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UI-UX Design Tool-independent • Chapter 4

User Interviews

Every topic includes a plain-language explanation, exact steps, 10 practical examples, a hands-on example, expected output, common mistake, and practice task.

5 topics50 examples5 hands-on tasks10 Q&A
Practical course

4.1 Interview Guide

Interview Guide is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Interview Guide.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Interview Guide to a course website and explain the decision you made.
  2. Apply Interview Guide to a online store and explain the decision you made.
  3. Apply Interview Guide to a banking app and explain the decision you made.
  4. Apply Interview Guide to a school portal and explain the decision you made.
  5. Apply Interview Guide to a clinic booking system and explain the decision you made.
  6. Apply Interview Guide to a dashboard and explain the decision you made.
  7. Apply Interview Guide to a restaurant site and explain the decision you made.
  8. Apply Interview Guide to a mobile app and explain the decision you made.
  9. Apply Interview Guide to a creator site and explain the decision you made.
  10. Apply Interview Guide to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Interview Guide.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Interview Guide plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Interview Guide as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Interview Guide using a different product, screen, component, or content set. Explain what changed and why.

4.2 Open Questions

Open Questions is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Open Questions.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Open Questions to a course website and explain the decision you made.
  2. Apply Open Questions to a online store and explain the decision you made.
  3. Apply Open Questions to a banking app and explain the decision you made.
  4. Apply Open Questions to a school portal and explain the decision you made.
  5. Apply Open Questions to a clinic booking system and explain the decision you made.
  6. Apply Open Questions to a dashboard and explain the decision you made.
  7. Apply Open Questions to a restaurant site and explain the decision you made.
  8. Apply Open Questions to a mobile app and explain the decision you made.
  9. Apply Open Questions to a creator site and explain the decision you made.
  10. Apply Open Questions to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Open Questions.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Open Questions plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Open Questions as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Open Questions using a different product, screen, component, or content set. Explain what changed and why.

4.3 Probing

Probing is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Probing.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Probing to a course website and explain the decision you made.
  2. Apply Probing to a online store and explain the decision you made.
  3. Apply Probing to a banking app and explain the decision you made.
  4. Apply Probing to a school portal and explain the decision you made.
  5. Apply Probing to a clinic booking system and explain the decision you made.
  6. Apply Probing to a dashboard and explain the decision you made.
  7. Apply Probing to a restaurant site and explain the decision you made.
  8. Apply Probing to a mobile app and explain the decision you made.
  9. Apply Probing to a creator site and explain the decision you made.
  10. Apply Probing to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Probing.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Probing plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Probing as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Probing using a different product, screen, component, or content set. Explain what changed and why.

4.4 Note Taking

Note Taking is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Note Taking.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Note Taking to a course website and explain the decision you made.
  2. Apply Note Taking to a online store and explain the decision you made.
  3. Apply Note Taking to a banking app and explain the decision you made.
  4. Apply Note Taking to a school portal and explain the decision you made.
  5. Apply Note Taking to a clinic booking system and explain the decision you made.
  6. Apply Note Taking to a dashboard and explain the decision you made.
  7. Apply Note Taking to a restaurant site and explain the decision you made.
  8. Apply Note Taking to a mobile app and explain the decision you made.
  9. Apply Note Taking to a creator site and explain the decision you made.
  10. Apply Note Taking to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Note Taking.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Note Taking plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Note Taking as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Note Taking using a different product, screen, component, or content set. Explain what changed and why.

4.5 Avoiding Bias

Avoiding Bias is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

Step by step

  1. Define the user problem connected to Avoiding Bias.
  2. Collect evidence before jumping to a polished solution.
  3. Create the smallest flow, sketch, wireframe, prototype, or test needed to answer the question.
  4. Test the design with realistic content, states, and device constraints.
  5. Record what you learned and change the design based on evidence rather than preference.

10 practical examples

  1. Apply Avoiding Bias to a course website and explain the decision you made.
  2. Apply Avoiding Bias to a online store and explain the decision you made.
  3. Apply Avoiding Bias to a banking app and explain the decision you made.
  4. Apply Avoiding Bias to a school portal and explain the decision you made.
  5. Apply Avoiding Bias to a clinic booking system and explain the decision you made.
  6. Apply Avoiding Bias to a dashboard and explain the decision you made.
  7. Apply Avoiding Bias to a restaurant site and explain the decision you made.
  8. Apply Avoiding Bias to a mobile app and explain the decision you made.
  9. Apply Avoiding Bias to a creator site and explain the decision you made.
  10. Apply Avoiding Bias to a business landing page and explain the decision you made.

Hands-on example

UI/UX PRACTICE
Problem: A user struggles with Avoiding Bias.
Evidence to collect: interview, observation, analytics, or usability result.
Artifact: flow, sketch, wireframe, prototype, or test plan.
Success measure: task completion, clarity, error reduction, or satisfaction.
Next step: test one assumption.

Expected output

A user-centered design artifact for Avoiding Bias plus a clear statement of what evidence would confirm or reject the design decision.

Common mistake: Treating Avoiding Bias as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

Practice exercise

Create a fresh example for Avoiding Bias using a different product, screen, component, or content set. Explain what changed and why.

Chapter 4 review — 10 questions and answers

1. What is the main purpose of Interview Guide?

Answer: Interview Guide is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

2. What is a common mistake with Interview Guide?

Answer: Treating Interview Guide as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

3. What is the main purpose of Open Questions?

Answer: Open Questions is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

4. What is a common mistake with Open Questions?

Answer: Treating Open Questions as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

5. What is the main purpose of Probing?

Answer: Probing is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

6. What is a common mistake with Probing?

Answer: Treating Probing as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

7. What is the main purpose of Note Taking?

Answer: Note Taking is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

8. What is a common mistake with Note Taking?

Answer: Treating Note Taking as a visual preference instead of connecting it to a user need, constraint, or testable outcome.

9. What is the main purpose of Avoiding Bias?

Answer: Avoiding Bias is a UI/UX design skill that helps make products easier to understand, use, test, and improve. The method should be tied to a real user problem instead of decoration alone.

10. What is a common mistake with Avoiding Bias?

Answer: Treating Avoiding Bias as a visual preference instead of connecting it to a user need, constraint, or testable outcome.