#23 - How
to run a design critique
By Scott Berkun ,
January 2003
In the early and middle phases of a project, teams need a way to
understand and explore the current direction of the design. The challenge
is to create the openness needed for good ideas to surface, while
simultaneously cultivating the feedback and criticism necessary to resolve
open issues. Unlike a brainstorming meeting, where the exclusive goal is
to come up with new ideas, a critique meeting is focused on evaluating a
set of existing ideas, and possibly identify future directions or changes.
Instead of hoping that hallway and email discussions will lead the team in
a good direction, it’s generally worth investing time to set up critique
meetings to drive the design forward.
Goals of a design critique
A design critique meeting usually involves a small group of 3-7 to
discuss a set of design sketches or prototypes. For a website or software
design, there are many different attributes or constraints that might be
worth discussing. You could focus purely on branding elements, ease of use
concepts, or even engineering feasibility. It’s really up to whoever is
running the meeting and what the most pressing issues for the project
currently are. However, what’s most important, is that the goals of the
meeting are stated at it’s beginning. If there are 3 or 4 specific lines
of thought you want to make sure get critiqued, define them. Without goals
or a basic framework for the kinds of design questions you want to
explore, everyone will work from different assumptions, making for a
frustrating meeting. It’s also worth clarifying any kinds of issues or
questions that you’re not ready to answer, and when you expect to have
answers for them.
If you are early in a project, critique meetings
should emphasize the higher level user, customer and business goals, and
minimize the focus on specific engineering constraints. It will be worth flagging design ideas that engineers or business managers have large concerns
about, but hold off on completely eliminating them from the discussion. There
may be opportunities to ask for more resources or make
other adjustments to a project, if a stellar design concept or
idea is championed successfully (e.g. perhaps a design idea exposes a
new business plan that has more opportunities than the current one, and would
justify a change in the project goals).
But as the project timeline progresses, and the end of the planning or
design phase approaches, the tone of critique discussions should change.
There should be increasing pressure to have definite answers or solutions
to issues, and the bar for considering new ideas or directions should get
continually higher. If managed well throughout the project timeline, the
scope of critique discussions should peak during planning, and then
continually decrease until specifications are written, and final decisions
are made. (Shepherding the creative phase of a project is a significant
challenge, and it’s rare to find a project manager than can manage it as
well as the more production oriented implementation and release phases.
Often there is a key leadership role for designers to play to fill this
gap. Overall, the tone, content and quality of critique meetings is one
indicator to how well the creative process is being managed).
Typical goals for critique meetings might include:
- Obtain specific kinds of feedback from those in the room about a set
of different design approaches for one feature or area of a website.
- Compare how several different components of the same product are
designed. (Are there elements that should be reused more? Do things that
look similar behavior similarly? Etc.)
- Discuss the user flow through a design, by examining each screen in
the sequence that users would go through to complete a task. (Similar to
a cognitive walkthrough).
- Explore the designs of competing products, or designs of other
products that have elements or qualities that you want to achieve.
- Allow teammates with different job functions to provide feedback
from their expertise. (QA might raising testing issues, development
might ask feasibility questions, marketing might ask questions about
advertising or partnerships, etc.)
These goals listed are mostly mutually exclusive. You might be able to
manage two of these at the same time, if you’re a great meeting
facilitator, but I wouldn’t recommend it.
Secondary goals often include:
- Provide some structure to the creative process of a project.
- Improve your team’s ability to think about and discuss design ideas.
- Teach non-designers about the design critique technique, so they can
apply it to other kinds of problem solving situations.
Independent of the specific critique goals: If there are questions from
your teammates about your design that don’t fit your intent for the
meeting, make sure you come up with some way to address them outside of
the meeting. During the meeting, write them down on a whiteboard or
notepad, and take them with you when you leave. The more inclusive your
design thinking is, the more influence and authority you’ll have over how
project decisions are made. Even if the issues you are confronted with
arise from decisions out of your control (a demand from the marketing
team, or a new constraint from engineering) you want your designs, and
your design process, to work with these issues, not around them. (Unless
you feel confident that your superior design and skills of persuasion will
convince someone with authority to change their mind.)
Who is in the room
A critique should allow a small group of people to review and discuss
many ideas quickly and informally. You can’t be informal and intimate
about ideas with more than 5 or 6 people in the room. Instead, you must
narrow down your invite list to the people most critical to the design
process. Try to forget about job titles or hierarchy, and instead, focus
on the people who are most likely to understand the creative process, and
give useful and meaningful feedback, both positive and negative.
Depending on the personalities of your teammates, make adjustments as
necessary. For anyone on your team that isn’t invited to the meeting,
allow them to look at any handouts or pictures, and give you their
feedback. Or even better, make sure to forward them any of the notes
you send out following the meeting. In most cases, they’ll see the quality
of the dialog and kinds of discussions points that were raised, and ease
up on their complaints about not being in the room. And even in the
absolute worst case, make yourself available to listen to their feedback
independent of the critique session. You can diffuse difficult teammates,
appeasing them without derailing the critique meeting, and the creative
momentum of the team.
One alternative for designers in larger organizations: you might be
able to do design critiques with the other designers in your organization,
even if each of you works on different projects. This can be a great way
to build a sense of design community in your organization, and give you
the benefit of other well trained design eyes, that are fresh to the
problems your trying to solve. The downside to this is that you miss on
the opportunity to build better design relationships with the
non-designers on your team. In the best possible world, you might have
time to do both kinds of critiques, at different times in your project.
Materials and rooms
Depending on the kinds of designs your working with, and the goals you
have, you might arrange the room differently, and bring different kinds of
materials.
In the simplest kind of critique, where you have several alternatives
to the same design problem, make it easy for everyone to see each design
approach. There are several ways to do this:
- Print a stapled handout of the 5 or 6 pictures and give each
person a copy. This works fine, unless you have prototypes for each
design approach - the printouts won’t capture that :) It might be fine
to have rough hand drawn sketches, if the folks in the room are capable
of working with rough representations, or you might need to have more
complete visual presentations of the design ideas. (I once made the
mistake of showing some high powered marketing folks some hand drawn
sketches: it was a disaster. Unfamiliar with design work, or design
process, they naturally confused the low fidelity of the sketch, with
the quality of the ideas. Learn from this :)
- Use wall space in the room to display each of the designs. This is
by far the best way to examine branding or compare/contrast different
areas of the same website. If you’re new to a project, and want to
illustrate how inconsistent certain design elements are, there is
nothing better than putting them all up on the wall together, and asking
everyone in the critique to walk the room and examine them. If you’ve
never done this before, I guarantee you’ll hear a few people gasp.
- If the room has a television or monitor, use your laptop to show
each of the sketches or designs. If you’ve made prototypes, demo them.
Personally, I find this is the most convenient way to work. It usually
requires little preparation beyond the prototypes themselves, and if I’m
facilitating the meeting, it gives me additional control over what we
discuss and how the discussion goes. Typically, what’s on the monitor is
what we’re going to talk about.
- If you work in a large organization, you might have your choice of
rooms to use. I recommend small conference rooms that would accommodate
4-8 people. You want a room with lots of whiteboard space for new ideas,
or for taping up printouts. Ideal is to also have a television or
monitor so that everyone can easily look at the same designs from a
laptop or computer.
If you are working on a long project, there is value in reusing the
same room for critiques. You may be able to leave certain screenshots up
on the walls ,or in the hallway outside. Plus you have the psychological
advantage of identifying a single physical place with the kind of thinking
and dialog you want for a critique.
The Rules of order for good critiques
Without some basics set of rules or guidelines, discussions about ideas
can go in any direction. Many creative people (writers, filmmakers,
artists, etc.) recognize this, and have certain shared guidelines or
assumptions for how critiques should be run. Instead of starting with
opinions and points of view, participants in the critique work to clarify
the creators intent with the work, and only then, respond to how well the
work achieves or does not achieve that intention. (e.g. - If the film
director wanted you to feel angry when watching the opening scene, and you
don’t feel angry when you look at it, this is useful. But telling the
filmmaker you don’t like movies that make you feel angry, might not be as
useful.) So when it comes to software or web design, it’s important to
clarify assumptions before offering a criticism or challenging an
assumption.
The general rules of order are:
- Start with clarifying questions. Clarify any
assumptions about what the presented design is intended to do, or what
kind of experience it is intended to create. Hopefully, this intent is
derived from the overall project goals, which is already agreed upon.
- Listen before speaking. Many times in work
enviroments, we confuse conversations, which should be exchanges of
ideas, with opportunities to inflict our opinions on others. If you take
a moment to listen and understand before voicing an opinion, you're open to
hear something new that might challenge your old thinking. So don't just wait for
other people to finish, actively try to understand what's being said,
and reflect it back to the speaker.
- Lead into explorations of alternatives. Ask questions that surface
other choices the designer might not have recognized. Postpone
judgments, unless there are obvious gaps between the designers intent,
and the designs you are critiquing.
- If it fits with the goals of the critique, point out situations,
sequences, or elements within the design that may be problematic given
what you know about your customers, the scenarios involved, or the
project goals.
- Avoid statements that refer to absolutes. Instead, make points
referent to the goals of the design. Example:
bad: “This sucks
and it’s ugly.” good: “Well, if the goal is to make this feel
friendly, black and flaming red doesn’t convey that to
me.”
bad: “ How could anyone figure that out?” good: “I think there’s something missing between step
3 and 4. It’s not clear to me what the sequence
of operations is. How do you expect people to know where
to click?”
- Speak in context of your point of view. It's
fine to have a personal opinion, expressing your own preferences. But
don't confuse this with your perception of what your customers need or
want. So make sure to specify which kind of opinion you're offering. Hopefully
there is data and research to help everyone agree on the likely customer
perspective on different ideas.
Running the meeting
Someone should be responsible for leading and driving the meeting. This
is more about facilitation than dictation. For a critique to work,
everyone has to feel open about voicing their opinions and discussing
ideas. It requires a different style of leadership than a status or
accounting type meeting. The meeting leader, or facilitator, has to be
comfortable asking quiet people to speak up, or loud or obnoxious people
to quiet down.
I recommend that the creator of the designs lead the meeting. They
should be confident and mature enough with the creative process to lead
other people through it.
The biggest challenge to this is their ego. If the
designer is leading the meeting, and controlling the discussion, there is
every opportunity to push for feedback that makes their pet ideas shine, and exclude everything else. It requires maturity on the part of the designer to walk in
the room with the attitude that the value of the meeting
is to hear new thoughts and opinions, rather than simply to defend the
ideas they already have. On a healthy team, the designer should be rewarded for the
quality of their output, regardless of who may have made what suggestion, or
gave birth to what initial idea, so there is little real conflict of
interest. However, in the end, who runs the meeting is less important
than the quality of discussion, and the overall progress of the design effort.
When a critique meeting is going well, it’s fun.
It should feel like an informal conversation between people with the same goals, all trying
to explore and surface good thinking. The person running the meeting has the
responsibility of setting the right tone for this, preferably by example, and doing
everything in their power to maintain that attitude and spirit in the
room throughout the meeting. On a good team, this responsibility should come easily.
Pre and post meeting work
You may want to do some upfront work to ensure that the critique goes
smoothly. If you can define the goals when you call the meeting, include
them in the meeting announcement. Also attach any pictures of the designs
or sketches, so interested folks can get a head start in thinking about
the designs.
After the critique, there is some additional work you can do to close
the loop, and set yourself up for your next critique, or follow up
meeting. Make sure to take notes during the meeting of key questions that
were raised, or new issues and ideas that came up that you hadn’t thought
about before. Send out a mail after the meeting with these details, and
what the next steps in the design process will be. How long will it take
before you have new designs to show? Is there a usability study that is
the next milestone? How will this effort integrate with the project
managers plans? If you don’t provide answers to these questions, someone
else will, and you’ll default to yielding some control over the design
process to them.
There are some organizations or project teams
create critique forms, listing the standard questions or criteria that
should be considered in a critique disucssion. These are handed out
during the meeting, used by participants
to take notes, and then might be collected at the end. This might be more
process than your team might want - so it's up to you to figure
out how formal or informal the critique discussions should be. I
might recommend something like this for the first time you do
it to help define this kind of meeting, but probably not as
a general practice.
How often to run critiques
It depends heavily on the project and the team. If you have easy access
to the people you are working with on the project, you might not need to
have defined meetings for critiques. If the team is healthy, critique like
conversations are probably happening in the hallway all the time. As long
as you are in most of them, and people see you, the designer, as the
driving force for the design effort, things might be fine. On the other
hand, If you as the designer feel that most of the design conversations
happen without you, intentionally or not, creating a weekly critique
discussion can help put you back in the middle of the creative
process.
(Note: A separate type of design meeting is a brainstorming discussion,
where the dominant goal is to generate new ideas and explore as many
different ideas as possible. This should not be confused with a design
critique.)
Possible discussion points / questions to use
Here's a sample list of design questions that might be of us to help
guide the discussion. Again, depending on your goals for the critique, you
might focus on, or avoid, some of these.
- What are the user scenarios the site is designed for? Walkthrough
how each design would enable those scenarios.
- What known usability / design / business issues are these sketches
trying to solve?
- What is the intended style of the design, and is it appropriate for
the target audience?
- What is the intention of the style, and does it achieve the desired
effect?
- Are there standard brand elements that should be used, and are they
used approperly?
- Are there similar software products or features that these designs
should relate to?
- What usability
heuristics does each design support well? (or not?)
- Where in the design are the most likely places for users to have
trouble? and why?
- Are there reasonable design changes that might avoid these problem
points?
- Does each design idea take advantage of things the user might
already have learned?
- What are the pros and cons of each design idea, relative to each
other?
- Are there any hybrid design ideas that are worth exploring, based on
the designs in the room?
- What open issues might best be resolved by a usability study or
other research?
Other references for design critiques
The art
of web design critiques - mostly about one on one
discussions about designs. Teamwork
and Critique - A nice set of slide decks on engineering
processes, including critiques. (Please suggest other references if you
have em')
Next essay: The critique's meeting tricky cousin: the
brainstorming meeting.
I know there are many ways to run design critiques. Have a tip or
trick I should add to this essay? Please let
me know. Email me
about
it. Comments, questions or feedback are always welcome.
Check out the previous
issues in the column archive
.
© Copyright 1999-2003, Scott Berkun <
scott@uiweb.com>. All Rights
Reserved.
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