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Here are the skills a UX designer can’t do without:
1. Logical thinking and analytical mind
Lack of logic makes it hard for a designer to think through every step of a user. To evaluate these skills during an interview, we pay attention to how a candidate structures the story about his/her experience and analyzes the test task. Sometimes, the way cases are structured in a portfolio can tell you a lot.Hint: technical education comes as a strong plus.
2. Attention to details
Once, a super nice guy came to an interview: all tattooed, with dreadlocks and relevant background. We were charmed. He proudly showed us a presentation for a well-known bank from his portfolio, and bam – it was full of little mistakes: typography, spelling, layout. Such negligence consumes time of more experienced team members, as they have to take over the editing role. Creating services is like an embroidery with multiple little things; that’s why we prefer scrupulous candidates.Hint: this leads to a gender inequality problem in UX. From our experience, girls typically do accurate work better. Boys show more efficiency in creative design concepts.
3. An eye for proportion and aesthetics
This skill is hard and lengthy to master, but absolutely inevitable for UX design. You can see it pretty well in a portfolio.Hint: background in professional photography or art comes as a huge plus.
4. Knowledge of coloristics is also well appreciated. If we see in a portfolio that colors don’t match – it’s the sign that we will have a hard time together.
5. UX writing
Most interviewees sincerely answer “no” when we ask whether they understand how to write texts for interfaces. This is a must in the education program.6. Empathy
A good UX designer cares about user’s needs and tries to walk in his shoes.Hint: pay attention to how a candidate analyzes interfaces and talks about the task during the interview – does he/she speak about a user or about him/herself?
7. Tolerance to criticism
When you work in design, sometimes you get this moment of “this is bad, this has be redone, here and here”. We don’t want a person to run out of the office furiously in the middle of a project – a designer has to be resilient to critique and corrections.Hint: inexperienced candidates, unfamiliar with waterfalls of comments from clients and colleagues, are usually at risk.
To work in UX, you’ve got to be a nerd in a good sense of this word. Often, experienced professionals are unwilling to condescend and review every pixel. Their concepts might be great, but others are forced to stay alert for small mistakes, and this can be extremely tiring.To sum up, a perfect candidate for an upgrade is a designer with 1+ year of experience, neat portfolio and self-discipline – it helps to spot mistakes and grow.
1. Lectures: sharing knowledge with the team
A convenient way to share experience. Every Thursday night we host short meetings, where more experienced team members give tips on typography, grids and so on, review Behance cases – in other words, share practical matters, experience, give and check homework. Once in two weeks we host demos, where project teams show and discuss new cool user features that we have come up with: modernized search, upgraded notifications system. We integrated this format for team members share successful practices and solutions. From time to time, we also invite experts from related fields to dispute and host Q&As. There are no “right” ways in design: everyone follows their own path and comes up with their own system, so it’s always fascinating to listen how others work, to get tips and learn from each other’s mistakes.2. Checklists: synchronizing the team
In order for the team to work harmoniously and not repeat same minor mistakes, we have compiled checklists in four key areas:1) Designing UI-states: how to build an info scheme or business process, how to think through all interactions from the first screen to the last SMS message, how to create basic and alternative scenarios, and so on.
2) UX texts: how to write and check interface texts: basic rules, order, aspiration for simplicity.
3) Typography: line breaks and abbreviations, dangling prepositions, dashes, and other details.
4) Design: working with atomic design kit, components, constraints
Checklists are stored in the app, serving as working material for beginners and teams. These are the basics that you need to know for sure so that the leads don't waste time making minor edits, and everyone can learn and double-check each other.3. Writing UX texts
Our designers do microcopy themselves, so we have to teach everybody. Reading popular books is not enough: it is one thing to read and study, and another – to apply your knowledge. Thus, we gradually came up with a three-level system of practical tasks:1 lvl: applying basic rules.
How to train: write four or five sentences a day. The topic does not matter, e.g. how the day passed, what new things I learned, who pisses me off the most. The main thing is to write regularly and clean the text up with services like or Grammarly to see the mistakes and hone the skill.
2 lvl: analyzing texts inside a user scenario.
How to train: fix script bugs from real applications. For example, analyze the process of searching a car on Booking, find errors and design 2-3 screens with UX-text.
3 lvl: being able to write a couple of paragraphs in a single tone and style, with specificity, transparency and emotion.
How to train: pick a website/an app and ask the designer to suggest alternative texts, thinking about the target action and user portrait.
4. Honing interface design skills
When interviewing, we ask candidates to evaluate an interface in order to check their level of design skills and their ability to think analytically. Examine what a candidate pays attention to and how they explain their point of view. Do they simply express a personal opinion, e.g. "I think it will be better this way", or provide well-backed arguments.When teaching, the art director analyzes results with each team member individually. Experience has shown that group sessions are as good as useless: while one actively defends his/her concepts, others remain silent. That's why we discuss homework one-by-one as if we were tutors: we read, listen to arguments, and walk our “students” through theory again and again. Everyone gets individual homework. For example, if one constantly ignores typography, he will get the task to find and screenshot typographical errors in major services (Amazon, Asos, Booking, taxi and delivery services – a treasure trove of typographical and textual errors).5. Immersion in user experience
Our approach is based on numbers and user needs. We spent 6 years doing UX research in the fintech field, accumulated a large knowledge base, and only then did we start designing. Our UX researchers are involved in every stage of product creation: from user portraits to usability testing. For example, for weekly tasks analysis, a researcher collects analytics and insight on a specific process. A researcher acts as an advocate for users and defends their interests, based on experience, numbers and results of a UX-research and usability tests. This is how designers adopt expertise, immerse themselves deeply in a project and make decisions based on data rather than their own insights and perceptions.In the course of a project, we collect controversial hypotheses to test them in the final usability test. Designers participate in tests, see how users perceive their decisions and thus understand what works and what does not. Sometimes we let them do the usability test themselves and test their own ideas. We show results of usability tests to the whole team, discuss conclusions, argue, review most important and critical moments and decide how to tackle problems. This is how the expertise of the whole team grows.