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Design Review

  • 26 installs
  • 129 repo stars
  • Updated August 4, 2026
  • bitwarden/ai-plugins

design-review is a Claude Code skill that critiques a UI design or mockup using Bitwarden's design Code of Conduct and the 30/60/90 maturity framework.

About

This skill grounds design critique in Bitwarden's design Code of Conduct and a 30/60/90 maturity framework. A developer or designer uses it when a Figma file or UI mockup is shared for feedback rather than implementation. It first identifies the design's stage, then gives stage-appropriate, product-focused feedback and evaluates user-visible copy alongside the visuals at 60% and 90%.

  • Grounds design feedback in Bitwarden's design Code of Conduct and the 30/60/90 critique framework
  • Stage-appropriate: go/no-go at 30%, visual feedback at 60%, grammar and copy at 90%
  • Critiques the product against its goals, not the designer

Design Review by the numbers

  • 26 all-time installs (skills.sh)
  • Ranked #1,340 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
At a glance

design-review capabilities & compatibility

Capabilities
design critique · ui review · copy review
Works with
figma
Use cases
ui design · web design
From the docs

What design-review says it does

This skill grounds design feedback in the Bitwarden design team's Code of Conduct and the
SKILL.md
A **good** design meets its goals. A **bad** design does not meet its goals. Likes and dislikes are irrelevant.
SKILL.md
Don't give 90%-style nitpicks on a 30% sketch, and
SKILL.md
npx skills add https://github.com/bitwarden/ai-plugins --skill design-review

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Listed on Skillselion
Installs26
repo stars129
Last updatedAugust 4, 2026
Repositorybitwarden/ai-plugins

What it does

Give stage-appropriate, product-focused critique of a UI design or mockup before it goes to development.

Who is it for?

Giving stage-appropriate critique of a Figma file or UI mockup shared for feedback.

Skip if: Implementation (figma-to-angular) or running a critique session (facilitating-design-critique).

When should I use this skill?

A design or UI mockup is shared for critique rather than for implementation.

What you get

Feedback is matched to the 30/60/90 stage, tied to product goals, and includes copy evaluation at 60% and 90%.

  • Stage-appropriate design critique tied to product goals
  • Content observations at 60% and 90%

By the numbers

  • 3-stage 30/60/90 maturity framework
  • 5 design Code of Conduct principles
  • Composes 2 skills (content-style-guide and using-figma)

Files

SKILL.mdMarkdownGitHub ↗

Design Principles & Critique

This skill grounds design feedback in the Bitwarden design team's Code of Conduct and the 30-60-90 maturity framework. The Code of Conduct and 30/60/90 framework originate from the `designer-agent-skills` branch of bitwarden/clients (authored by the design team) and have no separate Confluence canonical — this skill is the authoritative source within Claude tooling. Critique the product, not the designer. Feedback must be actionable, stage-appropriate, and rooted in product goals — not personal preference.

Cross-plugin dependency. This skill composes content-style-guide (at 60% and 90%
stages) and using-figma (when the design lives in a Figma file). Both ship in the
bitwarden-design-tools plugin, which is required alongside bitwarden-designer
install both for the full composition to work.

Step 1: Identify the stage

Before giving feedback, identify (or ask) what stage the design is at. The kind of feedback that's useful depends entirely on this.

  • 30% — a rough idea. The designer is exploring direction. Easy to pivot or throw away.

Looking for: ideas and impressions, whether this is something we should do, whether it's the right direction, how to move the concept forward, go/no-go on the idea.

  • 60% — a first draft of a set concept. Significant time has gone into this; direction

shouldn't change drastically without strong reason. Looking for: whether 30% critique was addressed, visual/graphic feedback, feedback on interactive components, ways to expand the concept.

  • 90% — last check before development. Should already be tested with real users. No drastic

changes expected. Looking for: whether 60% critique was addressed, nitty-gritty grammar, finalizing copy, final check on the minutiae.

If the user doesn't say the stage, ask. Don't give 90%-style nitpicks on a 30% sketch, and don't suggest sweeping direction changes on a 90% design.

Step 2: Critique the product, not the designer

A good design meets its goals. A bad design does not meet its goals. Likes and dislikes are irrelevant.

  • Talk about strengths, not just weaknesses. Good critique empowers — understanding what

works helps decide what to keep.

  • Separate like/hate from good/bad. Consider product goals over personal opinions.
  • Ask questions instead of making assumptions. If something isn't clear, ask why a decision

was made.

  • Don't try to design a better solution on the spot. Focus on what about the current design

isn't meeting its intended purpose. The designer can address it when they have more time.

Phrasing

Instead ofTry
"Why did you do that?""What are you trying to achieve by doing x?"
"I don't like it""I'm not sure that x makes it clear to users they can y"
"Why don't we just…"(skip — don't design on the spot; describe the gap instead)

Step 3: Filter feedback through the Code of Conduct

The Bitwarden design team operates by five principles. Let them shape what to flag and how.

1. We design proactively, not reactively. Lead with strategy, planning to innovate and shape the product's future rather than just reacting to demand. Create space for intentionality, so every designer can be thoughtful, detail-oriented, and proud of their work. Flag missed opportunities for intentional, forward-looking design — especially at the 30% stage.

2. We design with empathy, verified by insights. User voices guide decisions through regular conversations, research, and data. Bring customers to the forefront of every discussion, empowering partners in Product and Engineering to think customer-first. Every feature shipped should be user-centered, tested, and proven. When a design choice is unsupported by insight, surface it as an open question — not a flaw, but a gap worth closing before 60%.

3. We design with confidence and humility. Trust expertise while remaining open to being wrong. Navigate ambiguity together, make clear decisions, and move forward — staying open to changing course as more is learned. Even minor iterations can transform outdated experiences into something to be truly proud of. Frame feedback as contribution to a shared solution, not as a verdict.

4. We work as a unified team. Collaboration with Product and Engineering should be smooth and transparent. Design files should be clear, easy to navigate, and well-organized with shared understanding. Operate with clarity, confidence, and care — trust is the foundation, and everyone is encouraged to contribute their best. Flag ambiguity that will make handoff painful.

5. A year from now, we want a Bitwarden UI we're proud to put our names on — one that earns the trust of millions because we designed it with the trust of each other. Hold feedback to that bar.

Step 4: Evaluate content alongside visual design

At 60% and especially 90%, evaluate user-visible copy (button labels, headings, error messages, empty states, helper text, etc.) against the content-style-guide skill — voice, tone, sentence case, no ampersands, meaningful link text, gender-neutral pronouns, no spatial language, and the rest. Treat content findings as first-class critique points, not afterthoughts.

Skip content nitpicks at 30% — direction, not copy, is the question at that stage.

Composing with other skills

  • `content-style-guide`. Compose at 60% and 90% stages to evaluate user-visible copy

alongside visual design — voice and tone, sentence case, no ampersands, accessibility rules. Skip at 30%, where copy is too early to critique.

  • `using-figma`. When the design under review lives in a Figma file, compose to read the

context. Start with get_screenshot + get_metadata to orient; pull get_variable_defs when tokens are part of the critique (off-system colors, inconsistent spacing).

Output format

Structure the critique as:

1. Stage — confirm or ask (30% / 60% / 90%). 2. Strengths — what's working and should stay. 3. Questions — what isn't clear; what to ask the designer to clarify. 4. Actionable feedback — specific, product-goal-anchored observations the designer can address. Match the granularity to the stage. At 60%/90%, include content observations tied to the content-style-guide.

Keep feedback specific. "The CTA hierarchy makes it unclear which action is primary" beats "the buttons feel off." Tie each point back to a user or product goal where you can.

Related skills

FAQ

What are the 30/60/90 stages?

30% is a rough idea exploring direction, 60% is a first draft of a set concept, and 90% is the last check before development for grammar and copy.

What is the core principle of the critique?

Critique the product, not the designer: a good design meets its goals and a bad one does not, so likes and dislikes are irrelevant.

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