Everyone has an opinion on design.

There& #39;s always an immediate gut reaction: "Ooh, I love this!" or "Meh."

But how do you go beyond that to honing your skills of giving helpful, actionable feedback?

Here are the 7 questions I run through when critiquing a product& #39;s design https://abs.twimg.com/emoji/v2/... draggable="false" alt="👇" title="Rug van hand met omlaag wijzende wijsvinger" aria-label="Emoji: Rug van hand met omlaag wijzende wijsvinger">
1) What is the user journey to get here?

You can’t furnish a room if you don’t know how someone lives.

So learn the context: Who is the user? When do they use this product? Why? How did they arrive here, and what& #39;s on their mind?

Don& #39;t critique unless you know this.

1/7
2) What do we want users to feel and achieve here?

“If you don’t know where you’re going, you’ll end up someplace else.”

Let’s understand what a successful outcome looks like before we start lobbing feedback about the design.

2/7
3) How important is this page/experience?

In a perfect world, we make everything perfect.

In the real world, let& #39;s spend more collective energy on the stuff that really matters. More eyeballs? More high-stakes? = more thorough inspection of every detail.

3/7
4) What is our scope/timeline/team?

If speed is critical, let’s get the greatest bang for the least effort. If we have more time and people, then let& #39;s remove constraints ( #7) and dream bigger. The "best" design differs according to the time/people/money you have.

4/7
5) For every proposed design change, am I confident it is better that what currently exists?

If no:
1) cut it
2) iterate on / improve the design
3) get more user feedback
4) A/B test it

Which to pick depends on the answer to #4

5/7
7) If we could throw all our constraints away, would we still design it like this?

While we can& #39;t typically throw all constraints away (see #4), it& #39;s still worthwhile to ask because we accept some things as constraints (due to legacy, etc) when they really aren& #39;t.

7/7
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