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What if design critique didn’t suck? What if it actually improved design and fostered inclusion instead?
As designers, we don’t design in a vacuum. A good designer will need to learn to take the feedback from their peers, clients, and bosses to solve a particular design problem.
The goal of this document is to establish consistent guidelines for giving and receiving feedback on design, as well as reviewing and approving design as a group.
Detailed wireframes, high-fidelity comps, and motion prototypes all got enshrined as critical deliverables. Those design artifacts are unimportant. Only one deliverable matters: the product itself.
Have you ever left a design critique feeling defeated and less excited about your work? Or frustrated because you didn’t get the type of feedback you were looking for?
What does the critique do for the design and the rest of the project? Do critiques really help and are they necessary? If so, how do we use this feedback to improve our creative output?