design-critique
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ChineseDesign 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
- Identify what you're critiquing - Screen, component, flow, or interaction
- Gather context - Platform, users, constraints (if available)
- Apply the lens - Clarity, hierarchy, interaction, accessibility, craft
- Prioritize issues - P0 (blocking) through P3 (polish)
- Propose fixes - Specific, actionable changes
- 明确评审对象 - 页面、组件、流程或交互
- 收集背景信息 - 平台、用户群体、约束条件(如有)
- 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
- 划分问题优先级 - 从P0(阻塞性问题)到P3(优化性问题)
- 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
undefinedVerdict
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]
undefinedSeverity Levels
问题严重等级
| Level | Description | Action |
|---|---|---|
| P0 | Blocks task, causes confusion, or data loss | Must fix before ship |
| P1 | Frequent friction, misclicks, unclear recovery | Should fix |
| P2 | Polish, efficiency, minor annoyance | Fix if time permits |
| P3 | Nice-to-have refinement | Consider 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