Interview Questions Flashcards
How do you balance the goals of the end user with those of the business?
As a UX Designer, we must have a strong understanding of who our user is in
order to advocate for their needs with our business stakeholders. If we involve
our stakeholders in the product development journey from the very beginning,
either through getting their input on survey & interview questions or inviting
them to observe user research sessions, they will ideally be equally invested in
the goal of solving our user’s problems. Additionally, the UX team should
encourage the business to recognize usability testing & user research as proof of
our success and approach any consumer pain points as business opportunities to
improve our product. It is important to remember that if a business depends on
consumers adapting their natural behaviors to coincide with the goals of the
company will most likely result in disappointment for both users and business.
Companies usually hire UX/UI designers for a very specific end goal which is to help the business grow. and with that understanding as a UX designer, I like to start every task by first understanding why it’s important for the business. Why nailing this feature would help the business grow. And only then, I move on to the usual user experience methodologies - learning more about the users, their pain points, what they are trying to accomplish, etc. And potentially also backing it up with relevant research and creating some assumptions regarding both impact on business metrics and the impact on user experience.
Another Answer: To find the right balance between making UX design truly useful for the business as well as the end-user, designs should make the necessary content accessible in the most intuitive manner and also promote the business in such a way that is it beneficial for the business, but does not hamper the overall user experience. Ultimately tho, I think it all comes back to research. Do I have the right balance between objectives and UX? and if the answer is no, it’s important to start conducting UX research to be back on track. Business goals can never be fulfilled if you don’t fulfill user goals. It’s why UX design is so important. I think if you understand your user needs well, you’ll find users that are happy to pay for your product. Designing an experience that acknowledges user needs, in a way that directly supports profit, is a win-win. That usually happens when a business is providing true value to the customers.
How do you know if you’re asking the right research questions for a project?
At a basic level, asking the “right” questions means encouraging users to share their point of view, without your influence or bias.
But ultimately you know you’re asking the right research questions for your project when you’ve really considered the aim and scope of your UX research. It helps plan your questions out that will help you discover what your users’ goal is when using a product and how they go about using it.
With all this information in place, you can begin exploring what works well, what doesn’t work so well, and what doesn’t work at all for users.
https://uxplanet.org/how-to-define-the-problem-in-product-design-86c66ebc01d9
What’s the most challenging part of your research projects?
In my experience working for a very small startup a few years ago, I’ve learned it’s most challenging at the beginning of the research when there’s a lack of clearly defined direction. Also when there are stakeholders who undervalue the research.
Research projects involve a lot of data and there really isn’t a limit to how much research you can collect and so for that reason, it’s very challenging to analyze and summarize qualitative research. I mean it’s time-consuming. so when you have stakeholders who are impatient with that process that could make it even more difficult.
What kind of research methods do you use when starting a new project?
I start new projects with generative research methods, such as competitive analysis and market research (which helps inform me of existing solutions and gaps in the market) and combined with a more user-focused method such as surveys, interviews, personas, etc.
The main objective really is to explore possible problems by learning about the potential users and their motivations. Additionally, this
research helps to confirm the assumption that there is a problem and directs the team towards a specific need when creating their product.
What’s the role of the problem statement in UX design?
A problem statement identifies the gap between the current state (i.e the problem) and the desired state (i.e. the goal) of a process or product. It frames the problem (or need) in a way that is actionable for designers. It provides a clear description of the issue that the designer wants to address, keeping the focus on the user at all times.
How do you begin your design process?
I always start with research. I gather information about the project either from the client or on my own. and this will consist of any generative research. Then I try to understand all the correlations between requirements and features of the project.
Then I sketch out my ideas and start wireframing. I do this before mood boarding because it’s much easier to look for UI inspiration when I become aware of what components I’m looking for.
Then comes mood boarding. I look for design patterns, color styles, and UI components, Then I start creating mock-ups.
If usability testing is available that is when I start user testing. With the feedback, I refine the final version.
And while the development process is in progress, I keep updating the design until it’s “done”.
What questions do you need to be answered before you start designing an experience?
Before I start designing an experience I ask several questions but I’ll discuss the top three questions I
like to focus on first. Who are we designing for? We need to know this because we need to know
what their needs are, what their goals are, their demographics, their user behaviors when using the
products. We can’t design a product if we don’t know who will be using it. What problem are we
solving and why are we solving it? By understanding the problem it helps designers get context
into how their decisions can relate back to the initial problem. It’s also good to know why a problem
exists or if it’s been solved already and how other companies are solving it. What are the
constraints? In every project there’s going to be multiple constraints such as the bandwidth of the
developers, access to user research, budget limitations, etc. It’s good to know this so a designer
knows how to work within those limitations and deliver what’s possible.
During the research phase, I like to ask:
- How does the organization presents or wants to present itself?
- Understanding the problem
- The impact of the solution on the business or presence of the organization
- Frustration/pain point: The friction or the problem the character is facing and needs a solution for
- Goal: This is the ideal reason why the user will be using the app and will continue using it.
Can you describe a time when the requirements changed in the middle of a project and how you handled that?
When at a hospitality startup, where they had a restaurant application that let you order and pay from your phone(much like what we see now in restaurants) but this was back in 2017 when it wasn’t popularized.
Our application integrated directly with the restaurant POS systems, when a user made an order it would send a ticket to the kitchen, and those were the original requirements for the app. After doing a live test with real users in an actual restaurant we soon found that this model was not sustainable, as users would order multiple things and the kitchen became overwhelmed with too many individual tickets. Taking this into account in our following design sprints we changed the designs of the app to make it that all orders were grouped by table when sent as a ticket to significantly reduce the number of tickets the
kitchen received.
I learned a great deal about exceeding customer expectations during that time and our team also worked out a process document covering our lessons learned so that this type of situation could be handled more efficiently in the future…”
What are the design tools in your tool belt and in what situations do you use one tool or method over another? Do you sketch with paper and pen, and will you be ready to prototype something in Sketch/Invision?
I personally prefer sketching over digital wireframing as it is much more flexible and you can experiment a lot. This part of the process does include wireframing at times when it is really needed. This makes looking for UI inspiration much easier as I become aware of what components I am looking for.
Figma is my preferred option to design mockups for website or app design, but I do switch to sketch or adobe xd at times if it’s the client’s preferred software.
How would you go about verifying or testing your design?
I choose a usability testing method I believe best suits to project I’m working on. It’ll either be moderated or unmoderated user testing. I prefer moderated user testing because it allows you to develop a strong rapport with the candidate and open up a channel for more candid feedback.
What were your learnings or takeaways from the paper prototyping process?
Whenever I want to quickly get ideas out, I feel that paper prototyping allows me to quickly
draw out a concept without focusing on perfecting it. Which is why I dislike brainstorming on software
like balsamiq or figma. It’s also easier to make any changes to the design earlier in the process.
Although I enjoy paper prototyping, I also learned that there are some pitfalls to it. Even though I’m
not the worst at drawing, I feel that getting user feedback from showing a paper prototype isn’t the
best way to get good results. I’ve noticed there’s a perfectionist in almost everyone, and because we
are getting used to beautiful interfaces it’s hard to look past the pencil drawings. This ruined the
opportunity to get any good insights.
How would you figure out whether your prototype does what it’s supposed to?
Multiple user testings would help me figure out whether my prototype does what it’s supposed
to do. With the feedback I gather from the users, I would make adjustments to my prototype and
repeat this process until it solves the problem I’m working on.
Did you draw inspiration from existing apps? How did this inspiration influence your work?
Before designing anything, I always look for inspiration. I looked for similar apps and would
note anything I liked or disliked, and what would work for my app and what wouldn’t. I also looked on
Behance, Dribble, and Pinterest for design layout inspirations. With all the inspiration I collected, I
created a moodboard that helped me visualize how I wanted to design my app. In the end, the
inspiration I gathered allowed me to transform their work into something of my own.
How do you define UX design?
UX design is all about learning about your users (asking your user, watching your users, etc.)
and then designing a product by making progress through continuous analysis and testing. It’s
a form of design that is always evolving.
Who do you admire, follow, and are inspired by in the industry?
When it comes to UX education I follow Jamal Nichols, Mizko, Alicia Quan, Taylor Ling, Josh
Brewer, Laura Klein and many more on platforms like twitter, youtube, instagram creative live, etc.
I also check the website UX Collective on a weekly basis to read curated stories on UX, visual,
& product design.
How do you estimate the amount of effort a project or task will take?
Broadly speaking:
The first step would be to break down a task into mini “sub-tasks” and assign a set amount of time for each sub-task. It is important to set an amount of time because of a phenomenon called Parkinson’s law where “work expands so as to fill the time available for its completion”. Consider doing this as a team because someone might have prior experience and knowledge with a particular sub-task and will therefore have a more realistic idea of the timeframe involved.
At the end of this process, you should have an approximate timeline from start to finish. Then, if it is feasible, assign more buffer time to the most
important tasks to take into account for any unforeseen delays or issues. As the last step, if at all possible, add some “decompression” time to the project timeline. This allows people to come back to the project with fresh eyes. In an ideal world, this phase would commence on the next day. This makes the task of revision far easier and you are likely to spot more
mistakes.
Short Answer:
I always make a plan with reasonable deadlines and with extra time included in case it is needed. Indeed, I have learned that I should never underestimate the amount of time a certain task can take (e.g. preparing assets for the engineering team, studying the user’s feedback, etc.) and I should always be prepared for the unexpected.