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.
Principles of Good Feedback
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.
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.
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.
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:
•
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 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
Markup tools make feedback concrete:
•
Figma comments on specific elements
•
Loom videos walking through the design
Pointing beats describing.
Giving Feedback at Different Stages
Early Concepts (Low Fidelity)
•
Is this solving the right problem?
•
Does the structure make sense?
•
Are we exploring enough options?
•
Color, typography, polish
•
Is information hierarchy clear?
•
Are interactions intuitive?
•
Does it meet the brand standards?
•
Are the details polished?
•
Is it ready for implementation?
“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.
At some point, you need to ship. Diminishing returns set in quickly. Know when to stop.
“I showed this to my spouse and they said…” Random opinions without context aren’t helpful.
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”
•
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
•
State the goals and context
•
Specify what feedback you want
•
Focus on goals, not preferences
•
Summarize decisions and next steps
•
Designer decides how to implement feedback
•
Set timeline for next review
•
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