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Community: Interviews

UXmatters has published 32 articles on the topic Interviews.

Top 3 Trending Articles on Interviews

  1. User Research: An Interview with Sarah Doody

    August 7, 2017

    The field of user experience is growing. More companies than ever now understand the importance of UX design. However, UX designers still sometimes struggle because they’re working in a vacuum and building products that have features users neither want nor need. Solid user research is vital for UX designers to understand what users really want and need, as well as to ensure companies build products that satisfy the needs of users and shareholders alike.

    I recently had a conversation with Sarah Doody about why user research is so important, how to approach it, and how to integrate research results into product designs. Sarah, who appears in Figure 1, is a UX designer and entrepreneur who is enthusiastic about helping other people learn to think like designers. She is the publisher of the popular weekly newsletter The UX Notebook—which has nearly 10,000 subscribers—and has created free UX resources, videos, and online courses on user research and building a UX portfolio, which are available from her Web site. Read More

  2. 6 Questions to Ask Yourself When Preparing for a UX Portfolio Review

    September 6, 2021

    A portfolio review is a review of your body of work as a UX designer and a demonstration of your presentation skills and your ability to identify what is important to your audience. The process starts with preparing your work artifacts and planning what to say and how to say it—long before the portfolio review ever happens. This article details my process when preparing to present my own portfolio and what I look for in job candidates during such reviews.

    Question 1: What is the problem the design is trying to solve?

    When you’re discussing a design during a portfolio review or an interview, the first thing many interviewers look for is whether the problem you’re trying to solve is well defined. But candidates often present business goals as the problem—such as This project was a reskin—or personal goals—such as This was a class assignment. Or they completely skip over the problem and go right to the solution. Every good design starts with a clear vision of the problem you’re solving, so any discussion of a project should start with a clear problem statement. If you do not clearly articulate the problem, your audience won’t be able understand the purpose of the design, and they won’t be confident in your abilities as a UX designer. Read More

  3. John Ferrara on Playful Design

    July 9, 2012

    While I don’t consider myself a gamer, I have played a lot of video games in my time—from Coleco’s hand-held Head to Head Baseball in the early 80’s to my recent obsession with the launch of Darksiders II. So imagine my delight when UXmatters asked me to interview John Ferrara about his recent Rosenfeld Media book, Playful Design: Creating Game Experiences in Everyday Interfaces. It isn’t every day that I get to combine my professional expertise in user experience with my closely related personal interest in gaming. I caught up with John just prior to the recent launch of his book.

    KM: Let me start by saying there’s a huge buzz in the industry about your new book, Playful Design: Creating Game Experiences in Everyday Interfaces. I think people’s interest comes down to their innate understanding of play. Everyone can relate to it—and it’s fun! After all, game play is a shared human experience that ties directly into our emotions—something we think about a lot in user experience. Why did you write your book? Read More

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