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Interfaces (UI/UX)103k · #389

design-critique

Lets your agent analyze and suggest improvements for product design. It focuses on enhancing user experience.

What it does

This tool analyzes the design of an app screen or flow to provide improvement suggestions. It focuses on what to change, in what order, and why, helping to make the product easier to use.

When to use it

  • ✓When you want feedback on a screen's design.
  • ✓Before launching a new feature to ensure the best experience.
  • ✓If a part of the app seems confusing for users.

Example of what to ask your AI

“Analyze this login screen and tell me what can be improved so users understand how to use it faster.”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/paperclipai/paperclip/blob/master/packages/skills-catalog/catalog/optional/product/design-critique/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/paperclipai/paperclip/blob/master/packages/skills-catalog/catalog/optional/product/design-critique/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

The AI checks if the screen is clear, if buttons look clickable, if errors are explained, and if everything is consistent. It lists the problems and suggests how to fix them, prioritizing what's most important.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add paperclipai/paperclip --skill design-critique

Or download just the file:

curl -L https://raw.githubusercontent.com/paperclipai/paperclip/master/packages/skills-catalog/catalog/optional/product/design-critique/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

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)

  1. 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?
  2. 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.
  3. 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.
  4. States.

    • Empty state (no data) is designed, not a blank rectangle.
    • Loading state communicates progress, not just spins.
    • Error states say what went wrong and what to do next, in the user's words.
    • Success state confirms without celebrating banal actions.
  5. Inputs and forms.

    • Labels visible, not just placeholders.
    • Validation runs at the right time (on blur, not on every keystroke unless the user is in a known-format field).
    • Required fields marked.
    • Field order matches the user's mental order, not the database order.
  6. Accessibility.

    • Sufficient color contrast (WCAG AA at minimum; AAA where reasonable).
    • Focus order is logical for keyboard navigation.
    • Interactive elements are reachable without a mouse.
    • Critical information is not color-only (icons, text, position back it up).
    • Touch targets at least 44×44 px on mobile.
  7. Consistency.

    • Tokens, components, and patterns match the rest of the product.
    • "Borrowed" patterns from other products are intentional, not accidental drift.
  8. Copy.

    • Buttons are verbs that name the outcome ("Save changes" beats "Submit").
    • Microcopy explains, does not decorate.
    • Tone matches the product voice.
  9. Edge cases.

    • Long content (long names, many items, RTL languages).
    • Tiny content (one item, zero items).
    • Slow network and offline behavior.
    • Permissions denied.

Output format

Group findings by severity, then by category. Each finding is one issue and one suggested fix.

## Design critique: <screen name>

### Must-fix (blocks ship)
- **<category>:** <one-line issue>. **Try:** <one-line suggestion>.

### Should-fix (before broader rollout)
- **<category>:** <one-line issue>. **Try:** <one-line suggestion>.

### Nice-to-fix (when there's room)
- **<category>:** <one-line issue>. **Try:** <one-line suggestion>.

### Strengths to keep
- <one-line thing the design got right>

Always include the "strengths to keep" section. It is not flattery — it is signal to the designer about what not to change in the next round.

Anti-patterns

  • "I would do it differently" without saying what or why. That is preference, not critique.
  • Long critiques that bury must-fix items under nice-to-haves.
  • Suggesting net-new features under the guise of a critique.
  • Ignoring user context and grading on taste.
  • Treating a critique as approval. State approval explicitly if asked; otherwise critique is feedback, not sign-off.
FAQ

Will the AI redesign the screen for me?

No, the AI does not redesign. It points out what needs adjustment and suggests how to do it, but the redesign is the designer's job.

Do I need to explain who the user is and what they want to do?

Yes, it's very important. Without knowing who is using it and what the goal is, the suggestions might not be useful. The AI needs this context to give good feedback.

Will the AI tell me what's good about the design?

Yes, besides pointing out what to improve, the AI also highlights the design's strengths so you know what to keep.

Details

Original description by the author

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.

repo: paperclipai/paperclip

Popularity

GitHub stars
103k
Ranking position
#389
License
MIT
Updated
10/16/2026

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