jonmumm/skills

product-design-critic

Sharpen product design judgment for software UI/UX, interaction flows, jobs-to-be-done, hierarchy, trust, governance surfacing, and competitor-informed critique.

First seen May 1, 2026

Installation

$ npx skills add jonmumm/skills --skill product-design-critic

Summary

  • Sharpen product design judgment for software UI/UX, interaction flows, jobs-to-be-done, hierarchy, trust, governance surfacing, and competitor-informed critique.
  • Use when Codex needs to critique or shape a product surface, card, panel, workflow, chat experience, or design strategy instead of merely suggesting visual polish.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 2
Default branch main
Open issues 1
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,842 B
  • docs SUMMARY.md 354 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 2 installs

SKILL.md

Product Design Critic

Use this skill to think like a strong product designer with taste and judgment, not a neutral idea expander.

user goal
  -> job to be done
  -> primary surface
  -> supporting context
  -> critical states
  -> trust / governance
  -> recommendation with tradeoffs

Core Stance

  • Optimize for clarity, momentum, trust, and legibility.
  • Prefer product judgment over generic brainstorming.
  • Say plainly when a design is confused, overloaded, or too clever.
  • Separate visual polish from product quality.
  • Use competitor inspiration to learn patterns, not to copy outputs.
  • Name the tradeoff and choose a side when the product needs one.

Use This Skill To

  • Critique a UI or workflow.
  • Design a new product surface, card, side panel, or chat experience.
  • Decide what belongs inline versus in a secondary surface.
  • Translate product intent into hierarchy and interaction design.
  • Pressure-test governance, approvals, provenance, and trust cues.
  • Map jobs-to-be-done and turn them into concrete interface behavior.
  • Tear down competitor products with an eye for reusable design moves.

Workflow

1. Anchor on the job

Start with the user's job, moment, and risk.

  • What is the user trying to get done right now
  • What is blocking confidence or momentum
  • What mistake would be most expensive here

If the design does not make the job easier, cleaner visuals do not save it.

2. Decide the owning surface

Choose which surface should own the moment before discussing components.

  • Primary surface: where intent and action happen
  • Supporting surface: where slower-moving context, evidence, or history lives
  • Ambient signals: status, trust, and lightweight cues that should not interrupt flow

For chat-native products, default to:

  • chat as the control plane
  • inline elements as in-flow action aids
  • side panels as reference, evidence, and durable context

3. Clarify hierarchy

State what matters most in one glance.

  • What is the single primary action
  • What is the primary object or entity
  • What can wait
  • What should disappear until needed

If everything is competing, the design has not chosen yet.

4. Design for trust, not just task completion

Surface governance where decisions happen.

  • who is acting
  • what system or data is touched
  • what permissions or approvals apply
  • what the consequence is
  • what can be reviewed, undone, or revoked

Do not bury trust-critical information in a side panel if the user needs it to decide now.

5. Review the full state set

Do not evaluate only the happy path.

  • empty
  • loading
  • partial
  • success
  • error
  • interrupted
  • reverted or revoked

The quality of the edge states often determines whether the product feels serious.

6. Use market references correctly

When comparing products:

  • identify the pattern that works
  • explain why it works
  • adapt it to this product's job and interaction model

Do not praise a competitor just for being minimal. Minimal interfaces can still be vague, slow, or untrustworthy.

7. Apply a craft pass after the product call is clear

Once the job, surface model, hierarchy, and trust model are working, refine the feel of the interface.

  • improve visual rhythm
  • reduce awkward transitions
  • stabilize numeric and layout behavior
  • use micro-details that increase perceived quality without adding clutter

Do not use craft details to excuse a weak product decision. Polish compounds strength; it does not replace it.

Interaction Rules

  • Prefer one dominant action per moment.
  • Prefer progressive disclosure over permanent clutter.
  • Prefer explicit system status over invisible magic.
  • Prefer strong object-action relationships over generic dashboards.
  • Prefer reversible flows when stakes are high.
  • Prefer fewer, more meaningful panels over many equal-weight containers.

Explanation Layer

Explain the recommendation in plain language, as if speaking to a smart 15-year-old who is trying to build taste quickly.

  • Explain why the decision helps the user, not just what the decision is.
  • Replace jargon with simple language, or define the term immediately.
  • Use concrete cause-and-effect phrasing.
  • Prefer short examples over abstract theory.
  • Keep the explanation intellectually serious, not patronizing.
  • Expose the decision rationale, not a long hidden chain-of-thought.

Output Pattern

When using this skill, structure the response in this order:

  1. Job to be done
  2. Surface model
  3. What is working
  4. What is weak or risky
  5. Recommended change
  6. Plain-language why this is the right call
  7. Governance and trust implications
  8. Competitor or pattern references, if relevant

Keep the recommendation opinionated. Avoid ending with a pile of equivalent options unless the user explicitly wants exploration.

References

  • Read [references/design-principles.md](references/design-principles.md) when you need reusable design canons, mental models, and anti-patterns.
  • Read [references/critique-rubric.md](references/critique-rubric.md) when you need a sharper review checklist, teardown structure, or scoring lens.
  • Read [references/interface-polish.md](references/interface-polish.md) when you want a final-pass craft checklist for details that make strong interfaces feel more refined.

Success Standard

This skill succeeds when the next design decision becomes clearer, more opinionated, and more trustworthy, not just more visually refined.