Use to give structured feedback on a screen, flow, or mockup — first impression, hierarchy, usability, consistency, accessibility, and what to fix first.
SkillScore82Maintained
Automatic
◆Design & UX Review pack
Last verified 8/23/2026
What it changes
Passed 18 of 22 test cases with the skill, and 16 of 22 without it.
Without skill73%
With skill82%
Checks it passed that the model alone missed
The overall impression section length is at most two sentences.
The high-level summary section consists of no more than two sentences.
The findings use critical, moderate, or minor to denote severity levels.
and 1 more in the full report
3 fixed15 passed either way3 still failing1 broke
Pass-rate lift
+9 pp
Tokens
+29%
Agent turns
0%
Response time
-1%
Model gemini-3.6-flashMeasured 8/23/2026v118 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 3
Prompt
Could you review this draft layout for our mobile app's checkout flow? We're currently in the refinement phase and want to make sure the primary purchase action is clear for online shoppers. Please organize your feedback with a brief overall summary, a list of specific findings categorized by visual hierarchy, usability, design consistency, and accessibility standards (specifying the target element, the issue, severity level, and suggested fix for each), a list of design choices that are working well, and a prioritized list of the top three recommended changes along with their rationale and expected impact.
What was checked, without and with the skill
Checked
Without skill
With skill
The findings specify severity levels using critical, moderate, or minor labels.
Missed
Passed
The overall impression section contains at most two sentences.
Passed
Passed
case-01 · gemini-3.6-flash · 8/23/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md57 linessingle file
Design Critique
Give the kind of feedback a designer actually wants: specific, prioritized, and tied to the user's goal — not adjectives.
Frame the critique
Ask, then critique. The same screen gets different feedback at different stages.
Stage. Exploration (push for range), refinement (tighten), or polish (catch what shipped).
Context. Who is it for? What is the user trying to do? What is this screen in service of?
Focus. All of it, or one slice (navigation, the empty state, the hero, the form)?
Pass 1: First impression (two seconds)
What draws the eye first? Is that what should?
Is the purpose of the screen clear before you read any copy?
What's the emotional read — calm, urgent, dense, sparse — and does that match the user's state?
Pass 2: Hierarchy and reading flow
Does the reading order match what the user is trying to do?
Are the right elements emphasized? Anything competing with the primary action?
Is whitespace doing work, or just sitting there?
Pass 3: Usability
Can the user accomplish the goal without backtracking?
Are interactive elements obviously interactive? Are read-only elements clearly not?
Are there unnecessary steps, fields, or confirmations?
Pass 4: Consistency
Does this match the existing design system, or invent locally? Name the specific deviations.
Spacing, typography, color tokens — pulled from the system, or magic numbers?
Do similar elements behave similarly across the screen?
Pass 5: Accessibility floor
Color contrast: body text ≥ 4.5:1, large text and UI ≥ 3:1.
Write a clear, empathetic EOL announcement with rationale, customer impact, and next steps. Use when retiring a product, feature, or plan without creating avoidable confusion.