Handbook
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Design & UX
How to Give Design Feedback That Helps
Bad design feedback derails projects. Good feedback improves outcomes. Here's how to give feedback designers can actually use.
Design feedback is where good designs become great—or where they get derailed. Bad feedback wastes time, frustrates designers, and produces worse outcomes. Good feedback is specific, actionable, and focused on goals.
Whether you’re a founder, PM, or engineer, learning to give design feedback is essential.
The Problems with Bad Feedback
"I don’t like it" – Provides no information. Like what? Why? Compared to what?
"Make the logo bigger" – Prescribes a solution without explaining the problem.
"It doesn’t pop" – Vague aesthetic language with no clear meaning.
"Can you try some other options?" – Delays decisions without direction.
Design by committee – Everyone gives feedback, designs get watered down.
Bad feedback leads to:
Endless revision cycles
Frustrated designers
Compromised designs
Delayed timelines
Principles of Good Feedback
1. Tie Feedback to Goals
Before criticizing, ask: What is this design trying to achieve?
Good: “The goal is to increase signup conversions, but the CTA button doesn’t stand out enough from the surrounding elements.”
Bad: “Make the button bigger.”
When feedback connects to goals, it gives designers context to solve the real problem—perhaps the button doesn’t need to be bigger; maybe surrounding elements need to be quieter.
2. Describe Problems, Not Solutions
You’re better at identifying problems than solutions. Designers are better at solutions.
Good: “Users might not understand what this product does from this headline.”
Bad: “Change the headline to ‘The best tool for X’.”
The first gives the designer latitude to explore options. The second prescribes a specific solution that might not be the best one.
3. Be Specific
Vague feedback can’t be acted on. Point to specific elements.
Good: “The contrast between the gray text and gray background makes this paragraph hard to read.”
Bad: “The text is hard to read.”
The specific feedback tells the designer exactly what to look at.
4. Prioritize
Not all feedback is equally important. Distinguish between:
Critical: Must fix before shipping
Important: Should address if time allows
Nice to have: Minor improvements for future
Help designers focus on what matters most.
5. Consider the User
Your preferences aren’t necessarily user needs. Frame feedback from the user’s perspective.
Good: “First-time users won’t understand what ‘Projects’ means in this context.”
Bad: “I don’t like the word ‘Projects’.”
6. Give Positive Feedback Too
Call out what’s working. This:
Shows you’re engaged
Tells the designer what to keep
Makes critical feedback easier to receive
“The information hierarchy is really clear” is as valuable as pointing out problems.
How to Structure Feedback
Format: What/Why/Suggestion
1.
What you observed (the specific element)
2.
Why it’s a concern (the problem it creates)
3.
Suggestion (optional, if you have one)
Example: “The signup button (what) has low contrast with the background, which might reduce conversions (why). Have you tried a more saturated blue? (suggestion)”
Written vs. Verbal
Written feedback works when:
Designer needs time to process
You have detailed, comprehensive notes
Creating documentation for later
Verbal/synchronous feedback works when:
Discussion and clarification needed
Building on ideas collaboratively
Quick decisions needed
Mix both as appropriate.
Use Annotations
Markup tools make feedback concrete:
Figma comments on specific elements
Screenshot annotations
Loom videos walking through the design
Pointing beats describing.
Giving Feedback at Different Stages
Early Concepts (Low Fidelity)
Focus on:
Is this solving the right problem?
Does the structure make sense?
Are we exploring enough options?
Avoid:
Color, typography, polish
Pixel-level details
Aesthetic preferences
Mid-Fidelity
Focus on:
Does the flow work?
Is information hierarchy clear?
Are interactions intuitive?
Avoid:
Final visual polish
Motion/animation details
High Fidelity
Focus on:
Does it meet the brand standards?
Is it accessible?
Are the details polished?
Is it ready for implementation?
What to Avoid
Design by Frankenstein
“Take the header from option A, the colors from option B, and the layout from option C.”
This creates incoherent designs. Trust designers to synthesize feedback into a unified solution.
Endless Revisions
At some point, you need to ship. Diminishing returns set in quickly. Know when to stop.
Feedback Without Context
“I showed this to my spouse and they said…” Random opinions without context aren’t helpful.
Overruling on Taste
Founders often override designers on subjective aesthetic choices. If you hired a designer, trust their taste. Save your veto for strategic disagreements.
Comparing to Unrelated Products
“Airbnb’s signup page looks different.” Different products, different contexts, different goals. Focus on your goals.
Receiving Feedback on Your Feedback
Sometimes feedback gets pushback:
“That’s a constraint we discussed”
“We tried that and it didn’t work”
“Here’s why that’s not feasible”
Respond by:
Listening to the explanation
Asking clarifying questions
Accepting when you’re wrong
Escalating if it’s genuinely important
Design is collaborative. Be open to learning you’re wrong.
Running Effective Design Reviews
Set Up
Share designs in advance
State the goals and context
Specify what feedback you want
Timebox the discussion
During
One person facilitates
Focus on goals, not preferences
Capture action items
Prioritize as a group
After
Summarize decisions and next steps
Designer decides how to implement feedback
Set timeline for next review
Key Takeaways
Tie feedback to goals—“this should increase signups”
Describe problems, not solutions—let designers solve
Be specific—point to exact elements
Prioritize—distinguish critical from nice-to-have
Frame from user perspective, not personal preference
Use annotations and visuals when possible
Match feedback depth to design fidelity stage
Know when to stop iterating and ship
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