A product can look attractive and still be frustrating to use. It can work perfectly on a table and become awkward the moment someone needs to carry it.
So when you say a design is “good”, what do you mean?
Three questions help you give a more useful answer: Does it serve a worthwhile purpose? Does it suit the user and situation? Does its appearance support the intended experience?

Usefulness: what does it help someone do?
Start with the intended purpose. A note holder should keep a note where it can be seen. A pencil holder should keep a pencil available when it is needed.
Naming those functions is only the beginning. Can the note be inserted easily? Does it stay in place? Can the pencil be picked up without disturbing everything else?
These questions turn “it works” into something you can investigate.
Usefulness can also involve enjoyment, reassurance or a pleasant experience. As discussed in designing with purpose, a playful product can have a legitimate purpose. Be clear about what it is meant to achieve, then look for evidence that it achieves it.
Appropriateness: does it fit this situation?
A design may perform its basic function and still be unsuitable for a particular person or place.
Imagine a holder that keeps a note upright but occupies most of a small desk. Its holding function works. Its overall size makes it inconvenient in that setting.
Or imagine one that looks tidy when empty but becomes difficult to reach into when filled. The empty product gave an incomplete impression of its suitability.
This is why I keep asking students to draw the items inside their proposed holders, in proportion. Include the person and surrounding space when they affect use. A holder drawn on its own can hide problems with size, access and arrangement.
Appropriateness connects the design to the user's activity, abilities and preferences, the objects involved, and the environment. It also includes practical matters such as safe handling, cleaning and storage where these are relevant. Find out which matter in your project instead of adding the same general statements to every design.
Appearance: what does the form communicate?
Appearance includes shape, form, proportion, colour and texture. These choices influence how a product is perceived and can help someone understand how to use it.
In my dog note and pencil holder, the idea of a dog bringing its owner a newspaper gave the form a connection to its function. The mouth became a place to hold a note. The form told a small story.
That connection gave me a reason for choosing the dog profile. It did not, by itself, prove that the holder would work.
I first explored holding paper with simple blocks and curved slots. Later, I developed the dog form and made printed versions. The mouth gap needed further adjustments so that the paper would be held more effectively.
The attractive concept and the working detail both needed attention.
Whether someone likes that appearance is another question. A playful dog may suit one person's desk and feel out of place on another. Ask the intended user and consider the setting. Your own taste is a starting point for investigation.
Develop the three together
I often ask students to focus on function first. A simple block can help you investigate how something will work without getting distracted by styling.
That is a teaching focus. As you develop the design, every change needs to be considered in relation to the whole product.
Changing the dog's profile may change the space available for the pencil. Enlarging the body may improve storage while making it too bulky for the desk. Altering the mouth for a stronger visual expression may affect how the paper fits.
Sketch, model and test these relationships. After a change, check the product again with the objects it holds and the person who will use it.
Before calling a design good, explain what it achieves, why it suits its intended use, and how its appearance supports that purpose. Then show the evidence.
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