Product basics Part 3: Interview prep

Lesson 14 of 15

Critique an app.

How to critique an app the way product managers do: start from its purpose and its users, walk one core journey, test it against Jakob Nielsen’s usability heuristics, rank what you find, and propose fixes you can measure.

By Nagesh Koritala, product manager October 2026

  • About 16 minutes
  • 7 parts
  • 5 quick questions
  • A worksheet
Seven steps of an app critique, in order: 1 purpose, what the app is for and how it earns; 2 user, one person and one job; 3 journey, one task walked twice; 4 principles, Nielsen’s 10 heuristics; 5 severity, rank each problem 0 to 4; 6 fixes, two or three with trade-offs; 7 measure, with goals, signals, and metrics. 1 Purposewhat it’s for, how it earns 2 Userone person, one job 3 Journeyone task, walked twice 4 PrinciplesNielsen’s 10 heuristics 5 Severityrank each problem 0 to 4 6 Fixestwo or three, with trade-offs 7 Measuregoal, signals, metrics judge it against what it’s for

Before you start

You’re in an interview. The interviewer says: “Pick an app you use every week. Tell me what you’d improve.” You have about twenty minutes, and your phone is in your hand. Before you read on: what would you do in the first two minutes? Write it in one sentence.

It stays on this device only. You’ll see it again at the end.

In this lesson, you’ll learn to

  • Set up a critique: what the app is for, how it makes money, and what the conversation should focus on
  • Pick one user and the job they’re trying to get done, before you judge a single screen
  • Walk one core journey, and test it against Jakob Nielsen’s 10 usability heuristics
  • Rate each problem’s severity, so you fix the important things first
  • Propose a few improvements with their trade-offs, and say how you’d measure them
  • Avoid the common mistakes: judging looks first, all praise, and describing the screen

Key terms

App critique
A structured review of a product’s experience: what it’s for, where users struggle, and what to change first. Also a common product manager interview exercise.
Job to be done
The progress a person is trying to make in a particular situation. The Christensen Institute describes it as “the progress they’re trying to make as they strive toward a goal or aspiration within particular circumstances.”
Core journey
The few steps a user must take to get the app’s main job done, such as finding a sofa and buying it. Lesson 10 calls this a critical user journey.
Usability heuristic
A broad rule of thumb for interaction design. Jakob Nielsen’s 10 are the best known.
Heuristic evaluation
A method for finding design problems: evaluators judge an interface against a set of heuristics.
Severity rating
A score for how serious a usability problem is. Nielsen’s scale runs from 0 (not a problem) to 4 (a usability catastrophe).

The idea

Many people critique an app the way they’d review a restaurant. “The colors feel dated.” “I don’t like the menu.” “It should have dark mode.” Some of it may even be true. But it doesn’t tell anyone what to fix first, or why it matters.

A product manager’s critique starts somewhere else: what the app is for, and who it’s for. Then it follows one person through one task, notices where they get stuck, and explains why, using principles anyone can check. It ends with a short list of fixes, each with a cost and a way to know if it worked. That’s usually what interviewers are looking for when they say “critique an app”, and you’ll use the same skill on your own product. One made-up example runs through the lesson: an online furniture store’s app.

The lesson, in seven parts

  1. Set up the critique: purpose, business, and scope.

    Don’t open the app yet. First, agree on what you’re judging it against. An app that sells sofas and an app that tracks your runs need different things from the same screen.

    Say out loud what the app is for and how the company makes money from it. If the interviewer chose the app, ask what to focus on; if you chose it, say why. Then narrow the scope. Twenty minutes is enough for one user and one task, done well. Not the whole app.

    Here are good questions to open with, and habits to avoid:

    Ask

    • “Is there a goal you’d like me to focus on, such as new customers or repeat purchases?”
    • “Should I look at the phone app, or the website?”
    • “Here’s how I think the app makes money. Correct me if that’s wrong.”

    Avoid

    • Opening the app and listing whatever you notice first
    • Trying to cover every screen in twenty minutes
    • Skipping the business: a critique that ignores how the app pays for itself misses half the job

    The template

    [App] helps [user] [get a job done], and the business makes money by [how]. Today I’ll focus on [one user] doing [one task] on [one device].

    Filled in, for the made-up furniture store

    The furniture store’s app helps people furnish a room without visiting a showroom, and the business makes money on each order and on paid delivery. Today I’ll focus on a first-time buyer choosing and buying a sofa on their phone. (Made-up example.)

  2. Choose one user, and the job they’re trying to get done.

    Every judgment you make depends on who’s using the app. A button that’s “too hidden” for a newcomer may be exactly right for someone who uses the app daily. So pick one user, and say who they are.

    Start with the job: what is this person trying to get done, and what would they do if the app didn’t exist? (The Christensen Institute calls this “the progress they’re trying to make”, as defined in the key terms.) For a sofa, the answer might be: drive to a showroom, sit on a few, and measure the doorway with a tape measure. That alternative tells you what the app has to beat.

    In an interview you won’t have research, so your user is an educated guess. Say so. A short persona keeps you honest:

    Persona

    Sam, a first-time sofa buyer (made-up)

    Job to be done
    Get a sofa that fits the living room and the doorway, without a wasted weekend
    Situation
    Just moved into an apartment; shopping on a phone in the evening
    Worries
    Will it fit? Will it look like the photo? When will it arrive, and who carries it up?
    Familiarity
    New to the app; has bought small things online, never furniture

    Lesson 2 showed that a real persona is built from research. In an interview, a persona is a stated assumption. Say which parts you’d check with real customers.

    Then think about people your persona leaves out. The W3C’s Web Accessibility Initiative groups disabilities that affect how people use digital products as auditory, cognitive and learning, physical, speech, and visual. Asking “could someone with low vision, or with one hand free on a moving train, finish this task?” can turn up problems many people have, only worse. As the W3C puts it, technology designed for a broad range of abilities benefits everyone.

  3. Walk the core journey, twice.

    Now open the app. Follow your user through one task from start to finish, and narrate what they’re trying to do at each step, not just what you see.

    Nielsen Norman Group’s guide to heuristic evaluation suggests a useful habit: if you don’t know the product, go through the task once just to learn it, without judging anything. Then go through a second time and look for problems. The same guide recommends narrowing the scope to one task, one section, one user group, or one device. That’s exactly the scope you set in part 1.

    For the furniture store, the core journey has three stops: the product page, the room planner, and checkout. Mark each problem where it happens. A problem on the product page loses people before they ever see the planner, so where a problem sits matters as much as what it is.

    The made-up furniture store’s core journey in three stops, with a problem pinned under each. Product page: sizes hidden on a Specs tab, severity 3. Room planner: deleting a sofa can’t be undone, severity 2. Checkout: delivery date shown only after payment, severity 3. Product pageRoom plannerCheckout Sizes hiddenon a Specs tab Severity 3 Deleting a sofacan’t be undone Severity 2 Delivery date onlyafter payment Severity 3 pin each problem where the user meets it
    The made-up furniture store’s core journey, with problems pinned where a first-time buyer would meet them.
  4. Test what you see against clear principles.

    “I don’t like it” is an opinion. “The shopper has to remember the sofa’s width from another screen” is a finding, because anyone can check it. Principles turn your reactions into findings.

    The best-known set is Jakob Nielsen’s 10 usability heuristics. He first developed heuristics with Rolf Molich in 1990, and refined them into this list in 1994. Nielsen Norman Group calls them heuristics “because they are broad rules of thumb and not specific usability guidelines.” Here they are, with what to look for in a shopping app:

    HeuristicIn shortWhat to look for in a shopping app
    1. Visibility of system statusKeep people informed about what’s going on, with feedback in a reasonable timeIs it clear the item is in the cart, the order went through, and when it will arrive?
    2. Match between the system and the real worldSpeak the users’ language, not internal jargonDo delivery options use words shoppers use, or the warehouse’s terms?
    3. User control and freedomGive a clearly marked “emergency exit” from mistakesCan you undo, go back, or remove an item without starting over?
    4. Consistency and standardsSame words and actions mean the same thing; follow conventionsAre sizes always in the same units? Is the cart where people expect it?
    5. Error preventionPrevent problems before they happenDoes it warn you before you buy a sofa that won’t fit through your door?
    6. Recognition rather than recallKeep needed information visible, so people don’t have to remember itAre dimensions visible where you decide, or hidden on another tab?
    7. Flexibility and efficiency of useShortcuts for experienced users; let people tailor frequent actionsCan a returning customer reorder, or reuse saved room sizes?
    8. Aesthetic and minimalist designLeave out information that is irrelevant or rarely neededDo banners and pop-ups compete with the price and the Add to cart button?
    9. Help users recognize, diagnose, and recover from errorsPlain-language error messages that state the problem and suggest a fixDoes a failed address say what’s wrong and how to fix it, or show a code?
    10. Help and documentationEasy-to-search help, in context, focused on the taskIs help about delivery or assembly there at the moment you need it?

    Heuristic names from Jakob Nielsen, “10 Usability Heuristics for User Interface Design”, Nielsen Norman Group. The “In short” column paraphrases its descriptions.

    Two cautions from Nielsen Norman Group’s guide to heuristic evaluation keep you honest. Breaking a heuristic isn’t automatically a problem: the guide’s example is a hamburger menu (the three-line icon that opens a hidden menu), which hides navigation (against recognition rather than recall) but is often a necessary trade-off on a small phone screen. And a heuristic evaluation “cannot replace user research.” The guide recommends three to five people evaluating independently, because each one misses things. In an interview you’re one evaluator, so present findings as likely problems you’d confirm with customers.

  5. Rank the problems by severity.

    By now you might have ten problems. You can’t fix ten. A product manager’s value is in choosing.

    Jakob Nielsen’s article on severity ratings says the severity of a usability problem combines three factors: frequency (is it common or rare?), impact (will it be easy or difficult for users to overcome?), and persistence (is it a one-time problem, or will it bother people again and again?). He adds a fourth consideration, market impact, because some problems hurt a product’s popularity even when they’re easy to overcome. Then he gives a single scale:

    Three factors on the left, frequency (how often?), impact (how hard to get past?), and persistence (does it keep coming back?), combine into one severity rating on Nielsen’s 0 to 4 scale on the right: 4 catastrophe, fix before release; 3 major, for example the delivery date shown after payment; 2 minor, for example no undo in the room planner; 1 cosmetic, for example photo backgrounds that differ; 0 not a problem. The examples are made-up. FrequencyHow often? ImpactHow hard to get past? PersistenceDoes it come back? 4 Catastrophefix before release 3 Majordelivery date after payment 2 Minorno undo in room planner 1 Cosmeticsofa photos cropped unevenly 0 Not a problem made-up ratings for the furniture store
    Severity combines how often a problem happens, how hard it is to get past, and whether it keeps coming back. Ratings shown are made-up estimates for the furniture store.
    RatingNielsen’s wording
    0I don’t agree that this is a usability problem at all
    1Cosmetic problem only: need not be fixed unless extra time is available on project
    2Minor usability problem: fixing this should be given low priority
    3Major usability problem: important to fix, so should be given high priority
    4Usability catastrophe: imperative to fix this before product can be released

    From Jakob Nielsen, “Severity Ratings for Usability Problems”, Nielsen Norman Group, 1994. He also warns that ratings from a single evaluator are “too unreliable to be trusted”; the mean of three evaluators is satisfactory for many practical purposes.

    In an interview, rate out loud and say what would change your mind: “I’d call the hidden delivery date a 3, because every buyer meets it at the moment they decide. I’d want to see how many people leave at that step before calling it a 4.”

  6. Propose improvements, with their trade-offs.

    Pick your top two or three problems and propose a fix for each. Two well-argued ideas beat fifteen bullet points.

    Every fix costs something: engineering time, a slower page, a more crowded screen, or a risk to another goal. Naming the cost before anyone asks shows you’re thinking like the person who has to decide. It also shows you know a fix can make things worse.

    A simple shape for each proposal:

    The template

    The problem: [what the user meets, and where]. Why it matters: [the heuristic it breaks, and its severity]. My idea: [the change]. The trade-off: [what it costs or risks]. How I’d test it: [the smallest way to learn if it works].

    Filled in, for the made-up furniture store

    The problem: Sam only sees the delivery date after entering payment details. Why it matters: it breaks visibility of system status, and I’d rate it a 3, since every buyer meets it at the moment they decide. My idea: show an estimated delivery window on the product page and in the cart. The trade-off: it needs live data from the delivery team, and a wrong estimate could hurt trust more than no estimate. How I’d test it: show the window to a random half of shoppers and compare (an A/B test, lesson 8). (Made-up example.)

    Notice what the fix isn’t. It isn’t “redesign checkout.” It’s one change, tied to one problem, with an honest cost.

  7. Say how you’d know it worked.

    A critique that ends with ideas is half done. Finish with how you’d measure each one.

    You met this in lesson 4: Google’s HEART framework, from a 2010 paper by Kerry Rodden, Hilary Hutchinson, and Xin Fu. It names five categories of user-centered metrics: Happiness, Engagement, Adoption, Retention, and Task success. Its Goals, Signals, Metrics process works well for a single fix: state the goal, find the signals that would show success, then turn them into metrics you can track. Here it is for the delivery-date fix:

    StepFor the delivery-date fix (made-up)
    GoalShoppers know when their sofa will arrive before they pay
    SignalsFewer people leaving once they see the delivery date; fewer “when will it arrive?” questions to support
    MetricsShare of shoppers who view a sofa’s product page and go on to finish the order; delivery-date questions to support per 1,000 orders
    GuardrailOrders cancelled because the estimate was wrong, so the fix doesn’t trade one problem for another

    HEART and Goals, Signals, Metrics are from Rodden, Hutchinson, and Fu, “Measuring the User Experience on a Large Scale”, CHI 2010. This fix sits in the Task success category.

    Measure from a step before the change. The fix moves the date up to the product page, so if you start counting at checkout or payment, people who now leave earlier simply vanish from your number. Then close in thirty seconds. Restate who you looked at, the two or three biggest problems, the fix you’d try first, and how you’d know.

With AI: AI tools can look at a screenshot and list likely usability problems in seconds. That’s a fair way to check you haven’t missed something obvious. But they don’t know your user, your business, or which problem matters most this quarter, and they can state guesses with confidence. Treat them as one more evaluator. Choosing, and explaining why, is still yours.

Check your understanding

Answer each one in your head or on paper first. Then open the answer to check.

1Why should you name the app’s purpose and business before judging any screen?

Because you can only judge a design against what it’s for. The same screen can be right for one goal and wrong for another, and a fix that ignores how the app makes money may not be a real option.

2What’s the difference between “I don’t like this menu” and a finding?

A finding names the user, what they’re trying to do, and the principle the design breaks, so others can check it. For example: “First-time buyers have to remember the sofa’s width from the Specs tab while they measure the room (recognition rather than recall).”

3A design breaks one of Nielsen’s heuristics. Must it be fixed?

Not necessarily. Heuristics are rules of thumb. Breaking one can be a reasonable trade-off, like a hamburger menu on a small phone screen. Weigh it against the alternatives, and confirm with real users.

4Which three factors make up the severity of a usability problem, according to Nielsen?

Frequency (how common it is), impact (how hard it is to overcome), and persistence (whether it bothers people once or again and again). He also considers market impact.

5Using Goals, Signals, Metrics, how would you measure a fix that makes dimensions visible on the product page?

Goal: shoppers can tell if a sofa fits before buying. Signals: fewer people leaving the page to check sizes, fewer returns because it didn’t fit. Metrics: for example, add-to-cart rate from the product page and returns marked “didn’t fit” per 1,000 orders.

Practice: rank and fix

You’re critiquing the made-up furniture store’s checkout for a first-time buyer on a phone. You found the problems below. Rate each one 0 to 4 on Nielsen’s scale, name the heuristic it breaks, pick the one you’d fix first, and write one proposal with its trade-off and a metric. Write your answer first. Then open the model answer.

  1. The order button says “Submit” and the page gives no confirmation for about eight seconds
  2. Product photos in the cart use different background colors
  3. Shoppers must create an account before they can pay
  4. The promo-code box is very large and sits above the order total
  5. A mistyped postal code shows “Error 4021”
Show a model answer

One reasonable answer. “Submit” with no confirmation: visibility of system status; 3, since every buyer meets it and some will tap twice or leave unsure. Different photo backgrounds: consistency and standards; 1, cosmetic. Forced account creation: flexibility and efficiency of use (no quick guest path); 3, extra work at the moment of decision. Large promo-code box: aesthetic and minimalist design; 2, it can send people off hunting for codes. “Error 4021”: help users recognize, diagnose, and recover from errors; 3. Fix first: the order button. It touches every order, and a shopper who taps twice or leaves unsure costs you the sale or makes a duplicate order. The account wall is a close second, but the business may want accounts, so it needs that conversation first. Proposal: rename it “Place order” (“Submit” is the system’s word, not the shopper’s: match between the system and the real world), show progress right away, then a confirmation page with the delivery window. Trade-off: small effort, but the delivery window needs live data. Metrics: share of shoppers who tap the button and see a confirmation, and duplicate orders per 1,000. Your ratings can differ; what matters is that each one has a reason.

Back to where you started

The short answer

A good app critique judges an app against what it’s for, not against your taste. Name its purpose and its business, pick one user and their goal, walk one core journey, test it against clear principles such as Nielsen’s usability heuristics, rank the problems by severity, and propose a few improvements with their trade-offs and how you’d measure them.

Look at the sentence you wrote at the start. Did your first two minutes go to the screen, or to what the app is for and who uses it? If you started with purpose, user, and scope, you’re already there. If you went straight to the screen, that’s a natural first move; now you know where the first two minutes go. The rest is practice: one journey, clear principles, a ranked list, and a fix you can measure.

Common mistakes

Most of these come from starting with the screen instead of the user.

  • Judging looks first. Colors and fonts matter less than whether the user can get the job done.
  • All praise, no critique. Say what works and why, then move to what you’d improve; “It’s great” alone gives the interviewer nothing to judge.
  • Describing the screen instead of explaining why something helps or hurts the user.
  • Proposing fixes with no trade-offs, as if engineering time were free.
  • Forgetting the business: a change that helps users but breaks how the app makes money isn’t a finished idea yet.

Try this week

Pick an app you used today. Give yourself twenty minutes and a timer.

  1. Write one sentence on what it’s for and how it makes money.
  2. Pick one user and one task, and walk it twice: once to learn, once to judge.
  3. Note every problem with the heuristic it breaks, and rate each 0 to 4.
  4. Write one fix for the top problem, with its trade-off and a metric. Then say it out loud in under two minutes.

Copy this worksheet: an app critique on one page

APP:
What it's for (the job it does):
How the business makes money from it:
Focus agreed with the interviewer (or my reason for it):

USER:
Who (one person, and how familiar they are with the app):
Their job to be done:
What they'd do if the app didn't exist:
Who else to consider (accessibility):

CORE JOURNEY (one task, one device):
Step 1:
Step 2:
Step 3:

FINDINGS:
Where | What the user meets | Heuristic it breaks | Severity (0-4) and why
1.
2.
3.

TOP FIX:
The problem:
My idea:
The trade-off:
How I'd test it:

HOW I'D KNOW IT WORKED:
Goal:
Signals:
Metrics:
Guardrail metric (so it doesn't break something else):

30-SECOND CLOSE:

Questions people ask

How do you critique an app in a product manager interview?

Name the app’s purpose and business, agree on a focus, pick one user and their goal, walk one core journey, test it against principles such as Nielsen’s usability heuristics, rank the problems by severity, and propose two or three fixes with their trade-offs and how you’d measure them.

What are Nielsen’s 10 usability heuristics?

Visibility of system status; match between the system and the real world; user control and freedom; consistency and standards; error prevention; recognition rather than recall; flexibility and efficiency of use; aesthetic and minimalist design; help users recognize, diagnose, and recover from errors; and help and documentation.

What is a heuristic evaluation?

A method for finding usability problems by judging an interface against a set of heuristics. Nielsen Norman Group recommends three to five evaluators working independently, and notes it can’t replace research with real users.

How do you rate the severity of a usability problem?

Jakob Nielsen’s scale runs from 0 (not a usability problem) to 4 (a usability catastrophe). Severity combines how often the problem happens, how hard it is to overcome, and whether it keeps bothering people.

Which app should I pick if the interviewer lets me choose?

One you know well, with a clear core task, ideally close to the company’s field. Be ready to say why you picked it, and to switch if the interviewer steers you.

Sources and further reading

All lessons

Keep going

Up next:
behavioral questions.

You can take an app apart and put it back together better. Next, learn to answer the questions about you: how you’ve worked, decided, and handled hard moments.

Got a question this lesson didn’t answer? Email me. I read every note.

The STAR answer structure as one bar, sized by how long each part takes: Situation about 20 percent, what was going on; Task about 10 percent, what were you responsible for; Action about 60 percent, what did you do, step by step; Result about 10 percent, how did it turn out and what did you learn. SSituation20%TTask10%AAction60%RResult10% most of the answer: what you did SWhat was going on?TWhat were you responsible for?AWhat did you do, step by step?RHow did it turn out? What did you learn?