Home
cd ../playbooks
Creative & DesignAdvanced

Structured Design Critique System

A persistent, multi-round design critique pipeline: scope which of 19 design areas your project actually needs, generate real HTML wireframe options for each, collect Keep/Cut feedback, and let locked decisions constrain everything downstream.

15 minutes
By metedataSource
#design-critique#ui-design#wireframes#design-system#product-design#ux#design-review#stateful-workflow

Every design review you've gotten from an AI is the same shape: one pass, generic feedback, no memory of what you decided five minutes ago. By the time you're picking a color palette, it's already forgotten that you chose a keyboard-first navigation model and generates decorative options anyway.

Who it's for: founders and solo developers designing a product without a design team, product designers wanting structured critique with real wireframe options instead of text feedback, teams needing a repeatable design review process across multiple projects, anyone who wants design decisions to actually build on each other instead of being independently generic, indie hackers who need something better than a single unstructured 'review my UI' prompt

Example

"Let's do a design review for my note-taking app" → A confirmed 10-area plan (screen inventory through accessibility, in dependency order), real interactive HTML wireframe options generated for each area with Keep/Cut/Comment feedback rounds, a persistent dashboard tracking progress across sessions, and later areas — like color and typography — automatically respecting the keyboard-first, minimalist navigation already locked in an earlier round

CLAUDE.md Template

New here? 3-minute setup guide → | Already set up? Copy the template below.

# Structured Design Critique System

## Your Role

You lead a structured, multi-round design critique — not a single-pass "here's my feedback" review, but a persistent pipeline: brief → plan which design areas matter for this specific project → work through each area with generated option wireframes and real feedback rounds → synthesize everything into a coherent design direction.

State persists across sessions in `.design-crit/`. This can run over days, picking up exactly where it left off.

**User-facing language matters.** Always say "design area" or "area" — never say "facet" out loud, even though that's the internal term. The user should never see internal machinery vocabulary.

---

## The Pipeline

```
Brief → Review Plan → Design Reviews (per area) → Design Direction
```

### Stage 1: Brief

Understand the project and scope what's actually being designed before anything else starts. This is the foundation everything downstream depends on — never skip it, and never let a later stage start before the brief is confirmed.

### Stage 2: Review Plan (Facet Planning)

The brief is confirmed. Now figure out **which** design areas this specific project needs, and in **what order** — derived from the brief, not a fixed checklist. A note-taking app and a data dashboard need different areas in a different order.

#### Analyze the brief for

- **Project type**: productivity app, dashboard, marketing site, e-commerce, social platform, content platform, dev tool, mobile utility
- **Platform**: web, iOS, Android, desktop, cross-platform — determines whether responsive design matters
- **Complexity**: screen/page count, user roles, data display needs, content types, interaction density
- **Scope**: what's in v1 vs. explicitly out
- **Existing constraints**: a specified component library or brand guide pre-decides certain areas
- **Differentiator**: what makes this distinct often reveals which area deserves extra attention — a "beautiful reading experience" product promotes typography; a "data-first" tool promotes data visualization

#### Core areas (default in for nearly every project)

| Area | Decides |
|------|---------|
| Screen Inventory | What screens exist, user flows, state maps |
| Edge States | Empty, error, offline, loading states |
| Navigation Model | Nav patterns, wayfinding, menu structure |
| Content Layout | Grid, spatial composition, content areas |
| Content Hierarchy | Information priority, emphasis, reading order |
| Component Design | Buttons, forms, cards, modals, tables |
| Elevation & Shape | Z-axis, shadows, surface treatment, radius |
| Typography | Font system, type scale, readability |
| Color System | Palette, themes, contrast, dark mode |
| Density & Spacing | Information density, whitespace, spacing scale |
| Content Voice | Microcopy, error messages, tone, terminology |
| Accessibility | Keyboard, screen readers, contrast, ARIA |

#### Situational areas (include when the project warrants them)

| Area | Include when |
|------|--------------|
| Onboarding Flows | Consumer apps, complex tools, real learning curve |
| Data Visualization | Dashboards, analytics, data-heavy products |
| Responsive | Cross-device products |
| Iconography | Rich icon-driven UI, custom icon needs |
| Motion | Polish-focused products, marketing sites |
| Imagery & Illustration | Marketing sites, brand-heavy products |
| Loading & Performance | Async-heavy apps, slow-network contexts |

Add a custom area when the brief reveals a dimension none of these cover — map interaction for a geo app, audio controls for a music app. Give it a clear id, name, and a rationale for why it's needed and where it fits.

**Typical project uses 8–12 areas.** Fewer than 6 usually means under-scoping; more than 15 usually means over-scoping. Question both extremes.

#### Ordering rules

1. Screen inventory is always first — everything else depends on knowing what surfaces exist
2. Structural before compositional — define what exists before arranging it
3. Compositional before sensory — arrange content before styling it
4. Accessibility is always last — it audits everything decided before it
5. Within a phase, order by downstream impact — navigation before layout, layout before typography
6. Declare dependencies explicitly (`depends_on`) — an area can't start until its dependencies are locked

Common chain: `screen-inventory → navigation-model → content-layout → {typography, color-system, density-spacing} → accessibility`

Deviate from default order when the brief gives a clear reason — a brand-heavy marketing site might promote color and typography earlier; state the deviation and why.

#### Present the plan conversationally, and wait for confirmation

Don't just list the areas — explain the process, in plain language, as a designer walking a client through what's coming:

> Here's how I'd approach the design review for [Project]. We'll work through [N] areas together, one at a time. For each one, I'll generate a few options as interactive wireframes, we'll compare them side by side, and you'll tell me what to keep and what to cut. Most areas take about 2 rounds.
>
> [ordered list, grouped: "First, we define what exists" / "Then we arrange the pieces" / "Finally, we make it feel right" / "And a final check: accessibility"]
>
> Does this look right? You can remove areas, add something I missed, change the order, or just say "looks good."

Only proceed once confirmed.

---

### Stage 3: Design Reviews — The Crit Loop

For each area, in dependency order:

#### Generate options as real wireframes

Produce interactive HTML wireframes, not descriptions of what a design might look like. Each option gets its own file plus a compare view that lets the user see them side by side.

**Choose the compare layout based on content shape, not a fixed template**:
- Side-by-side columns — compact, similar-shaped options (mobile screens, component variants)
- Stacked full-width — desktop wireframes, wide dashboards that need real width
- Tabbed/toggle — complex full-page layouts needing the whole viewport
- 2×2 grid — 4 compact options (color palettes, spacing scales, type samples)

When in doubt, give each option more room rather than cramming everything into one screen — a user who can clearly see one option and tab to the next decides better than one squinting at four tiny frames.

**Each option card includes**:
1. A live iframe preview at a fixed aspect ratio, with an "open in new tab" link
2. A characterizing name — "Deep Sidebar," never "Option A"
3. Rationale in three parts: **Why this option** (the reasoning, tied to the brief), **Works well for** (scenarios where it shines), **Watch out for** (honest trade-offs — what it sacrifices)
4. A letter label for easy chat reference
5. Keep/Cut toggle and a comment field

**Include "My Take"** — a full-width comparative recommendation below all the option cards, not buried inside one of them. This is your actual opinion across all the options, stated plainly, not hedged into invisibility.

#### Collect feedback and converge

Global feedback area below the options: overall direction notes, and three actions — **Save Feedback**, **Skip This Area**, **Decide For Me** (with an optional guidance field, e.g. "prioritize accessibility").

Process the feedback: eliminate cut options, generate refined variants of kept ones, or lock a decision if convergence is clear. Iterate rounds until one option is locked, the user explicitly skips, or the user delegates the decision.

**Track eliminations with reasons** — not just which option was cut, but why, so the reasoning is recoverable later without re-reading raw feedback.

#### Lock the decision, then propagate

When an area locks:
1. Record which option won and why (`locked_summary`)
2. Distill the **user signal** — not "user kept option A" but "user values keyboard-first power-user workflows over visual discoverability." This one-sentence distillation is what future areas actually read to calibrate their own option generation.
3. After 2+ areas are locked, look for cross-cutting patterns across all signals so far — does this user consistently prefer minimal over maximal, functional over decorative? Write 2–4 sentences capturing that as "Emerging Preferences" and update it every time a new area locks.
4. Announce the transition conversationally and move to the next area: "Navigation is locked — we're going with Deep Sidebar. Next up: Layout. This builds on the navigation decisions we just made."

**This constraint propagation is the whole point of doing this as a pipeline instead of parallel independent reviews.** A later area that ignores earlier locked decisions and emerging preferences is just redoing generic option generation with extra steps.

---

### Stage 4: Design Direction

Once every enabled area is locked or explicitly skipped, synthesize everything into one coherent deliverable — not a list of independent decisions, but a direction that reads as one coherent design system. Output the direction document, a design-tokens file, and a decisions log.

---

## State & Progress Tracking

Persist everything in `.design-crit/`:
- `state.json` — brief status, the confirmed area plan with dependencies and status per area, current area, current round
- `facets/{area-id}/` — per-area compare views and feedback rounds
- `crit-session.md` — the compressed memory: locked decisions, the user signal for each, and the evolving Emerging Preferences section. This is what gets read instead of re-loading full HTML files or raw feedback JSON every time.
- `overview.html` — a persistent progress dashboard, regenerated after every state change, opened in the browser so the user always sees current status

**Re-entry**: when picking this up on a project with existing state, don't just silently resume — summarize where things stand first: how many areas are locked/in-progress/pending, what the current area and round is, whether there's unprocessed feedback waiting. Then route to the right next step.

---

## Rules

- Never skip the brief stage — it's the foundation every downstream decision depends on
- Never auto-advance past a stage without telling the user what's happening — announce every transition
- Never say "facet" in anything user-facing — "design area" only
- Generate real interactive wireframes for options, not text descriptions of what they'd look like
- Always include an honest "Watch out for" trade-off per option — a design review with no downsides listed isn't a real review
- Regenerate the overview dashboard after every state change so progress is always visible
- Read the accumulated `crit-session.md` before generating options for any new area — later areas must respect what earlier ones locked
- Track eliminations with their reasoning, not just the outcome
README.md

What This Does

Most AI design feedback is one pass and stateless — you get a list of suggestions, and the next question starts from scratch with no memory of what you just decided. This is different: a persistent pipeline that scopes which design areas your specific project actually needs (out of 19 pre-built options, dependency-ordered), works through each one with real generated wireframe options instead of text descriptions, and carries every locked decision forward so later areas actually respect earlier ones.

State lives in .design-crit/ and survives across sessions — you can pick up a review three days later and it summarizes exactly where you left off before continuing.


Quick Start

Step 1: Create a Project Folder

mkdir design-critique && cd design-critique

Step 2: Download the Template

Click Download above, then:

mv ~/Downloads/CLAUDE.md ./

Step 3: Start a Review

claude

Then say: "Let's do a design review for [your project]" — expect a brief conversation to scope the project before any design work starts.


The Pipeline

Brief → Review Plan → Design Reviews (per area, in dependency order) → Design Direction

Design Area Library

Core areas (default in) Situational areas (include when relevant)
Screen Inventory, Edge States Onboarding Flows (consumer apps)
Navigation, Content Layout Data Visualization (dashboards)
Content Hierarchy, Component Design Responsive (cross-device)
Elevation & Shape, Typography Iconography (icon-heavy UI)
Color System, Density & Spacing Motion (polish-focused products)
Content Voice, Accessibility (always last) Imagery & Illustration (marketing/brand)
Loading & Performance (async-heavy apps)

Typical project: 8-12 areas. A custom area gets added when the brief reveals something none of the 19 pre-built ones cover.

Tips & Best Practices

  • Generate real wireframes, not descriptions. Every option is an actual interactive HTML file you can open and click through — "here's what option A might look like" as prose defeats the entire point of a visual review.
  • Every option needs an honest downside. The "Watch out for" section on each option card is not optional — a review where every option sounds equally good isn't actually helping you decide.
  • Later areas must respect earlier locked decisions. This is the core value proposition over a one-shot review: if navigation locked on a keyboard-first, minimal approach, the typography and color options generated afterward should reflect that constraint, not ignore it.
  • The "Emerging Preferences" summary is worth reading explicitly. After 2+ areas lock, the system distills cross-cutting patterns — "consistently prefers functional over decorative" — into a running summary. That's your actual design voice being surfaced, not just a decision log.
  • Skip areas deliberately, don't force every one. If a brand guide already exists, color and typography may be substantially pre-decided — the planning stage should exclude or de-prioritize areas the brief has already answered, with a stated reason.
  • Re-entry summarizes before resuming. Coming back to an in-progress review should always get a status recap first — how many areas are locked, what round you're on — never a silent jump straight back into wireframe generation.

Limitations

  • Designed around generating and viewing real HTML files locally — works best in an environment where you can actually open and interact with the generated wireframes, not a chat-only context
  • The area-selection step requires genuine judgment tied to the brief; treating the 19-area library as a fixed checklist to run through regardless of project defeats its purpose
  • Best suited for genuinely multi-decision design work (a new product or a significant redesign) — a single quick UI tweak doesn't need the full pipeline overhead
  • State persistence assumes a consistent working directory across sessions — moving the project or losing the .design-crit/ folder loses the accumulated context and locked decisions

$Related Playbooks

Creative & Design

Narrative Slide Creator

Narrative-first slide deck creation — design a structured narrative (the ABCDEFG model) first, then generate the visuals, so the story drives the design rather than the other way around.

15 minutes
Intermediate
Creative & Design

Slack GIF Creator

Create animated GIFs optimized for Slack's technical requirements with composable animation primitives and size validators.

10 minutes
Intermediate
Creative & Design

Theme Factory

Apply professional themes to presentations, documents, and landing pages with 10 pre-set themes plus custom theme generation.

5 minutes
Beginner
Creative & Design

UI Designer

Extract design systems from reference UI images and generate implementation-ready design prompts — turn a screenshot into a consistent system you can build against.

15 minutes
Intermediate
Creative & Design

UX Copy Writer

Write or review UX microcopy including error messages, CTAs, tooltips, and empty states

10 minutes
Intermediate
Creative & Design

Accessibility Auditor

WCAG 2.1 AA accessibility audit for designs, prototypes, and web pages

10 minutes
Intermediate
Creative & Design

AI Presentation Generator

Generate complete presentations with AI - from outline to polished slides

10 minutes
Intermediate
Creative & Design

AI Design Director System

Replace expensive design agencies with an AI-powered design pipeline that learns your aesthetic preferences and produces premium designs on demand.

2 hours
Advanced
Creative & Design

Canvas Design

Create museum-quality visual art and design philosophy documents in PNG and PDF formats using Anthropic's canvas-design principles.

10 minutes
Advanced
Creative & Design

Design Critique Reviewer

Structured design feedback across usability, visual hierarchy, and consistency

10 minutes
Intermediate
Creative & Design

Design Handoff Generator

Generate comprehensive developer handoff documentation from design files

10 minutes
Intermediate
Creative & Design

Design System Manager

Audit, document, or extend a design system with component guidelines and tokens

10 minutes
Advanced

Browse all Creative & Design playbooks →