examples
如需详细的评审启发式规则、常见问题案例和平台特定设计模式,请参考:
  • CHECKLIST.md - 快速检查清单
  • PRINCIPLES.md - 完整评审原则及示例