đ Hello, itâs Niki here! Welcome to this ⨠free edition ⨠of the UX Under Microscope newsletter. Bi-weekly, I deep-dive into the world of UX, sharing practical tips and insights that will take your UX design and research skills to the next level, enabling you to make a greater impact as a UX professional and accelerate your career growth.
If you prefer this article in a video (or audio) format, watch it here:
Have you ever sat in a design critique and thought:
âWait! Are they suggesting I must change this, or just throwing out ideas?â
That moment of confusion when youâre not sure if feedback is a command or just someone thinking out loud.
I know, Iâve been there so many times in the past 15 years.
So if you or your design team is also drowning in ambiguous feedback, hereâs an approach that can transform how you communicate about design work.
Be Clear About the Intent of Feedback
Feedback is a giftâââyou probably heard it way too many times already in your career.
But itâs true!
Design excellence and our work depend on getting feedback.
Weâre constantly evaluating, critiquing, and refining our design in formal reviews, casual huddles, and those thousand-line-long Slack messages that somehow generate 37 replies before lunch if you ask for async feedback.
But not all feedback is created equal!
Hereâs a trusted framework with 3 distinct categories, which has been used in the consulting world and design agencies, and what I like to implement in my product design teams in tech.
1âââDirection (The âPlease Do Thisâ Feedback)
This is the non-negotiable stuff.
When someone gives âDirection,â theyâre effectively saying, âThis needs to change.â Itâs specific and actionable, for instance:
âThe spacing between these cards creates too much dead space. Letâs reduce it to 16px.â
âUsers are missing the confirmation step here. We need to add a visual indicator before the submit button.â
2âââFeedback (The âPlease Solve Thisâ Feedback)
This is where you identify problems but leave the solutions to the designer, for example:
âHm, I have a hard time understanding the hierarchy on this dashboard. Whatâs most important here?â
âThe onboarding flow feels super disjointed. Iâm concerned that users might get lost between steps 2 and 3.â
3âââThoughts (The âJust Musingâ Feedback)
These are observations that require no immediate action but might inspire future iterations, so itâs good to note them in Figma. They could be:
âSomething about this reminds me of that travel app we looked at last month.â
âI wonder if this layout would work as well on really large screens.â
Why This Framework Works
This approach is effective because it eliminates guesswork.
As a designer receiving feedback, you immediately understand whatâs expected from you:
Do I need to incorporate this exactly as suggested?
Should I find a solution to this problem myself?
Is this just something to consider for the future?
It also empowers the entire design team to be more intentional.
Before speaking, feedback-givers must decide:
âAm I directing, suggesting, or just thinking aloud?â
Even though we are designers and should live and breathe feedback, some designers do struggle with receiving or providing feedback (or letâs be honest, sometimes both aspects).
However, this framework helps everyone involved to feel more comfortable giving critical feedback, even those who struggle with it, because they can frame their concerns as âFeedbackâ or âThoughtsâ rather than âDirection,â inviting collaboration rather than dictating solutions.
So next time youâre about to drop a âthat button feels offâ comment in a design review, take a second to clarify:
Is it direction, feedback, or just a thought?
Your designer peersâ stress level will thank you.
P.S. Join my YouTube community, where youâll discover videos about career in tech and everything UX!