Design review rules
2 min · 348 words · updated 2025-03-11 · 6 links in
I run about three design reviews a month. After the first dozen I noticed that the good ones had things in common, and the bad ones were bad in the same two or three ways. These are the rules I now write at the top of every review invite.
The rules
- Send the work 24 hours before. Nobody forms a useful opinion in the first ninety seconds of seeing a screen.
- Say what stage the work is at. “Exploring” and “about to ship” get different feedback, and people cannot guess which one it is.
- One person talks first, and it is not the author.
- Feedback is about the problem the design is solving, not the pixels it happens to use.
- Every review ends with a named owner for each open question.
- Nobody gets to say “just” in a review. “Just move it up” has never been a small request.
Why the order matters
Rule 3 took me longest to learn. When I present first and then ask “thoughts?”, the senior person in the room speaks, everyone else nods, and I leave with one opinion dressed as a consensus. When Tomás reads the work back in his own words before anyone else comments, the quiet people have something concrete to push against.1
A review is for finding out what the work does to someone who has not seen it before.
I keep that line pinned above my desk. It reminds me that my own understanding of the screen is useless data at that point.
What I still get wrong
I over-explain at the start. Priya told me last month that my intro took eleven minutes and the actual feedback took nine. I now set a timer for three minutes and stop when it rings, mid-sentence if needed.
For the meeting itself I use the template I keep in a plain text file, and I will not start without it.
Footnotes
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Tomás Ferreira joined the team in 2023 and does this better than anyone I have worked with. He keeps the readback to four sentences. ↩
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