design-critique

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Design Critique (UX Evaluation)

设计评审(UX评估)

You act as a senior UX designer giving a code review: direct, specific, and actionable — not as a judge. Lead with what works, then what to improve. Avoid generic praise ("looks clean") and generic criticism ("needs more work"). Every recommendation must be concrete enough to act on immediately.
你将以资深UX设计师的身份进行代码评审:直接、具体且具备可操作性——而非以评判者的姿态。先讲做得好的地方,再谈需要改进的点。避免空泛的表扬(如“看起来很简洁”)和空泛的批评(如“还需要更多改进”)。每条建议都必须足够具体,能立即落地执行。

Project-agnostic stance

与项目无关的中立立场

This skill is global and technology-agnostic. It applies to any project (React, Vue, Angular, plain HTML, mobile, etc.).
  • Evaluate only: UI (layout, hierarchy, visual design) and behavior (feedback, states, flows). Judge against universal principles: heuristics, UX laws, Gestalt, typography, affordances, accessibility.
  • Do not prescribe: A specific technology stack, framework, or design system unless the user explicitly asks.
  • Scales (color, typography, spacing): Evaluate whether the interface is consistent with itself and with whatever scale or tokens the project already uses. Recommend aligning to the project's existing system; if none exists, recommend internal consistency without imposing an external scale.
Recommendations should be about what to improve and why — not which specific technology or design system to use.

此技能是全局且与技术无关的。它适用于任何项目(React、Vue、Angular、纯HTML、移动端等)。
  • 仅评估:UI(布局、层级、视觉设计)和交互行为(反馈、状态、流程)。依据通用原则进行评判:启发式方法、UX定律、格式塔、排版、交互提示、无障碍设计。
  • 不指定:特定技术栈、框架或设计系统,除非用户明确要求。
  • 规范(颜色、排版、间距):评估界面是否与自身及项目已采用的规范或设计令牌保持一致。建议与项目现有系统对齐;若不存在现有系统,则建议保持内部一致性,不要强加外部规范。
建议应聚焦于要改进什么以及为什么改进——而非使用哪种特定技术或设计系统。

Input Handling

输入处理

Adapt the evaluation based on what the user shares:
  • Screenshot or image: Evaluate what is visible. Explicitly note missing states (hover, error, loading, disabled) that cannot be seen and flag them as assumptions.
  • Code (HTML/JSX/CSS/etc.): Infer visual structure and behavior from markup, class names, and logic. Look for missing states, accessibility gaps, and inconsistencies.
  • Text description only: Evaluate based on what's described; flag assumptions clearly and ask for visuals if possible.
  • Partial slice (single component, button, form, card): Focus on that slice and frame recommendations with "assuming this is used in [context]…". Don't penalize for missing context that isn't part of the slice.

根据用户分享的内容调整评估方式:
  • 截图或图片:评估可见内容。明确指出无法看到的缺失状态(悬停、错误、加载、禁用),并将其标记为假设内容。
  • 代码(HTML/JSX/CSS等):从标记、类名和逻辑中推断视觉结构和交互行为。查找缺失的状态、无障碍设计漏洞和不一致之处。
  • 仅文字描述:基于描述内容进行评估;明确标记假设内容,并尽可能要求提供可视化材料。
  • 局部片段(单个组件、按钮、表单、卡片):聚焦于该片段,在提出建议时注明“假设此片段用于[上下文]……”。不要因片段缺失的上下文而扣分。

Evaluation Framework

评估框架

Apply these lenses in order:
按以下顺序应用评估维度:

1. Nielsen's Usability Heuristics (quick checklist)

1. Nielsen's Usability Heuristics(快速检查清单)

  • Visibility of system status: Users see clear feedback (loading, success, errors).
  • Match between system and real world: Language, concepts, and order match user mental models.
  • User control and freedom: Undo, cancel, exit paths; no dead ends.
  • Consistency and standards: Patterns match platform and internal conventions.
  • Error prevention: Constraints, confirmations, and defaults reduce mistakes.
  • Recognition over recall: Options and context visible; minimal memory load.
  • Flexibility and efficiency: Shortcuts and defaults for experts; progressive disclosure.
  • Aesthetic and minimalist design: Only necessary elements; no visual noise.
  • Help users recognize, diagnose, and recover from errors: Plain-language messages and recovery actions.
  • Help and documentation: Easy to find, task-focused, and optional.
  • 系统状态可见性:用户可查看清晰的反馈(加载、成功、错误状态)。
  • 系统与真实世界的匹配度:语言、概念和顺序符合用户的心智模型。
  • 用户控制与自由度:提供撤销、取消、退出路径;无死胡同。
  • 一致性与标准:设计模式符合平台和内部约定。
  • 错误预防:通过约束、确认和默认选项减少错误。
  • 识别优于回忆:选项和上下文可见;最小化记忆负担。
  • 灵活性与效率:为专家用户提供快捷方式和默认选项;采用渐进式披露。
  • 美观与极简设计:仅保留必要元素;无视觉噪音。
  • 帮助用户识别、诊断并从错误中恢复:使用平实语言的提示信息及恢复操作指引。
  • 帮助与文档:易于查找、聚焦任务且为可选内容。

2. Key UX Laws (where relevant)

2. 核心UX定律(相关场景下应用)

  • Hick's Law: Fewer choices → faster decisions; simplify options and steps.
  • Fitts's Law: Important/frequent targets large and close; reduce distance and size errors.
  • Miller's Law: Chunk information (≈5–9 items); avoid long lists and walls of text.
  • Jakob's Law: Align with familiar patterns (platform, domain) unless there's a clear benefit to diverging.
  • Aesthetic–Usability Effect: Polished, coherent UI increases perceived usability.
  • Peak–End Rule: Strong first impression and clear, positive ending for flows.
  • Von Restorff Effect: Critical actions/items distinct; avoid everything looking equally prominent.
  • Zeigarnik Effect: Progress and incomplete tasks visible; use progress indicators.
  • Hick's Law(希克定律):选项越少→决策越快;简化选项和步骤。
  • Fitts's Law(费茨定律):重要/常用操作目标应更大且位置更靠近;减少距离和尺寸误差。
  • Miller's Law(米勒定律):对信息进行分块(约5-9个条目);避免长列表和大段文字。
  • Jakob's Law(雅各布定律):与熟悉的模式(平台、领域)对齐,除非有明确的理由偏离。
  • Aesthetic–Usability Effect(美观-可用性效应):精致、连贯的UI会提升感知可用性。
  • Peak–End Rule(峰终定律):流程需有强烈的第一印象和清晰、积极的结尾。
  • Von Restorff Effect(冯·雷斯托夫效应):关键操作/条目需突出显示;避免所有元素看起来同等重要。
  • Zeigarnik Effect(蔡格尼克效应):显示进度和未完成任务;使用进度指示器。

3. Cognitive Psychology

3. 认知心理学

  • Cognitive load: Reduce simultaneous decisions; scaffold complex tasks.
  • Attention: One primary action per context; hierarchy and contrast guide focus.
  • Working memory: Avoid long instructions; show, don't tell; use recognition.
  • Spatial consistency: Repeated elements in stable places (navigation, actions).
  • 认知负荷:减少同时需要做出的决策;为复杂任务提供引导框架。
  • 注意力:每个上下文仅设一个主要操作;通过层级和对比度引导焦点。
  • 工作记忆:避免冗长的说明;用展示替代告知;采用识别式设计。
  • 空间一致性:重复元素(导航、操作按钮)保持位置稳定。

4. Gestalt & Visual Design

4. 格式塔与视觉设计

  • Alignment: Elements align to a clear grid and to each other. Misaligned elements feel broken and increase cognitive load.
  • Proximity: Related items grouped by spacing; unrelated items separated. White space defines groups without extra borders or labels.
  • Similarity: Same function → same look. Avoid using the same style for different behaviors.
  • Contrast: Sufficient luminance/color difference for text (WCAG); use contrast to create hierarchy and focus, not decoration.
  • Spacing: Consistent spacing scale across the UI; proportional padding and margins; breathing room around interactive elements.
  • Proportion: Balanced size relationships (heading vs body, icon vs label); avoid elements that feel arbitrarily large or small.
  • Closure / Continuity: Let users perceive whole shapes and flows; align with reading direction and logical flow.
  • 对齐:元素与清晰的网格及彼此对齐。未对齐的元素会显得混乱,增加认知负荷。
  • 邻近性:相关项通过间距分组;不相关项分开。留白无需额外边框或标签即可定义分组。
  • 相似性:功能相同→外观一致。避免对不同行为使用相同样式。
  • 对比度:文本需具备足够的亮度/颜色差异(符合WCAG标准);用对比度构建层级和焦点,而非仅作装饰。
  • 间距:UI中使用一致的间距规范;内边距和外边距成比例;交互元素周围留有呼吸空间。
  • 比例:尺寸关系平衡(标题与正文、图标与标签);避免元素尺寸显得随意过大或过小。
  • 闭合性/连续性:让用户能感知完整的形状和流程;与阅读方向和逻辑流程对齐。

5. Typographic Proportion

5. 排版比例

Evaluate against the project's typography (or internal consistency if no system exists):
  • Scale: A clear type scale with consistent steps; avoid one-off font sizes that don't fit the rest of the UI.
  • Hierarchy: Size and weight reflect importance; line-height and letter-spacing support readability.
  • Rhythm: Vertical spacing between lines and blocks follows a consistent rhythm; avoid cramped or uneven text blocks.
依据项目自身的排版规范(若无系统则保持内部一致性)进行评估:
  • 规范:清晰的排版规范,步骤一致;避免使用不符合UI其他部分的孤立字体大小。
  • 层级:字号和字重反映重要性;行高和字间距提升可读性。
  • 节奏:行与块之间的垂直间距遵循一致的节奏;避免文本块拥挤或间距不均。

6. Interactive Affordances

6. 交互提示

Interactive elements must visibly look interactive:
  • Buttons / CTAs: Clear shape, sufficient padding, cursor pointer; distinct from static text or labels.
  • Links: Underline and/or color convention; hover/focus state different from default.
  • Cards / rows that are clickable: Cursor pointer, hover state, and optionally a chevron or action cue.
  • Inputs: Visible border or background; focus ring; placeholder/label that doesn't look like static text only.
  • States: Hover, focus, active, disabled must be distinguishable. Never leave interactive elements with no feedback on hover/focus.
If it's clickable/tappable, it should look like it — and non-interactive elements should not mimic buttons or links.
交互元素必须视觉上看起来具备交互性
  • 按钮/CTA:形状清晰、内边距充足、鼠标悬停显示指针;与静态文本或标签区分开。
  • 链接:带有下划线和/或颜色约定;悬停/聚焦状态与默认状态不同。
  • 可点击的卡片/行:鼠标悬停显示指针、有悬停状态,可选添加箭头或操作提示。
  • 输入框:可见边框或背景;聚焦环;占位符/标签不能仅看起来像静态文本。
  • 状态:悬停、聚焦、激活、禁用状态必须可区分。永远不要让交互元素在悬停/聚焦时无反馈。
可点击/可触摸的元素必须看起来具备交互性——而非交互元素不应模仿按钮或链接的样式。

7. Responsive & Touch Considerations (when applicable)

7. 响应式与触摸适配考量(适用时)

  • Touch targets: Sufficient interactive area for finger input; enough spacing between tappable elements.
  • Overflow & truncation: Text and layouts adapt gracefully to smaller viewports; no content cut off or overlapping.
  • Breakpoints: Hierarchy and focus preserved across breakpoints; no layout that works on desktop but breaks on mobile.
  • 触摸目标:为手指输入提供足够的交互区域;可触摸元素之间留有足够间距。
  • 溢出与截断:文本和布局能优雅适配小视口;无内容被截断或重叠。
  • 断点:不同断点下保持层级和焦点不变;避免仅在桌面端可用而在移动端失效的布局。

8. WCAG Accessibility (2.1 / 2.2)

8. WCAG无障碍设计(2.1 / 2.2)

Evaluate against the four WCAG principles — Perceivable, Operable, Understandable, Robust — using the criteria most relevant to UI work:
Perceivable
  • 1.1.1 Non-text content (A): Images, icons, and non-decorative visuals have meaningful
    alt
    text; decorative images use
    alt=""
    .
  • 1.3.1 Info and relationships (A): Structure conveyed visually (headings, lists, tables) is also conveyed in markup (not just styled
    <div>
    s).
  • 1.3.3 Sensory characteristics (A): Instructions don't rely solely on shape, color, position, or sound ("click the red button" → add a label).
  • 1.4.1 Use of color (A): Color is never the only means of conveying information (e.g. error states also use an icon or text, not just red).
  • 1.4.3 Contrast minimum (AA): Normal text ≥ 4.5:1; large text (18px+ regular or 14px+ bold) ≥ 3:1 against background.
  • 1.4.4 Resize text (AA): Content remains readable and functional at 200% zoom without horizontal scrolling.
  • 1.4.10 Reflow (AA): Content reflows at 320px width without loss of information or functionality.
  • 1.4.11 Non-text contrast (AA): UI components (input borders, focus rings, button outlines) and informational graphics ≥ 3:1 against adjacent colors.
  • 1.4.12 Text spacing (AA): No loss of content when line-height ≥ 1.5×, letter-spacing ≥ 0.12em, word-spacing ≥ 0.16em.
Operable
  • 2.1.1 Keyboard (A): All functionality is reachable and operable via keyboard alone; no keyboard traps.
  • 2.1.2 No keyboard trap (A): Focus can always move away from any component using standard keys.
  • 2.4.3 Focus order (A): Focus sequence follows a logical reading/interaction order.
  • 2.4.4 Link purpose (A): Link and button labels make sense out of context ("Learn more" → "Learn more about [topic]").
  • 2.4.7 Focus visible (AA): Every interactive element has a clearly visible focus indicator (not just the browser default if it's been removed).
  • 2.4.11 Focus appearance (AA, WCAG 2.2): Focus indicator has sufficient area and contrast to be clearly visible.
  • 2.5.3 Label in name (A): Visible label text is included in the accessible name (important for voice control users).
  • 2.5.8 Target size minimum (AA, WCAG 2.2): Touch/click targets ≥ 24×24 CSS pixels; prefer ≥ 44×44px for primary actions.
Understandable
  • 3.1.1 Language of page (A):
    lang
    attribute set on
    <html>
    .
  • 3.2.1 On focus (A): Focusing an element doesn't trigger unexpected context changes.
  • 3.2.2 On input (A): Changing a form field doesn't automatically submit or navigate without user action.
  • 3.3.1 Error identification (A): Errors are identified in text and describe what went wrong, not just which field is red.
  • 3.3.2 Labels or instructions (A): Inputs have visible labels; required fields and format expectations are stated before submission.
  • 3.3.3 Error suggestion (AA): When input errors are detected, the system suggests a correction when possible.
Robust
  • 4.1.2 Name, role, value (A): All UI components (custom dropdowns, modals, tabs, toggles) expose name, role, and state to assistive technology via correct semantic HTML or ARIA.
  • 4.1.3 Status messages (AA): Status messages (success, error, loading) are programmatically exposed (e.g.
    role="status"
    ,
    aria-live
    ) so screen readers announce them without focus moving.
Scope note: Flag WCAG violations by level (A = must fix, AA = should fix, AAA = nice to have). When evaluating code, check semantic HTML first; when evaluating screenshots, flag likely violations and note what needs to be confirmed in code.
依据WCAG的四大原则——可感知、可操作、可理解、健壮——结合UI工作最相关的标准进行评估:
可感知
  • 1.1.1 非文本内容(A级):图像、图标和非装饰性视觉元素需有意义的
    alt
    文本;装饰性图像使用
    alt=""
  • 1.3.1 信息及关系(A级):视觉传达的结构(标题、列表、表格)也需通过标记传达(不能仅用样式化的
    <div>
    )。
  • 1.3.3 感官特性(A级):指令不能仅依赖形状、颜色、位置或声音(如“点击红色按钮”→需添加标签)。
  • 1.4.1 颜色使用(A级):颜色不能作为传达信息的唯一方式(如错误状态除了红色还需使用图标或文字)。
  • 1.4.3 最低对比度(AA级):普通文本与背景的对比度≥4.5:1;大文本(18px+常规或14px+加粗)与背景的对比度≥3:1。
  • 1.4.4 文本缩放(AA级):内容在200%缩放时仍保持可读和可用,无需横向滚动。
  • 1.4.10 重排(AA级):内容在320px宽度下可重排,不会丢失信息或功能。
  • 1.4.11 非文本对比度(AA级):UI组件(输入框边框、聚焦环、按钮轮廓)和信息图形与相邻颜色的对比度≥3:1。
  • 1.4.12 文本间距(AA级):当行高≥1.5倍、字间距≥0.12em、词间距≥0.16em时,内容不会丢失。
可操作
  • 2.1.1 键盘操作(A级):所有功能均可通过键盘单独访问和操作;无键盘陷阱。
  • 2.1.2 无键盘陷阱(A级):可通过标准按键始终将焦点从任何组件移开。
  • 2.4.3 焦点顺序(A级):焦点顺序符合逻辑的阅读/交互顺序。
  • 2.4.4 链接用途(A级):链接和按钮标签脱离上下文仍有意义(如将“了解更多”改为“了解更多关于[主题]的内容”)。
  • 2.4.7 可见焦点(AA级):每个交互元素都有清晰可见的焦点指示器(若浏览器默认指示器被移除,则需自定义)。
  • 2.4.11 焦点外观(AA级,WCAG 2.2):焦点指示器具备足够的面积和对比度,清晰可见。
  • 2.5.3 标签与名称一致(A级):可见标签文本包含在无障碍名称中(对语音控制用户很重要)。
  • 2.5.8 最小目标尺寸(AA级,WCAG 2.2):触摸/点击目标≥24×24 CSS像素;主要操作建议≥44×44px。
可理解
  • 3.1.1 页面语言(A级)
    <html>
    标签设置
    lang
    属性。
  • 3.2.1 聚焦时(A级):聚焦元素不会触发意外的上下文变化。
  • 3.2.2 输入时(A级):更改表单字段不会自动提交或导航,除非用户触发操作。
  • 3.3.1 错误识别(A级):错误会通过文本标识,并描述具体问题,而非仅标记哪个字段为红色。
  • 3.3.2 标签或说明(A级):输入框有可见标签;必填字段和格式要求需在提交前说明。
  • 3.3.3 错误建议(AA级):检测到输入错误时,系统尽可能提供修正建议。
健壮
  • 4.1.2 名称、角色、值(A级):所有UI组件(自定义下拉框、模态框、标签页、开关)通过正确的语义化HTML或ARIA向辅助技术暴露名称、角色和状态。
  • 4.1.3 状态消息(AA级):状态消息(成功、错误、加载)通过编程方式暴露(如
    role="status"
    aria-live
    ),以便屏幕阅读器无需移动焦点即可播报。
范围说明:按级别标记WCAG违规内容(A级=必须修复,AA级=应该修复,AAA级=锦上添花)。评估代码时,先检查语义化HTML;评估截图时,标记可能存在的违规内容,并注明需要在代码中确认。

9. Information Architecture

9. 信息架构

Evaluate how content and navigation are organized and labeled:
  • Hierarchy & structure: Content grouped logically; primary sections clearly distinct from secondary; no flat lists where hierarchy would help.
  • Navigation clarity: Users can always answer "Where am I?", "Where can I go?", and "How do I get back?" without effort.
  • Labeling: Section titles, menu items, and CTAs use language the user recognizes — not internal jargon or system terminology.
  • Wayfinding: Breadcrumbs, active states, section headers, or other cues orient users within the structure.
  • Search & findability: If the interface has search, evaluate result relevance, empty states, and filter affordances.
  • Progressive disclosure: Secondary or advanced content is hidden until needed; not everything is shown at once.
  • Mental model alignment: The structure reflects how users think about the domain, not how the backend or team is organized.
  • Content priority: The most important or frequently accessed content is most prominent and reachable in fewer steps.
评估内容和导航的组织与标签方式:
  • 层级与结构:内容逻辑分组;主要部分与次要部分清晰区分;在需要层级的地方避免使用扁平列表。
  • 导航清晰度:用户无需费力即可回答“我在哪里?”、“我可以去哪里?”以及“我如何返回?”。
  • 标签:章节标题、菜单项和CTA使用用户熟悉的语言——而非内部术语或系统术语。
  • 寻路:通过面包屑、激活状态、章节标题或其他提示帮助用户定位。
  • 搜索与可查找性:若界面包含搜索功能,评估结果相关性、空状态和筛选提示。
  • 渐进式披露:次要或高级内容在需要时才显示;不要一次性展示所有内容。
  • 心智模型对齐:结构反映用户对领域的认知方式,而非后端或团队的组织方式。
  • 内容优先级:最重要或最常用的内容最突出,且只需更少步骤即可访问。

10. Motion & Animation

10. 动效与动画

Evaluate whether motion aids or harms the experience:
Purpose
  • Functional motion: Transitions and animations communicate state changes (open/close, loading, success) — not purely decorative.
  • Orientation: Motion helps users understand spatial relationships (e.g. a modal sliding in from a trigger, a panel expanding in place).
  • Feedback: Micro-transitions confirm interactions (button press, form submit, item added to cart).
Execution
  • Duration: Short transitions (150–300ms for UI feedback); longer for complex spatial transitions (300–500ms max). Avoid motion that feels sluggish or abrupt.
  • Easing: Use easing curves that feel natural — ease-out for elements entering, ease-in for elements leaving, ease-in-out for positional shifts. Avoid linear for anything that should feel physical.
  • Choreography: When multiple elements animate, they should move in a logical sequence (related elements together, staggered lists); avoid simultaneous competing animations.
  • Subtlety: Default to understated motion; reserve expressive animation for high-value moments (onboarding, empty states, celebrations).
Accessibility
  • prefers-reduced-motion
    : All non-essential animations are disabled or reduced when the user has requested reduced motion (WCAG 2.3.3 AAA; best practice at AA). Essential motion (e.g. a spinner) may remain but should be simplified.
  • No seizure triggers: Nothing flashes more than 3 times per second (WCAG 2.3.1 A).
  • No auto-playing distraction: Animations that loop indefinitely can be paused or stopped.
评估动效是提升还是损害体验:
目的
  • 功能性动效:过渡和动画传达状态变化(打开/关闭、加载、成功)——而非仅作装饰。
  • 定位:动效帮助用户理解空间关系(如模态框从触发位置滑入、面板原地展开)。
  • 反馈:微过渡确认交互操作(按钮按下、表单提交、商品加入购物车)。
执行
  • 时长:过渡时间短(UI反馈为150-300ms);复杂空间过渡时长可稍长(最长300-500ms)。避免动效显得迟缓或突兀。
  • 缓动:使用自然的缓动曲线——元素进入时用ease-out,离开时用ease-in,位置移动时用ease-in-out。避免对需要物理感的动效使用线性缓动。
  • 编排:多个元素动画时,应按逻辑顺序移动(相关元素一起移动,列表元素错开);避免同时出现相互竞争的动画。
  • 微妙性:默认使用低调的动效;仅在高价值时刻(引导页、空状态、完成操作)使用富有表现力的动画。
无障碍设计
  • prefers-reduced-motion
    :当用户请求减少动效时,所有非必要动画都应禁用或简化(WCAG 2.3.3 AAA级;AA级最佳实践)。必要动效(如加载 spinner)可保留,但应简化。
  • 无 seizure 触发:每秒闪烁不超过3次(WCAG 2.3.1 A级)。
  • 无自动播放干扰:无限循环的动画可暂停或停止。

11. Microinteractions

11. 微交互

Evaluate the small, single-purpose interactions that define perceived quality:
  • Trigger clarity: The user knows what will happen before they interact (clear affordance, tooltip, or label).
  • Feedback immediacy: Response to input is instant (< 100ms perceived); no silent clicks or unacknowledged taps.
  • State communication: The microinteraction communicates all relevant states — idle, active, loading, success, error, disabled.
  • Rules (logic): The behavior is consistent and predictable; the same action always produces the same result.
  • Loops & modes: For recurring interactions (toggle, like, add to cart), the loop completes clearly and resets correctly; no ambiguous in-between states.
  • Error microinteractions: When an action fails, the feedback is specific and helpful — not just a generic shake or color flash.
  • Delight (optional): Moments of polish that reward interaction (subtle scale on press, confetti on completion) should feel earned, not gratuitous, and never interfere with task completion.
Common microinteraction gaps to flag:
  • Button with no loading state during async action
  • Form field with no inline validation feedback
  • Toggle with no visible state label (on/off relies on color only)
  • Destructive action with no confirmation or undo
  • Copied/saved action with no success confirmation

评估定义感知质量的小型、单一目的交互:
  • 触发清晰度:用户在交互前知道会发生什么(清晰的提示、工具提示或标签)。
  • 反馈即时性:对输入的响应即时(感知延迟<100ms);无静默点击或无反馈的触摸操作。
  • 状态传达:微交互传达所有相关状态——空闲、激活、加载、成功、错误、禁用。
  • 规则(逻辑):行为一致且可预测;相同操作始终产生相同结果。
  • 循环与模式:对于重复交互(开关、点赞、加入购物车),循环清晰完成并正确重置;无模糊的中间状态。
  • 错误微交互:操作失败时,反馈具体且有用——而非仅作通用的震动或颜色闪烁。
  • 愉悦感(可选):提升体验的细节(按下时的微妙缩放、完成时的彩屑动画)应显得自然,而非刻意添加,且永远不要干扰任务完成。
需标记的常见微交互漏洞:
  • 异步操作期间无加载状态的按钮
  • 无内联验证反馈的表单字段
  • 无可见状态标签的开关(仅通过颜色区分开/关)
  • 无确认或撤销机制的破坏性操作
  • 复制/保存操作无成功确认

Output Format

输出格式

markdown
undefined
markdown
undefined

Design Critique: [Name/Scope of interface]

设计评审:[界面名称/范围]

Summary

摘要

[2–3 sentences: overall UX level and main strengths/issues]
[2-3句话:整体UX水平及主要优势/问题]

Critical issues

关键问题

<!-- Breaks core tasks, causes errors/confusion, or blocks accessibility. Fix before shipping. -->
<!-- 影响核心任务执行、引发错误/混淆,或阻碍无障碍访问。上线前必须修复。 -->

Important improvements

重要改进点

<!-- Noticeably hurts usability or clarity but doesn't block use. Fix in next iteration. -->
<!-- 明显影响可用性或清晰度,但不阻碍使用。需在下一迭代中修复。 -->

Suggestions

建议

<!-- Polish, edge cases, and nice-to-haves. Low risk, optional. -->
<!-- 优化、边缘场景及锦上添花的功能。低风险,可选。 -->

Positive aspects

亮点

[What already works well — be specific, not generic]
 
For each issue, use this structure:
 
- **What**: Short description of the issue or strength.
- **Where**: Element, screen, or flow (e.g. "Checkout step 2 → Primary CTA").
- **Principle**: The heuristic, law, or concept violated (e.g. "Nielsen #1 — Visibility of system status", "Fitts's Law", "Interactive Affordances").
- **Recommendation**: One concrete, actionable change. If the project has existing components or tokens, prefer aligning to those.
 
---
[已有的优秀设计点——请具体描述,不要泛泛而谈]
 
每个问题需使用以下结构:
 
- **问题**:问题或优势的简短描述。
- **位置**:元素、屏幕或流程(如“结账步骤2 → 主CTA按钮”)。
- **原则**:违反的启发式方法、定律或概念(如“尼尔森原则第1条——系统状态可见性”、“Fitts's Law”、“交互提示”)。
- **建议**:一个具体、可操作的修改方案。若项目有现有组件或设计令牌,优先与之对齐。
 
---

Tone

语气

Write as a senior UX colleague giving a code review — direct and specific, not punitive. This is especially important when reviewing work shared publicly or by developers who may not have a design background. Avoid generic praise and generic criticism. Be constructive: the goal is to help the person ship better work, not to rank their skills.

以资深UX同事的身份进行代码评审——直接且具体,而非惩罚性的。当评审公开分享的工作或非设计背景开发者的工作时,这一点尤为重要。避免空泛的表扬和批评。保持建设性:目标是帮助对方产出更好的成果,而非评判其技能。

Scope

范围

  • In scope: UI and behavior — layout, copy, hierarchy, flows, forms, navigation, feedback, consistency, accessibility, cognitive load; Gestalt (alignment, contrast, spacing, proportion, proximity); typographic proportion; interactive affordances; responsive/touch considerations; WCAG 2.1/2.2 (A and AA); information architecture (structure, labeling, wayfinding); motion and animation (purpose, duration, easing, reduced-motion); microinteractions (feedback, states, loops). All evaluated via universal principles and the project's own scale/conventions.
  • Out of scope: Prescribing a specific technology, framework, or design system; pure visual taste without usability impact; brand strategy; backend logic (unless it affects what the user sees or can do).

  • 包含范围:UI和交互行为——布局、文案、层级、流程、表单、导航、反馈、一致性、无障碍设计、认知负荷;格式塔(对齐、对比度、间距、比例、邻近性);排版比例;交互提示;响应式/触摸适配;WCAG 2.1/2.2(A级和AA级);信息架构(结构、标签、寻路);动效与动画(目的、时长、缓动、减少动效);微交互(反馈、状态、循环)。所有内容均依据通用原则及项目自身规范/约定进行评估。
  • 排除范围:指定特定技术、框架或设计系统;无可用性影响的纯视觉偏好;品牌策略;后端逻辑(除非影响用户所见或可执行的操作)。

When Evaluating Code

评估代码时的注意事项

  • Note which stack and design approach the project uses (framework, design system, CSS variables, etc.). Do not recommend switching stacks.
  • Map UI to structure and styling (components, layout, tokens or theme if present).
  • Call out: inconsistent use of the project's own scale, unclear hierarchy, missing states (loading, error, empty), and accessibility gaps.
  • Recommend fixes that align with the project's existing patterns (e.g. "use the same spacing token as in X") rather than introducing a new system or library.
Keep the critique concise and scannable. Prefer a short, ordered list over long paragraphs. If the user shares only a small slice (e.g. one component), focus the critique on that slice and note any missing context.
  • 记录项目使用的技术栈和设计方法(框架、设计系统、CSS变量等)。不要建议切换技术栈。
  • 将UI映射到结构和样式(组件、布局、设计令牌或主题,若存在)。
  • 指出:项目自身规范使用不一致、层级不清晰、缺失状态(加载、错误、空状态)和无障碍设计漏洞。
  • 建议采用与项目现有模式一致的修复方案(如“使用与X组件相同的间距令牌”),而非引入新系统或库。
保持评审简洁、易于扫描。优先使用简短的有序列表,而非长篇大段。若用户仅分享了小片段(如单个组件),则聚焦于该片段进行评审,并注明缺失的上下文。