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.”

Design Critique: Feeld

INTRO Feeld is a dating and social discovery app designed for people interested in exploring alternative relationship models, including ethical non-monogamy, polyamory, and kink. Unlike traditional dating apps, it emphasizes openness, inclusivity, and curiosity, allowing singles and couples to connect with others who share similar values around relationships and intimacy.  Due to the nature of […]

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Mockup of the Planta app onboarding screen with a green ‘Get Started With Planta’ button, plant care notification, and design critique title with leaf logo

Design Critique: Planta (iOS App)

Picture having a caretaker who knows when your plant needs water, soil, or care when sick. That’s the essence Planta aimed to offer with schedules, reminders, guides, identification, and a light meter. This critique takes a beginner’s view, focusing on adding plants, reminders, and the homepage, using ideas from Don Norman and Jenny Davis. Onboarding

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Design critique: Hume AI’s Hero Section

Hume AI is a text-to-speech (TTS) product whose primary selling point is its advanced emotional intelligence (EI). Emotion is, after all, the most powerful tool of voice—amplifying meaning, tone, and impact in text. Since achieving natural-sounding TTS has become largely a solved problem, the differences between products in basic voice quality are shrinking (or just

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A person holding a smartphone displaying the Stellarium app, showing constellations against a starry night sky. Large white text on the left reads “Design Critique: Stellarium.

Design Critique: Stellarium (iOS App)

Stellarium is a mobile planetarium app that allows users to explore the night sky in real time. By pointing their device upward, they can identify stars, planets, and constellations through a realistic visualization. The experience feels immersive and inspiring, but certain design choices introduce challenges around discoverability and ease of use, particularly for beginners. Onboarding

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Hand holding a smartphone displaying the Flo app home screen, showing period tracking information on a pink gradient background, with the Flo logo on the left.

Design Critique: Flo (iOS App)

Flo is a menstrual cycle–tracking app that helps users monitor periods, ovulation, or pregnancy. It also offers resources on menstruation, pregnancy, mental-health and sexual wellness, along with symptom logging. This critique reviews Flo through concepts from Design of Everyday Things and How Artifacts Afford, focusing on the experience of a user tracking their period. Onboarding

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An image of cute kittens playing in a Japanese garden yard.

Design Critique: Kitty Collector

This critique explores the Kitty Collector app, launched in 2014, which appears outdated compared to 2025’s small gaming apps. Despite its age, the developers (Hit Point Co. Ltd.) have effectively addressed key design elements, reflecting Japan’s emphasis on user experience. The app is crafted with the mental model of cat lovers in mind, avoiding the hook of prolonged screen time, a challenge even for small game apps today.

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