These suggestions need to be improved if they are going to be the output of this tool.
Better images? Define better. It doesn’t ask what the images or site are trying to achieve. Maybe for their intended purpose these images are the best.
And making it more dense? Again, why?
If you’re going to give design feedback it might be valuable to consider what valuable design feedback looks like. There are books on this.
You can see there that the Sync buttons for Marvel sit right on top of the list of artboards. Pricing is on point as well.
Sketch and Figma now have very similar clickthrough prototyping tools built in, and it's probably a question of time until they catch up.
I would also say the inspect feature is a big plus, but that doesn't even play nicely with some sketch plugins right now.
1. Keep learning how humans use software. This is rooted in our physiology, psychology, and culture. It’s remarkably sticky across different contexts, and it’s learnable. Watch people using software; get them to talk about what they’re doing. You can do this in a lightweight way with coworkers — “Will you show me how you do X?” Then pay close attention and ask questions.
2. Prioritize task context and workflow. For the most part, UI design is not nearly as important as workflow. How does a user get from where they are to a solution? Whatever solution you design must meet the user where they are, where they have the problem. So be very sensitive to user context — as you watch people use software, pay attention to where they start, and what expectations they bring with them.
3. Document and maintain concrete goals for all design work. Before you design, write down a small list of goals in the user’s own language. “User stories,” we often call these. As you work, keep going back to that list to make sure that you’re staying focused on what users really need, rather than what you think is cool. As you use new software, try to reverse engineer this list of goals — “What were the designers thinking? What did they expect me to do here?”
4. Check your ego, and learn to love being wrong. Put unfinished work in front of people. Cheerfully accept all feedback without explaining or defending. Always expect that your design solutions are not good enough, and can only be improved by testing them with real humans. You are not your user; you must position yourself to be surprised by them, and to react well to that surprise.
As someone with 15 years of UX experience, this is the "tool" that I find most valuable when it comes to improving a design I am working on.
I often tell my clients "I am not an expert" as a way to communicate this. I could never know as much about the problem users face as the users themselves, and I can never know as much as the entire team of people working on the solution. Instead I tell them I'm an expert at being a sponge, and learning from multiple inputs.
If your ego is telling you that you need to have all the answers, you're going to miss all the deep insights and therefor better outcome you would gotten within an open mind.
more here: https://sixzero.co/2021/06/02/how-to-design-confidently-with...