Design Critiques

What makes some designs good and others bad? Why do some designs work while others don’t? Posts in this category offer thoughtful design critiques of modern digital interfaces, with commentary inspired by Don Norman’s “The Design of Everyday Things.”

WeChat's Red Packet

Design Critique: Red Packet by WeChat (iOS App)

WeChat, a super app developed by Tencent, eventually became China’s app for everything in the last decade. Not only can users chat with others through texts and videos, but they can also share posts, subscribe blogs, hail taxis, pay utilities, order food deliveries, make medical appointments, shop online, transfer payments, etc. Among all those features, …

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Libby icon, girl immersed in book

Design Critique: Libby (iPhone app)

Libby is a free app for borrowing and reading ebooks, magazines, and audiobooks from public libraries. With the app, users can input their library card information to borrow and read library books directly on their smartphones, tablets, or kindles. In this article, I will specifically critique the usability of the Libby iPhone app using theories and principles from Don Norman’s book, The Design of Everyday Things.

Design Critique: TCGplayer (Desktop)

TCGplayer is a popular collectible card-purchasing marketplace, enabling people to buy and sell cards from various games like Magic: The Gathering, Yu-Gi-Oh!, Pokémon, and more. This critique will focus on the desktop experience of buying Magic: The Gathering cards, utilizing design principles from Don Norman’s The Design of Everyday Things.  Let’s start by defining my …

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Design Critique: Luminary (iOS app)

The Luminary app is designed to take the same subscriber-based model popularized by Netflix and Spotify and apply it to the podcast industry. Launched in 2019, Luminary’s model promises subscribers an ad-free experience where they can listen to Luminary exclusive content as well as the podcasts they’ve listened to on competitor apps.   Onboarding Through …

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Design Critique: Google Meet

Google Meet is a digital video conferencing application that allows users to join and/or host meetings from remote locations. While steadily gaining popularity over the years, digital conferencing platforms such as this became a standard and daily practice for businesses and education alike when the Covid-19 pandemic began to sweep across the United States. Almost …

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Assistive Technology: Immersive reader

The Immersive reader is the primary feature of Microsoft Learning Tools and was developed based on literacy science to improve the readability of content. It was mainly designed for students with dyslexia and dysgraphia and by supporting them in a non-stigmatizing way, it helps students with learning differences to grow into more independent learners.

Design Critique: Google Art & Culture (iOS App)

The Google Arts & Culture App provides an online platform in which users can view high-resolution artworks and learn the worldwide culture of art from their smartphone anywhere and at any time. This article mainly introduces the user experiences related to augmented reality(AR) features and interactive games. Note: This design critique is focused on the …

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