A design critique is a structured session in which designers present work in progress and receive focused feedback from colleagues. Its purpose is to improve the work by exposing it to perspectives the author lacks, and it is distinguished from approval reviews, where the objective is a decision, and from status updates, where the objective is information.
The distinction from generic feedback is that a critique evaluates work against stated objectives rather than against preference. The presenter opens by describing the problem being solved, the constraints, the intended user, and what specifically they want input on. Feedback is then assessed against those objectives, which converts the conversation from a contest of taste into an examination of whether the work achieves what it set out to do.
Framing the request narrows the discussion productively. A designer asking whether a particular flow handles error states adequately will receive useful input on that question, whereas one presenting work without a request receives comments on colour, typography, and personal preference. The presenter's responsibility is to direct attention where it is needed, and unfocused presentations reliably produce unfocused responses.
Feedback quality improves markedly when it describes observation and reasoning rather than prescription. Noting that the primary action is difficult to locate because three elements compete for attention identifies a problem the designer can solve in several ways. Instructing them to make the button orange supplies a solution while concealing the reasoning, and if the underlying observation was wrong the instruction cannot be evaluated. Requiring feedback to state what was observed and why it matters produces both better input and a better record.
Stage awareness prevents wasted effort. Early conceptual work needs input on direction, structure, and whether the right problem is being solved; detailed critique of typography at that stage is premature and can anchor the discussion on the wrong level. Late-stage work needs precision on execution rather than reopened fundamentals. Stating the stage at the outset sets the appropriate altitude for the discussion.
Psychological safety determines whether critique produces honesty or politeness. Designers who expect criticism to be recorded against them present safe work and defend it, while those who expect a genuine examination bring work they are uncertain about, which is where feedback is most valuable. Separating critique from performance evaluation, and keeping managers' opinions from carrying automatic weight in the room, are what make this possible.
Group size and composition affect what emerges. A small group of three or four produces focused discussion and enough time for each point to be examined, while larger sessions tend toward superficial coverage and encourage participants to contribute for the sake of contributing. Including people from outside the immediate team occasionally, particularly engineers and content specialists, surfaces constraints and opportunities the design group would not have raised.
Documentation is what prevents the same discussion recurring. Recording the feedback given, the decisions taken, and the rationale means that a question settled in one session is not reopened by someone who was absent, and it gives the eventual implementers the reasoning behind choices they might otherwise assume were arbitrary.
Because the practice depends on a shared standard for what good means, it works best alongside explicit principles and patterns. In practice critique is established as a routine within product design, evaluated against the evidence available from user research so that disagreements about user behaviour can be settled with data rather than argument, and in larger organizations it is normally run as a standing practice across the UX department to keep quality consistent between teams.