What the job is
Not drawing beautifully. Making it possible for a person to do what they came to do, quickly and without irritation.
Two sides of the profession that get confused:
Interaction design — how the user's path is arranged: which screens, in what order, what is clicked where, what happens on error.
Visual design — how it looks: typography, colour, spacing, element states.
The first matters more. A beautiful interface where it's unclear what to do is a bad interface. The reverse is rarer and more forgivable.
What to learn, in order
1. The visual fundamentals. Typography, grids, spacing, colour, contrast. Not "a sense of beauty" but specific rules that make a layout tidy.
The most frequent difference between a beginner's work and a professional's isn't ideas — it's spacing and alignment.
2. A tool. One, current, browser-based. Learn components, auto layout and styles: without them you'll redraw every screen from scratch.
3. Interaction principles. How people read screens, what makes a control legible, why feedback on an action matters, what happens on error.
4. Accessibility. Text contrast, tap target sizes, keyboard operation, labels for screen readers. Not charity: at many companies it's a requirement.
5. Working with developers. How to hand over designs, what a component system is, why you shouldn't draw twenty variants of one button.
What separates a designer from an illustrator
Being able to justify a decision. Why the button is here rather than there. Why two steps rather than one. "It looks nicer to me" ends an interview.
Working within constraints. A real project means someone else's technical limits, deadlines and a client's opinion. Design in a vacuum helps nobody.
Attention to states. Beginners draw one screen — the perfect one. A professional draws five more: loading, empty, error, lots of data, long text. That's exactly what interviews ask about.
Building a portfolio
Not a set of pictures but case studies. For each: the problem, what you learned, the decisions you made and why, how it turned out.
Show the process. Sketches, rejected options, the reasoning. An employer wants to understand how you think, not only what you drew.
Three pieces is enough. Three with thorough write-ups beat fifteen images.
Redesigning something existing works. Take an awkward service, analyse the problems, propose a solution. But do explain why you consider them problems — otherwise it reads as "made it prettier".
What strengthens an application
Work with a real client. Even a small one: an interface for a craftsperson you know, help for a non-profit.
And work in a team with developers. A designer who understands what can realistically be built in a week, and who can negotiate, is valued far above one who hands over mockups and takes no interest in the result.
Incidentally, that's the simplest way to acquire what's missing: join a project that needs someone on the interface — and gain a confirmation of your contribution from the people you worked with.
Хватит читать — пора делать
На CohortX можно найти команду под пет-проект и получить тот самый опыт, о котором спрашивают на собеседовании.
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