Mentoring product designers means focusing on four distinct areas:
1. Craft fundamentals - The baseline execution quality. Visual hierarchy, consistency, layout, and file organisation.
2. Design thinking - How to approach problems. Starting with evidence, exploring options, making explicit tradeoffs.
3. Reductive design - The discipline of removal, leading to elegant, simple user interfaces.
4. Self-critique - The ability to evaluate their own work.
1. Craft Fundamentals
Visual hierarchy
- Every screen needs one clear primary action or focus. If you can't name it instantly, the design is wrong.
- Use size, weight, and contrast to create priority - not color alone.
- Count hierarchy levels on any screen. More than 3-4 means you need to simplify.
Consistency
- If a pattern appears twice, define it once. Make designers document their patterns.
- Check spacing, colour, typography, grid, and components for inconsistencies. Point them out every time until it becomes automatic.
- Every button, input, card, and label should follow the same rules everywhere.
Layout basics
- Test layouts with edge cases: very long text, no images, narrow screens, wide screens.
- Use grids for alignment and rhythm.
File quality
- Set standards for layer names, components, and structure.
- Designers should annotate states, interactions, and edge cases.
- Review their files. Messy files = messy thinking.
2. Design Thinking
Start with the problem
- What user problem does this solve?
- How do you know this problem exists?
- What evidence supports your solution?
Explore options
- Never accept the first solution. See 2-3 approaches before picking one.
- Make them explain tradeoffs: simple vs. powerful, fast vs. flexible, familiar vs. better.
- Prototype the risky parts first, not the easy parts.
Make decisions explicit Designers should articulate:
- The constraints (technical, business, time)
- The tradeoffs they're making
- Why they chose this over alternatives
Good design is defensible design.
3. Reductive Design: Less on Screen
Remove elements by default
For every element, ask:
- What breaks if we remove this?
- Can the user succeed without it?
- Are we adding this because users need it, or because we think we might need it later?
Specific things to remove:
Redundant labels
- Don't label a search field "Search" if the icon is clear
- Don't write "Email Address" above a field that says "you@example.com"
- If the context makes it obvious, the label is visual noise
Instructional text users won't read
- "Enter your email below to continue" → just show the email field
- "Click the button to proceed" → make the button obvious
- Instructions usually mean the interface isn't clear enough
Unnecessary form fields
- Challenge every field: "Do we need this now, or ever?"
- "Confirm email" fields - remove them. Just let users fix mistakes.
- Optional fields that 90% of users skip - remove them or hide them by default
Decorative elements
- Icons that don't add meaning
- Dividers between items that spacing already separates
- Background shapes or patterns that don't guide the eye
- Shadows and borders that don't indicate interactivity or hierarchy
Redundant actions
- "Save and Continue" vs "Continue" - if save is automatic, remove the word
- Multiple ways to do the same thing - pick the best one
- Cancel buttons when clicking outside works
Combine elements
Merge related information
- "Status: Active" and a green dot → just the green dot with "Active" on hover
- Separate date and time pickers → one datetime picker
- "Account Settings" and "Profile Settings" → just "Settings"
Consolidate actions
- Three buttons (Edit, Duplicate, Delete) → one menu button
- Multiple steps in a flow → fewer steps with progressive disclosure
Simplify data displays
- Tables with 10 columns → surface the 3 most important, hide the rest
- Dashboards with 15 metrics → show 3-5 key metrics, link to detailed view
- Forms with 20 fields → split into sections or steps, show only what's immediately needed
Make the system do the work
Instead of showing users options, make smart defaults:
- Auto-detect timezone, don't ask
- Pre-fill forms with known information
- Set sensible defaults instead of empty states
- Make common choices one-click, rare choices hidden
Signs a screen needs simplification:
- More than one paragraph of body text
- More than 3 buttons or actions visible at once
- More than 7-8 form fields before submission
- Multiple competing visual elements
- Users asking "what do I do here?"
- A reliance on explanation and tooltips.
4. Building Self-Critique
Refined article focus toward screen-based design elements.
Before showing you work, designers should ask themselves:
- What's the one thing this screen needs to communicate?
- What could I remove and still achieve the goal?
- If someone saw this for 2 seconds, what would they think it does?
- What would confuse someone using this for the first time?
- Am I adding things because they're useful or because I can?
Usability checklist:
- Is the primary action obvious?
- Does the system respond when I interact with it?
- Can I fix mistakes easily?
- Are we using familiar patterns?
- Is there anything on screen that isn't directly useful right now?
Make them critique their own work:
- "Walk me through this and tell me what you're unsure about"
- "What would you remove if you had to cut this in half?"
- "Show me three other ways you explored solving this"
Day-to-Day Practice
Review work early and often
- 15-minute reviews of in-progress work beat hour-long presentations of finished work
- Give feedback when it's easy to change, not when it's polished
Be direct and specific
Bad: "This feels cluttered"
Good: "This screen has 4 call-to-action buttons. Users won't know which one to tap. Pick the one primary action and demote or remove the others."
Bad: "Can you make this simpler?"
Good: "These 3 text labels are redundant with the icons. Remove the labels and test if it's still clear."
Design out loud
- Share your screen when you're working. Show your messy process.
- Narrate decisions: "I'm removing this label because the field placeholder says the same thing"
Ask forcing questions:
- "What's the minimum version of this that could work?"
- "What happens if we remove this section entirely?"
- "Which element on this screen matters most?"
- "If you could only show 3 things here, what would they be?"
Recognise good work specifically:
- "This navigation is clean - you got it down to 4 items and they're all high-value"
- "Good call removing those helper text blocks. The flow is much clearer now"
Set a standard for "done":
- User need is clear and validated
- Solution is the simplest version that works
- Every element on screen has a clear purpose
- No redundant labels, instructions, or decorative elements
- Execution is consistent and polished

No Comments.