
Design Critique
Critiques hierarchy, affordance, errors and accessibility, and orders the fixes.
Install
npx skills add paperclipai/paperclip --skill design-critique -g -a claude-code -y- Repository
- paperclipai/paperclip110k
- Category
- Design
- Updated
- 3d ago
- License
- MIT
- Context cost
- Lightabout 1,115 tokens
- Runs scripts
- No, instructions only
What it does
Give a structured product design critique, user job clarity, hierarchy, affordance, error states, accessibility, and consistency, focused on what to change, in what order, and why.
Product Design Critique
A structured critique pass for a screen, flow, or component. The output is a prioritized list of changes a designer or engineer can act on, not adjectives. Critique is not redesign; recommend, do not rebuild.
When to use
- A designer or engineer asks for feedback on a screen, mock, or live UI.
- A feature is shipping and someone wants a final UX read.
- A flow is suspected of causing user drop-off and you want a pre-research read before instrumentation.
When not to use
- The user wants a redesign. That is a design project, not a critique.
- The work is so early that no concrete artifact exists. Sketch with them instead of critiquing air.
- You have no context on the user job. Ask for it first; design critique without user context devolves into taste.
Pre-critique context
Before opening a screen, get:
- Who is the user. Specific role and competence, not "users".
- What job they are doing on this screen. One sentence.
- What success looks like. What the user can do after this screen that they could not before.
- Where this screen sits in the larger flow. What precedes and follows.
If any of these is missing, ask. Critique without these is opinion.
The pass (in order)
-
Clarity of the user job.
- Within 3 seconds of opening, is it obvious what this screen is for?
- Does the primary action match the user's actual job, or a designer's preferred path?
-
Visual hierarchy.
- The most important thing on the screen should be the most prominent (size, weight, position, color).
- Secondary actions should look secondary. Tertiary should be findable but not loud.
- Headings should chunk content into the right groups for the task.
-
Affordance and signifiers.
- Clickable things look clickable.
- Disabled things look disabled and explain why on hover/focus.
- Drag, scroll, or swipe interactions are discoverable, not hidden.


