In a design critique session, participants can play one of three main roles: facilitator, presenter, or reviewer.
A design critique is a great opportunity for a new designer to practice giving feedback to other team members, exchange ideas, and identify different perspectives to consider design problems from. Explanation: A design critique provides an opportunity for people to come together to exchange ideas and make a collective choice on a design direction, in person or remotely. It also provides an opportunity for designers to identify different perspectives to consider design problems from, and practice giving feedback. Explanation: A design critique can help new designers identify different perspectives to consider design problems from. It)s also an opportunity for designers to exchange ideas, and practice giving feedback.
Asking questions like “What problem am I trying to solve?” and "What aspects of your designs are you seeking feedback on?" is a great way to prepare for a design critique session. It’s good to have an idea of what problems you)re trying to solve and what you’d like to receive feedback on, so the direction and goal of the meeting is clear. Explanation: Asking questions like “What problem am I trying to solve?” and "What aspects of your designs are you seeking feedback on?" is a great way to prepare for a design critique session, and will likely be asked by your peers. TEST YOUR KNOWLEDGE ON IMPLEMENTING FEEDBACK FROM CRIT SESSIONS
Crit sessions are designated meetings where designers share their work and receive feedback from team members. This helps designers make improvements to their designs.
The presenter should be prepared to process and take action on feedback. They should also share their designs with the group, and should come to the session with defined objectives and relevant information. Explanation: The presenter should come to the session with defined objectives and relevant information to engage with the group. They should also share their designs with the group and be prepared to process and take action on feedback. Explanation: The presenter will share designs with the group. They should come to the session with defined objectives and relevant information to engage with the group and also be prepared to process and take action on feedback.
Before taking further action, the designer should consider asking questions like: "How can I synthesize the feedback from the critique session?" and "What feedback do I want to take action on to improve my designs or the user experience?" Keeping the user first helps the designer determine what feedback requires further action. Explanation: Before taking further action, the designer should consider asking questions like: "How can I synthesize the feedback from the critique session?" and "What feedback do I want to take action on to improve my designs or the user experience?" Determining how to find common themes in feedback responses is an important step after a critique session. This question helps the designer decide what requires further action.
It is important to address inconsistencies with any component of the design so the user receives a seamless experience. Designers should also take action on requests on the design)s accessibility and functionality. Explanation: It is important to address any issues affecting a design’s accessibility so that no user group experiences difficulty while using it. Designers should also take action on requests on the design)s functionality and on any inconsistencies. Explanation: It is important to address issues affecting a design’s functionality even if it means bringing in other team members like engineers to assess or fix the issue. Designers should also take action on requests on the design)s accessibility and on any inconsistencies. WEEKLY CHALLENGE 4: PARTICIPATE IN DESIGN CRITIQUE SESSIONS
Feedback helps to broaden our perspective as designers. Having a diverse audience helps to mitigate personal biases that influence a design.
In a lot of cases, feedback isn’t as helpful without supporting reasons and explanations. Providing actionable improvements is key to helping a designer improve. Explanation: In the design world, it’s better to provide feedback on problems with a design rather than providing personal suggestions on how to improve another person’s design. Think about it this way: Would you want another designer telling you how to fix things, or would you rather have an opportunity to take feedback and come up with your own solutions? Explanation: Not all feedback is created equal, and one method of providing feedback may not apply in another situation. Consider the role of the person you’re giving feedback to and their experience level.
A design critique session is a planned period of time where UX designers present their work to team members and listen to feedback.
After a design critique session, it’s a good idea to begin reviewing and synthesizing the feedback before diving into implementation. While still valid, some of the feedback Reina received may not be necessary to address.
Feedback helps designers improve their designs and become better designers. Explanation: Feedback helps broaden a designer’s perspective. It allows people with different skill sets and backgrounds to identify opportunities for improvement that the designer may have missed. Explanation: Feedback helps designers improve their confidence and skills because they recognize how they have improved over time.
A designer can synthesize feedback from a design critique in the same way they would synthesize feedback from a usability study.
Feedback about improving accessibility in designs is important to address. Arnaud should ensure their design meets accessibility standards.
With practice, time, and reflection, designers can overcome reservations about giving or receiving feedback and become more confident in their design decisions.
The facilitator is in charge of making sure everything runs smoothly during the design critique.
In a design critiques session, the reviewer gives feedback about the design and offers clear actions to take.
Ideally, designers are working with diverse people with a variety of backgrounds and skill sets. Diversity helps to broaden a designer’s perspective and helps them identify opportunities to improve their designs. Explanation: There are lots of advantages of receiving regular design feedback. One being that it helps to improve designs. Teammates or reviewers can offer ideas or suggestions that a designer may not have considered. Explanation: Receiving regular feedback can help designers build confidence because it can help them identify improvements they’ve made over time.
In addition to being a planned period of time where UX designers present their work to team members, design critique sessions provide a chance for many people to come together to exchange ideas and make a collective choice on a design direction, in person or remotely. Explanation: In addition to being a planned period of time where UX designers present their work to team members, design critique sessions provide designers with an opportunity to practice giving and receiving feedback.
After consulting a diversity and accessibility advisor, Harpreet can decide the appropriate colors and user interface options to consider in the design.
Tim should take action on feedback related to critical items affecting the user’s experience, including usability and accessibility.
It’s always a good idea to make enough time to deliver feedback in an appropriate and helpful way.
With practice and time, designers can understand that they don’t have to always follow all the feedback or advice they receive. They can build confidence in their own design decisions.
The presenter shares the work with others in the critique session and engages with the reviewer to ensure the feedback is clearly understood.
A design critique session can’t happen without a presenter to share their work.
Design critique sessions provide designers with an opportunity to present their work and receive feedback. These also provide a chance for many people to come together to exchange ideas and make a collective choice on a design direction, in person or remotely.
After synthesizing the feedback from the design critique session, May should ask herself: What feedback do I want to take action on to improve my designs or the user experience?
This feedback recognizes the work the designer has done well, identifies a potential problem with the reasoning behind it, and allows the designer to come up with their own solution.
A key part of the design critique process is turning feedback into actionable items.
When reflecting on their feedback experiences, designers should consider how comfortable they are about sharing their opinions about another designer’s project. Explanation: When reflecting on their feedback experiences, designers should think about how often they request feedback from other team members.
The reviewer provides feedback about the design and offers clear actions to take.
There are lots of advantages of receiving regular design feedback. One being that it helps to improve designs. Teammates or reviewers can offer ideas or suggestions that a designer may not have considered. Explanation: Receiving regular feedback can help designers build confidence because it can help them identify improvements they’ve made over time. Explanation: Ideally, designers are working with diverse people with a variety of backgrounds and skill sets. Diversity helps to broaden a designer’s perspective and helps them identify opportunities to improve their designs.
Angel suggested problems with the design, but didn’t provide any supporting reasons. In order for Mohammed to consider and effectively implement Angel’s feedback, Angel should be able to back it up with reasonable explanations.
You should always be ready to explain the why behind your feedback.
This is an example of an actionable response. The designer should consider addressing this issue because it affects the user experience.
Action items will look different for each piece of feedback, so it’s good to take the time to decide next steps carefully. Explanation: If you need more details on the problem, asking the original reviewer to elaborate is always an option.
It’s always a good idea to offer clear reasoning, and make enough time to deliver feedback in an appropriate and helpful way.
One of the facilitator’s key responsibilities is to make sure everyone’s voice is heard. Explanation: A facilitator will help keep the whole team focused on their objectives.
As a presenter, you will receive feedback that you can use to decide what actions to take to move the designs forward. Explanation: A presenter should practice active listening to get the most out of their feedback. Explanation: A presenter should prepare a presentation of their designs so the reviewers have enough information to give feedback on.
When providing feedback to fellow designers, it’s better to describe problems with the design rather than offer solutions. Think about it this way: Would you want another designer telling you how to fix things? Or would you rather have an opportunity to take feedback and come up with your own solutions?
When giving feedback, designers should adjust it for each situation; consider the person’s role and experience.
A high-fidelity prototype must have visual elements, navigation, and interactions. Interaction is included in high-fidelity prototypes because it contributes to the design’s functionality.
This is a good question to ask because it accounts for the navigation required to end the user’s journey. Other key considerations include: "How does a user get from one screen to the next?" and "How easy is it to locate navigation-related icons?" Explanation: This is a good question to ask because it examines how the user would interact with the product. Other key considerations include: "How does a user get from one screen to the next?" and "At which point does the user journey end?" Explanation: This is a good question to ask because it considers the user and addresses how the user flow should be navigated. Other key considerations include: "How easy is it to locate navigation-related icons?" and "At which point does the user journey end?"
The first step in creating a connection or interaction in Figma is to select where the user’s interaction will take place.
Adjusting the animation occurs after a designer adds interaction details in Figma.
The user flow is important to how the designer creates the first connection they want the user to act upon. TEST YOUR KNOWLEDGE ON GESTURES AND MOTION
Tapping, scrolling, swiping, and zooming are common gestures used to complete an action in an app.
Gestures and motion are interactive elements that help the user have a seamless experience.
This is a good example of gesture and motion working in concert to enhance the user experience as they interact with the design.
Moving out is an option when adjusting animation. Designers can also choose to move up or down for a specific direction for the motion. Sliding in and instant animations are also options. Explanation: Sliding in, whether up or down, is an option when adjusting animation. Moving out, and instant animation are also options. Explanation: An instant animation is an option where the user goes from one screen to the next without any motion or transition in between. Sliding in and Moving out are also options.
Hi-fi prototypes take the design work that designers have already done in the mock-ups and makes it interactive.
To start creating a hi-fi prototype, you will first add and organize all our mockups in Figma in a logical order.
You should provide alternative options to using gestures, give users the ability to turn off a motion, and consider the speed and duration of motion in your designs to ensure accessibility in your design. Explanation: You should provide alternative options to using gestures, give users the ability to turn off a motion, and consider the speed and duration of motion in your designs. The World Wide Web Consortium recommends that animations are under five seconds long in order to be accessible. Explanation: You should provide alternative options to using gestures to keep designs accessible for all users, think critically about the speed and duration of motion in your designs, and give users the ability to turn off a motion.
Fill in the blank: A critique session is a common feedback activity where designers present their work to team members. Participants can play one of three main roles: _______, presenter, or reviewer.
How confident are you in this answer?