# Design Critique — Structured Feedback That Improves Work

<!-- hint:slides topic="Design critique: critique vs criticism, Liz Lerman Critical Response Process, I Like/I Wish/What If, and facilitation tips" slides="4" -->

## Why Critique Matters

Design critique is a collaborative process for evaluating design work and generating actionable feedback. Done well, it improves outcomes, builds shared understanding, and creates a culture where feedback is valued. Done poorly, it demoralizes designers and produces watered-down "design by committee" results.

## Critique vs Criticism

| Critique | Criticism |
|----------|-----------|
| Goal-oriented: improve the work | Emotion-driven: express opinion |
| Specific, tied to principles | Vague ("I don't like it") |
| Offers alternatives | Only identifies problems |
| Separates person from work | Often feels personal |
| Invites dialogue | Shuts down conversation |

**Key insight:** Criticism judges; critique analyzes and helps the designer think through solutions.

## Liz Lerman's Critical Response Process

Liz Lerman's Critical Response Process (CRP) provides four clear steps for structured feedback:

1. **Statements of meaning** — What resonates? What stands out? (No opinions yet.)
2. **Artist as questioner** — The designer asks their own questions about the work.
3. **Neutral questions** — Audience asks questions that begin with curiosity, not opinion.
4. **Permissioned opinions** — Only after permission, specific suggestions may be offered.

```mermaid
flowchart TD
    A[Work Presented] --> B[Statements of Meaning]
    B --> C[Artist As Questioner]
    C --> D[Neutral Questions]
    D --> E{Permission Given?}
    E -->|Yes| F[Opinions / Suggestions]
    E -->|No| G[End Session]
    F --> G
```

## Structured Feedback Frameworks

### I Like / I Wish / What If

A simple framework to balance positivity with constructive suggestions:

- **I like...** — What works well (anchors feedback in strengths).
- **I wish...** — A specific improvement, phrased as desire not complaint.
- **What if...** — Open-ended alternatives that spark new ideas.

**Example:** "I like how the primary CTA stands out. I wish the secondary actions had clearer hierarchy. What if we grouped related actions under a menu?"

### Rose / Thorn / Bud

- **Rose** — Something that's working well.
- **Thorn** — A problem or concern.
- **Bud** — Potential or opportunity not yet realized.

## Running Effective Critique Sessions

1. **Set the stage** — Clarify the goal (e.g., "We're deciding whether this flow solves the checkout problem").
2. **Define constraints** — What's on/off the table? Scope the feedback.
3. **Establish rules** — No "I don't like" without reasoning; reference principles (e.g., WCAG, user research).
4. **Time-box** — 15–30 minutes per artifact keeps focus.
5. **Document** — Capture decisions and action items. What will change?

## Giving Feedback

- **Be specific** — "The contrast ratio fails WCAG AA" > "It's hard to read."
- **Reference principles** — Cite usability heuristics, accessibility standards, or user research.
- **Suggest alternatives** — Don't just say "change this"; offer a direction.
- **Separate person from work** — Critique the design, not the designer.

## Receiving Feedback

- **Listen first** — Don't defend or explain during feedback. Take notes.
- **Clarify** — Ask neutral questions: "What specifically feels unclear?"
- **Thank** — Acknowledge the intent to help, even when you disagree.
- **Decide later** — You don't have to accept every suggestion; decide after reflection.

## Common Anti-Patterns

| Anti-pattern | Why it fails |
|--------------|--------------|
| **Subjective opinions without reasoning** | "I don't like blue" gives no actionable direction. |
| **Design by committee** | Everyone's opinion gets equal weight; the design loses coherence. |
| **Feedback too late** | Critique after implementation is costly; critique early and often. |
| **Missing context** | Feedback without knowing goals, users, or constraints is useless. |
| **HiPPO (Highest Paid Person's Opinion)** | One voice overrides evidence and process. |

## Summary

Design critique is a skill. Use structured processes (CRP, I Like/I Wish/What If) to ensure feedback is specific, principle-based, and constructive. Run focused sessions, give permission for opinions, and document outcomes. The goal is better work, not consensus for its own sake.
