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UX/UI Designer Interview Questions UK: 8 Real Questions and What Interviewers Want

3 hours ago
2 min read

Before your UX/UI Designer interview, it helps to see the questions from the interviewer's side. We have picked eight from our set of 25 and added the reason each one gets asked.

Eight UX/UI Designer interview questions, and what the interviewer is thinking

1. Take me through a UX/UI project in your portfolio and explain both your research and your visual design decisions.

Why they ask: Hybrid roles must show they can connect user insight to interface detail.

2. How do you establish visual hierarchy in an interface?

Why they ask: Hierarchy is fundamental UI craft and a very common portfolio question.

3. How do you use Figma components, variants and auto layout to build scalable designs?

Why they ask: Practical Figma fluency is expected and screened early.

4. What are design tokens, and how do they help design and development stay in sync?

Why they ask: Design systems fluency is now standard in UX/UI roles.

5. What does a typical day as a UX/UI designer involve?

Why they ask: They want to see you understand both the research and visual sides of the role.

6. How do you choose typography and colour for an interface, and how do you make sure they are accessible?

Why they ask: Core UI craft with a strong accessibility requirement.

7. Your client sends you a brand with very low-contrast colours and asks you to keep it for their website. What do you do?

Why they ask: Real tension between brand and accessibility is common in UI work.

8. How do you create and test interactive prototypes, and what interactions do you consider?

Why they ask: Prototyping fluency matters for UI designers who define behaviour.

A sample answer to question 1

Take me through a UX/UI project in your portfolio and explain both your research and your visual design decisions.

I'll describe a redesign of a mobile app for a regional bus operator. The brief was to increase mobile ticket sales. I began with five interviews and an analytics review, which showed passengers were struggling to find fares and confused by zones. I mapped the journey and wireframed a three-step purchase flow, then tested a clickable Figma prototype with six users. On the UI side I built a simple component library, chose a high-contrast colour palette that met WCAG AA, a clear type scale, and large tap targets for people buying tickets while standing on a moving bus. I explained each choice to the client with test evidence, for example enlarging the price because testers scanned for it first. After launch, mobile ticket sales rose by twenty-two percent, and app store ratings improved from 3.1 to 4.4.

Common mistake to avoid: Showing only polished screens; No explanation of why decisions were made

Want the rest?

Full model answers, key points and common mistakes for all 25 questions are on the UX/UI Designer interview questions page. The first five are free, no sign-up needed.

 
 
 

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