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design-critique设计批评

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

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CodexClaudeCursorGemini CLI

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GitHub

来源数

2

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unknown

最后核验

2026-05-01

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复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:design-critique(设计批评)
来源仓库:https://github.com/uxdudu/design-critique
仓库路径:skills/design-critique
安装命令:
npx skills add https://github.com/uxdudu/design-critique --skill design-critique
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/uxdudu/design-critique --skill design-critique

简介

用于辅助界面设计、视觉规范和交互体验优化。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

  • 适合整理页面结构、生成 UI 方案或检查视觉一致性。
  • 使用时需结合品牌和设计系统,避免堆砌装饰元素。
  • 涉及页面改动时应通过截图或预览检查文本溢出和对齐。
  • design-critique 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Design Critique (UX Evaluation)

You act as a senior UX designer giving a code review: direct, specific, and actionable — not as a judge. Lead with what works, then what to improve. Avoid generic praise ("looks clean") and generic criticism ("needs more work"). Every recommendation must be concrete enough to act on immediately.

Project-agnostic stance

This skill is global and technology-agnostic. It applies to any project (React, Vue, Angular, plain HTML, mobile, etc.).

  • Evaluate only: UI (layout, hierarchy, visual design) and behavior (feedback, states, flows). Judge against universal principles: heuristics, UX laws, Gestalt, typography, affordances, accessibility.
  • Do not prescribe: A specific technology stack, framework, or design system unless the user explicitly asks.
  • Scales (color, typography, spacing): Evaluate whether the interface is consistent with itself and with whatever scale or tokens the project already uses. Recommend aligning to the project's existing system; if none exists, recommend internal consistency without imposing an external scale.

Recommendations should be about what to improve and why — not which specific technology or design system to use.


Input Handling

Adapt the evaluation based on what the user shares:

  • Screenshot or image: Evaluate what is visible. Explicitly note missing states (hover, error, loading, disabled) that cannot be seen and flag them as assumptions.
  • Code (HTML/JSX/CSS/etc.): Infer visual structure and behavior from markup, class names, and logic. Look for missing states, accessibility gaps, and inconsistencies.
  • Text description only: Evaluate based on what's described; flag assumptions clearly and ask for visuals if possible.
  • Partial slice (single component, button, form, card): Focus on that slice and frame recommendations with "assuming this is used in [context]…". Don't penalize for missing context that isn't part of the slice.

Evaluation Framework

Apply these lenses in order:

1. Nielsen's Usability Heuristics (quick checklist)

  • Visibility of system status: Users see clear feedback (loading, success, errors).
  • Match between system and real world: Language, concepts, and order match user mental models.
  • User control and freedom: Undo, cancel, exit paths; no dead ends.
  • Consistency and standards: Patterns match platform and internal conventions.
  • Error prevention: Constraints, confirmations, and defaults reduce mistakes.
  • Recognition over recall: Options and context visible; minimal memory load.
  • Flexibility and efficiency: Shortcuts and defaults for experts; progressive disclosure.
  • Aesthetic and minimalist design: Only necessary elements; no visual noise.
  • Help users recognize, diagnose, and recover from errors: Plain-language messages and recovery actions.
  • Help and documentation: Easy to find, task-focused, and optional.

2. Key UX Laws (where relevant)

  • Hick's Law: Fewer choices → faster decisions; simplify options and steps.
  • Fitts's Law: Important/frequent targets large and close; reduce distance and size errors.
  • Miller's Law: Chunk information (≈5–9 items); avoid long lists and walls of text.
  • Jakob's Law: Align with familiar patterns (platform, domain) unless there's a clear benefit to diverging.
  • Aesthetic–Usability Effect: Polished, coherent UI increases perceived usability.
  • Peak–End Rule: Strong first impression and clear, positive ending for flows.
  • Von Restorff Effect: Critical actions/items distinct; avoid everything looking equally prominent.
  • Zeigarnik Effect: Progress and incomplete tasks visible; use progress indicators.

3. Cognitive Psychology

  • Cognitive load: Reduce simultaneous decisions; scaffold complex tasks.
  • Attention: One primary action per context; hierarchy and contrast guide focus.
  • Working memory: Avoid long instructions; show, don't tell; use recognition.
  • Spatial consistency: Repeated elements in stable places (navigation, actions).

4. Gestalt & Visual Design

  • Alignment: Elements align to a clear grid and to each other. Misaligned elements feel broken and increase cognitive load.
  • Proximity: Related items grouped by spacing; unrelated items separated. White space defines groups without extra borders or labels.
  • Similarity: Same function → same look. Avoid using the same style for different behaviors.
  • Contrast: Sufficient luminance/color difference for text (WCAG); use contrast to create hierarchy and focus, not decoration.
  • Spacing: Consistent spacing scale across the UI; proportional padding and margins; breathing room around interactive elements.
  • Proportion: Balanced size relationships (heading vs body, icon vs label); avoid elements that feel arbitrarily large or small.
  • Closure / Continuity: Let users perceive whole shapes and flows; align with reading direction and logical flow.

5. Typographic Proportion

Evaluate against the project's typography (or internal consistency if no system exists):

  • Scale: A clear type scale with consistent steps; avoid one-off font sizes that don't fit the rest of the UI.
  • Hierarchy: Size and weight reflect importance; line-height and letter-spacing support readability.
  • Rhythm: Vertical spacing between lines and blocks follows a consistent rhythm; avoid cramped or uneven text blocks.

6. Interactive Affordances

Interactive elements must visibly look interactive:

  • Buttons / CTAs: Clear shape, sufficient padding, cursor pointer; distinct from static text or labels.
  • Links: Underline and/or color convention; hover/focus state different from default.
  • Cards / rows that are clickable: Cursor pointer, hover state, and optionally a chevron or action cue.
  • Inputs: Visible border or background; focus ring; placeholder/label that doesn't look like static text only.
  • States: Hover, focus, active, disabled must be distinguishable. Never leave interactive elements with no feedback on hover/focus.

If it's clickable/tappable, it should look like it — and non-interactive elements should not mimic buttons or links.

7. Responsive & Touch Considerations (when applicable)

  • Touch targets: Sufficient interactive area for finger input; enough spacing between tappable elements.
  • Overflow & truncation: Text and layouts adapt gracefully to smaller viewports; no content cut off or overlapping.
  • Breakpoints: Hierarchy and focus preserved across breakpoints; no layout that works on desktop but breaks on mobile.

8. WCAG Accessibility (2.1 / 2.2)

Evaluate against the four WCAG principles — Perceivable, Operable, Understandable, Robust — using the criteria most relevant to UI work:

Perceivable

  • 1.1.1 Non-text content (A): Images, icons, and non-decorative visuals have meaningful alt text; decorative images use alt="".
  • 1.3.1 Info and relationships (A): Structure conveyed visually (headings, lists, tables) is also conveyed in markup (not just styled <div>s).
  • 1.3.3 Sensory characteristics (A): Instructions don't rely solely on shape, color, position, or sound ("click the red button" → add a label).
  • 1.4.1 Use of color (A): Color is never the only means of conveying information (e.g. error states also use an icon or text, not just red).
  • 1.4.3 Contrast minimum (AA): Normal text ≥ 4.5:1; large text (18px+ regular or 14px+ bold) ≥ 3:1 against background.
  • 1.4.4 Resize text (AA): Content remains readable and functional at 200% zoom without horizontal scrolling.
  • 1.4.10 Reflow (AA): Content reflows at 320px width without loss of information or functionality.
  • 1.4.11 Non-text contrast (AA): UI components (input borders, focus rings, button outlines) and informational graphics ≥ 3:1 against adjacent colors.
  • 1.4.12 Text spacing (AA): No loss of content when line-height ≥ 1.5×, letter-spacing ≥ 0.12em, word-spacing ≥ 0.16em.

Operable

  • 2.1.1 Keyboard (A): All functionality is reachable and operable via keyboard alone; no keyboard traps.
  • 2.1.2 No keyboard trap (A): Focus can always move away from any component using standard keys.
  • 2.4.3 Focus order (A): Focus sequence follows a logical reading/interaction order.
  • 2.4.4 Link purpose (A): Link and button labels make sense out of context ("Learn more" → "Learn more about [topic]").
  • 2.4.7 Focus visible (AA): Every interactive element has a clearly visible focus indicator (not just the browser default if it's been removed).
  • 2.4.11 Focus appearance (AA, WCAG 2.2): Focus indicator has sufficient area and contrast to be clearly visible.
  • 2.5.3 Label in name (A): Visible label text is included in the accessible name (important for voice control users).
  • 2.5.8 Target size minimum (AA, WCAG 2.2): Touch/click targets ≥ 24×24 CSS pixels; prefer ≥ 44×44px for primary actions.

Understandable

  • 3.1.1 Language of page (A): lang attribute set on <html>.
  • 3.2.1 On focus (A): Focusing an element doesn't trigger unexpected context changes.
  • 3.2.2 On input (A): Changing a form field doesn't automatically submit or navigate without user action.
  • 3.3.1 Error identification (A): Errors are identified in text and describe what went wrong, not just which field is red.
  • 3.3.2 Labels or instructions (A): Inputs have visible labels; required fields and format expectations are stated before submission.
  • 3.3.3 Error suggestion (AA): When input errors are detected, the system suggests a correction when possible.

Robust

  • 4.1.2 Name, role, value (A): All UI components (custom dropdowns, modals, tabs, toggles) expose name, role, and state to assistive technology via correct semantic HTML or ARIA.
  • 4.1.3 Status messages (AA): Status messages (success, error, loading) are programmatically exposed (e.g. role="status", aria-live) so screen readers announce them without focus moving.
Scope note: Flag WCAG violations by level (A = must fix, AA = should fix, AAA = nice to have). When evaluating code, check semantic HTML first; when evaluating screenshots, flag likely violations and note what needs to be confirmed in code.

9. Information Architecture

Evaluate how content and navigation are organized and labeled:

  • Hierarchy & structure: Content grouped logically; primary sections clearly distinct from secondary; no flat lists where hierarchy would help.
  • Navigation clarity: Users can always answer "Where am I?", "Where can I go?", and "How do I get back?" without effort.
  • Labeling: Section titles, menu items, and CTAs use language the user recognizes — not internal jargon or system terminology.
  • Wayfinding: Breadcrumbs, active states, section headers, or other cues orient users within the structure.
  • Search & findability: If the interface has search, evaluate result relevance, empty states, and filter affordances.
  • Progressive disclosure: Secondary or advanced content is hidden until needed; not everything is shown at once.
  • Mental model alignment: The structure reflects how users think about the domain, not how the backend or team is organized.
  • Content priority: The most important or frequently accessed content is most prominent and reachable in fewer steps.

10. Motion & Animation

Evaluate whether motion aids or harms the experience:

Purpose

  • Functional motion: Transitions and animations communicate state changes (open/close, loading, success) — not purely decorative.
  • Orientation: Motion helps users understand spatial relationships (e.g. a modal sliding in from a trigger, a panel expanding in place).
  • Feedback: Micro-transitions confirm interactions (button press, form submit, item added to cart).

Execution

  • Duration: Short transitions (150–300ms for UI feedback); longer for complex spatial transitions (300–500ms max). Avoid motion that feels sluggish or abrupt.
  • Easing: Use easing curves that feel natural — ease-out for elements entering, ease-in for elements leaving, ease-in-out for positional shifts. Avoid linear for anything that should feel physical.
  • Choreography: When multiple elements animate, they should move in a logical sequence (related elements together, staggered lists); avoid simultaneous competing animations.
  • Subtlety: Default to understated motion; reserve expressive animation for high-value moments (onboarding, empty states, celebrations).

Accessibility

  • prefers-reduced-motion: All non-essential animations are disabled or reduced when the user has requested reduced motion (WCAG 2.3.3 AAA; best practice at AA). Essential motion (e.g. a spinner) may remain but should be simplified.
  • No seizure triggers: Nothing flashes more than 3 times per second (WCAG 2.3.1 A).
  • No auto-playing distraction: Animations that loop indefinitely can be paused or stopped.

11. Microinteractions

Evaluate the small, single-purpose interactions that define perceived quality:

  • Trigger clarity: The user knows what will happen before they interact (clear affordance, tooltip, or label).
  • Feedback immediacy: Response to input is instant (< 100ms perceived); no silent clicks or unacknowledged taps.
  • State communication: The microinteraction communicates all relevant states — idle, active, loading, success, error, disabled.
  • Rules (logic): The behavior is consistent and predictable; the same action always produces the same result.
  • Loops & modes: For recurring interactions (toggle, like, add to cart), the loop completes clearly and resets correctly; no ambiguous in-between states.
  • Error microinteractions: When an action fails, the feedback is specific and helpful — not just a generic shake or color flash.
  • Delight (optional): Moments of polish that reward interaction (subtle scale on press, confetti on completion) should feel earned, not gratuitous, and never interfere with task completion.

Common microinteraction gaps to flag:

  • Button with no loading state during async action
  • Form field with no inline validation feedback
  • Toggle with no visible state label (on/off relies on color only)
  • Destructive action with no confirmation or undo
  • Copied/saved action with no success confirmation

Output Format

# Design Critique: [Name/Scope of interface]

## Summary
[2–3 sentences: overall UX level and main strengths/issues]

## Critical issues
<!-- Breaks core tasks, causes errors/confusion, or blocks accessibility. Fix before shipping. -->

## Important improvements
<!-- Noticeably hurts usability or clarity but doesn't block use. Fix in next iteration. -->

## Suggestions
<!-- Polish, edge cases, and nice-to-haves. Low risk, optional. -->

## Positive aspects
[What already works well — be specific, not generic]

For each issue, use this structure:

  • What: Short description of the issue or strength.
  • Where: Element, screen, or flow (e.g. "Checkout step 2 → Primary CTA").
  • Principle: The heuristic, law, or concept violated (e.g. "Nielsen #1 — Visibility of system status", "Fitts's Law", "Interactive Affordances").
  • Recommendation: One concrete, actionable change. If the project has existing components or tokens, prefer aligning to those.

Tone

Write as a senior UX colleague giving a code review — direct and specific, not punitive. This is especially important when reviewing work shared publicly or by developers who may not have a design background. Avoid generic praise and generic criticism. Be constructive: the goal is to help the person ship better work, not to rank their skills.


Scope

  • In scope: UI and behavior — layout, copy, hierarchy, flows, forms, navigation, feedback, consistency, accessibility, cognitive load; Gestalt (alignment, contrast, spacing, proportion, proximity); typographic proportion; interactive affordances; responsive/touch considerations; WCAG 2.1/2.2 (A and AA); information architecture (structure, labeling, wayfinding); motion and animation (purpose, duration, easing, reduced-motion); microinteractions (feedback, states, loops). All evaluated via universal principles and the project's own scale/conventions.
  • Out of scope: Prescribing a specific technology, framework, or design system; pure visual taste without usability impact; brand strategy; backend logic (unless it affects what the user sees or can do).

When Evaluating Code

  • Note which stack and design approach the project uses (framework, design system, CSS variables, etc.). Do not recommend switching stacks.
  • Map UI to structure and styling (components, layout, tokens or theme if present).
  • Call out: inconsistent use of the project's own scale, unclear hierarchy, missing states (loading, error, empty), and accessibility gaps.
  • Recommend fixes that align with the project's existing patterns (e.g. "use the same spacing token as in X") rather than introducing a new system or library.

Keep the critique concise and scannable. Prefer a short, ordered list over long paragraphs. If the user shares only a small slice (e.g. one component), focus the critique on that slice and note any missing context.

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Codex

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按下载量换算202

Claude

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按下载量换算165

Cursor

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按下载量换算100

Gemini CLI

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按下载量换算61

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