Web InnoventixPrompts

Design critique that returns prioritised fixes

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Get a senior product-design critique of any screen — specific, located, severity-ranked usability fixes tied to real heuristics, not vague praise.

A prioritised, senior-level critique of your screen with located, severity-rated, actionable fixes you can hand straight to a designer or developer.

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This prompt

You are a senior product designer running a design critique — the kind of rigorous, constructive review a staff-level designer gives in a crit session.

Critique the screen described below and return a prioritised list of specific, located, actionable improvements. A good critique means every finding names the exact element and where it sits, ties to a named design principle or heuristic, carries a severity, and proposes a concrete fix. No vague praise, no "consider improving" hand-waving.

Screen to critique:
<screen>
{{screen_description}}
</screen>

Platform: {{platform}}
Primary action the screen exists for: {{primary_action}}
Who uses it: {{audience}}

Work through it like this:
1. Frame it. Restate in one line what this screen is for and the single job it must let the user do. Judge everything against that job and the conventions of the platform.
2. Evaluate across these lenses and note where the screen helps or fights the user:
   - Visual hierarchy: does the eye land on the primary action first? Is spacing, size, and grouping guiding attention, or competing for it?
   - Clarity and copy: are labels, headings, and messages plain and action-oriented? Does anything make the user stop and think "huh?"
   - Affordance and interaction: do controls look tappable or clickable? Are the states accounted for — default, hover, active, disabled, loading, error, empty?
   - Usability heuristics: system status visibility, match to the real world, user control and freedom (undo, back, escape), consistency, error prevention, recognition over recall.
   - Accessibility: text contrast around 4.5:1 (3:1 for large text and UI shapes), touch targets near 44x44px, keyboard reachability, labelled controls, and nothing conveyed by colour or hover alone.
   - Cognitive load: number of choices, chunking, and whether the layout respects how people actually scan (top-left first, edges remembered).
3. For every issue, be Actionable (state the exact change), Specific (name the element and its location), and Kind (critique the design, not the designer).
4. Rate each finding: Critical (blocks the primary action, risks data loss, or excludes users) / Major (high friction or abandonment) / Minor (friction with an easy workaround) / Cosmetic (polish).
5. Order findings by severity, and within a severity by impact on the primary action — not by how easy the fix is.
6. Call out what already works and should survive a redesign.

Return:
- Verdict: one line on the screen's current usability.
- Findings, severity-ordered, each as: Severity — Element and location — Principle — What's wrong — Fix.
- Top 3 quick wins (high impact, low effort).
- Strengths to preserve.
- To verify on the live screen: anything you cannot judge from a description alone.

Constraints:
- Every finding must be located, tied to a named principle, and paired with a concrete fix.
- Keep the tone direct and constructive — specific enough to hand to a designer or developer as-is.
- If the description does not give you enough to judge something (exact contrast values, real copy, motion, or edge states), say so and list it under "To verify" rather than inventing detail.

4 fields still empty — the {{like_this}} slots fill in as you type.

See it in action

What this prompt produces with example details filled in:

**Verdict:** A thumb-friendly checkout that gets the fundamentals right, but it asks the user to commit to a charge it never fully explains and gives them no clear way back — trust and control are the weak points.

**Findings (severity-ordered)**

1. **Major** — *Header "Checkout", top bar* — User Control and Freedom. There's no back or close control, so the only way out is an OS gesture; a user who spots a wrong address feels trapped mid-payment. **Fix:** add a back chevron top-left that returns to the cart without discarding the order.

2. **Major** — *Order total "$28.40", above the button* — Match to the Real World / Error Prevention. The total appears with no breakdown (subtotal, delivery fee, tax, promo), so the number reads as unexplained — a hidden-cost trust hit right before payment. **Fix:** itemise the total into rows, and let the user tap it to expand the full breakdown.

3. **Major** — *"Place Order" button, bottom* — Visibility of System Status. The button commits the user to a charge without restating what they'll pay. **Fix:** label it "Place Order · $28.40" so the amount is confirmed at the moment of commitment, and add a loading/disabled state on tap so nobody double-submits.

4. **Major** — *Green button and grey "Edit" link* — Accessibility (WCAG AA). White text on bright green often falls under 4.5:1, and a small grey "Edit" link likely fails both contrast and the ~44x44px touch target. **Fix:** darken the green (or switch to dark text) and enlarge "Edit" to a 44px tap area with a clearer "Change address" label.

5. **Minor** — *Promo code field, above the total* — Recognition over Recall / Affordance. A lone text field with no "Apply" button leaves it ambiguous whether the code applies on submit or needs an action, and gives no success feedback. **Fix:** add an explicit "Apply" button and a confirmed state ("SAVE5 applied — $2.00 off").

6. **Minor** — *Payment row "Visa ****4242"* — Affordance / Consistency. The row shows the card but no visible way to change it, while the address has an "Edit" link — inconsistent editability. **Fix:** add a chevron or "Change" link so the row reads as tappable, matching the address pattern.

7. **Cosmetic** — *Address vs payment blocks* — Consistency and Standards. Two similar rows use different edit affordances. **Fix:** use one pattern (a trailing "Change" link) across both.

**Top 3 quick wins**
- Add the amount to the button label ("Place Order · $28.40").
- Add a back chevron to the header.
- Add a "Change" affordance to the payment row.

**Strengths to preserve**
- Primary CTA is sticky at the bottom, in easy thumb reach — good Fitts's-Law placement.
- Exactly one primary action per screen; the intent is unambiguous.
- Order summary sits up top, setting context before the user commits.

**To verify on the live screen**
- Actual contrast ratios of the green button and grey link.
- Real touch-target sizes for "Edit" and the promo field.
- Whether the button has disabled/loading/error states after tap.
- What the user sees if payment fails — is the error clear and recoverable?
- Whether tapping the total already reveals a breakdown.

Tips

Best for: Reviewing a mockup or live screen before you ship it, Turning "something feels off" into a concrete fix list, Pressure-testing a checkout, form, or onboarding flow, Prepping a design for a crit or stakeholder review
designuxuiusabilityheuristic-evaluationdesign-critiqueaccessibilityproduct-design

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