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Soulnado

Alt account
Banned
Nov 7, 2019
367
This seems to be one of the hottest careers in the last decade. I've been thinking about making a transition into UX as it combines technical and creative elements, the latter which is nowhere to be found in IT and I sorely miss it.

How do you like your jobs? How did you end up doing this? Is the pay really as good at it seems?
 

samoscratch

Member
Nov 25, 2017
2,847
This is interesting I was looking into this field recently and would like to hear from people as well.
 

Davidion

Charitable King
Member
Oct 27, 2017
6,215
Am a UX lead at a major private company, enterprise/process space. Strength in IA, complex systems, prototyping, research. Ask what you want to ask and I'll try my best to answer.

Basics you've asked:
Money: decent. I am getting paid low six-figures and consider myself fairly underpaid.
How I got into it: was excel monkey in previous life but had a major confluence of things come together in discovering this practice. Not an easy transition.
Like job: I love my job, but it is hard. Make no mistake that you are running face first into organizational and systems complexity if you want to make a difference.
 
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Deleted member 12009

User requested account closure
Banned
Oct 27, 2017
1,141
I hopped around doing UX and general design for a while. I've known UX artists that worked exclusively on wireframing and UX testing and others that were almost entirely focused on UI layout and working from best practices. One UX artist I met who worked for a AAA game studio had been gotten his masters in UX had told me they based almost all their UX decisions off user data and that most of his job had been relegated to testing rather than brute force wireframing or a/b testing.

What UX work I did was extremely fun- almost like game design for art. We did a bunch of testing work for some apps and games and it really let me flex my problem solving skills in a way that production and graphic design hadn't offered me. As for getting started, having some data management background would help a lot with finding opportunities and securing those high paying positions. The field has changed quite a bit since I started working professionally.
 
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OP
OP
Soulnado

Soulnado

Alt account
Banned
Nov 7, 2019
367
Am a UX lead at a major private company, enterprise/process space. Strength in IA, complex systems, prototyping, research. Ask what you want to ask and I'll try my best to answer.

Basics you've asked:
Money: decent. I am getting paid low six-figures and consider myself fairly underpaid.
How I got into it: was excel monkey in previous life but had a major confluence of things come together in discovering this practice. Not an easy transition.
Like job: I love my job, but it is hard. Make no mistake that you are running face first into organizational and systems complexity if you want to make a difference.

Nice! How visual would you say your job is? I understand UX is different from UI (which focuses more on creating visual interfaces), but how much of your work involves doing things like sketching, prototypes, designer UI elements, etc?
 

Davidion

Charitable King
Member
Oct 27, 2017
6,215
Nice! How visual would you say your job is? I understand UX is different from UI (which focuses more on creating visual interfaces), but how much of your work involves doing things like sketching, prototypes, designer UI elements, etc?

A considerable amount. Caveat: User experience design is a very generalist, amorphous field, not that specific domain/specialist skills don't have their place. I wouldn't try to quantify it as "how much". Just consider it a key part of your toolbelt to be able to communicate in writing, verbal advocacy, drawing, diagramming, mapping, storyboarding, physically acting it out, etc. I am not being facetious about any of these.

As a general aside, visual communication is a key skill. You do NOT need to be a master visual artist cum illustrator to do this work; in fact a lot of people who are ONLY graphic artists straight up lack the skills to think and communicate properly for this job (*ahem* agency art directors). However, you absolutely need to be able to communicate concepts, logic, systems, in a visual and logical ways as noted above. It does NOT help you if you just have no visual taste whatsoever.

Of course, you have time to learn ;)

Sidebar: In the very olden days, people equate UX with "wireframing". I am going to get this out the way and tell you that anyone who mouths this out loud is someone whose opinions on this field you should be skeptical about. Whether it's people hiring for this job, collaborate with UX, or job seekers.
 
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scurker

Member
Oct 25, 2017
669
While my specific role right now is as a front-end engineer, my passion revolves around UX.

I love working in UX related roles, but I have had a difficult time finding dedicated roles that bridge the gap between design and engineering efficiently. Occasionally I get to do some pattern library and design work which always excites me.

There's a lot of opportunity here I think for the field to grow, everywhere I have been there's always been a need for good UX people. The challenge has always been getting the company to recognize in the value of good design and allowing the time and investment to do so, so it's definitely something you need to be passionate about if you want to get into the field. UX can be a fairly broad spectrum, so it may help to know if there are key areas that you want to focus on (such as research, interaction design, prototypes, visual design, or so on...)
 

Davidion

Charitable King
Member
Oct 27, 2017
6,215
There's a lot of opportunity here I think for the field to grow, everywhere I have been there's always been a need for good UX people. The challenge has always been getting the company to recognize in the value of good design and allowing the time and investment to do so, so it's definitely something you need to be passionate about if you want to get into the field. UX can be a fairly broad spectrum, so it may help to know if there are key areas that you want to focus on (such as research, interaction design, prototypes, visual design, or so on...)

This gentleperson knows the drill.
 

PMS341

Attempted to circumvent ban with alt-account
Banned
Oct 29, 2017
6,634
I've been a graphic designer for a long while, but I see UI/UX jobs popping up all the time. Though I have no real experience with it specifically I'm incredibly interested, but have zero idea how to even get started creating that type of work.
 

Coolverine

Member
May 7, 2018
1,071
as a product manager, I work day in and day out with our UX team on our roadmap, at previous companies where there were no dedicated UX resources, I often times served as my own UX and always found it to be a fun and challenging exercise, especially when building native mobile and smartTV and gaming console apps. Now that I can collaborate with subject matter experts, there's an immense amount of specialization within the field, all that bring a lot of value to whatever the product is. as someone above pointed out, the business itself seeing value is always a huge hurdle though.
 

finalflame

Product Management
Banned
Oct 27, 2017
8,538
Echoing the sentiments of other product managers in this thread, I work with them every week, at times every day. I personally wish my company had bigger, more dedicated UX teams (we currently work with an internal consulting model -- there's a small UX team, and they divide their resources among different projects/teams depending on who needs them). It's invaluable to have dedicated UX design input when developing any product. It's definitely a booming field with much need for expertise, but yah, as others have said, oftentimes it's hard to convince companies with an "MVP" mindset that dedicated resources to UX is worthwhile.

Here's a really good tangentially related article I read lately on the importance of good UX, even in early-stage products:
 

Ominym

Member
Oct 25, 2017
1,069
I'm a UX Researcher by trade. Not exactly the same as a Designer but we work hand in hand frequently for obvious reasons.
 

opus

Member
Oct 25, 2017
1,296
I've been in the field for over ten years at this point, mostly in the entertainment space. Lately, I've found myself doing more writing and facilitating meetings than I do "designing", but that is probably just the company where I'm currently working.

I've actually started to specialize more on building out our design system, prototyping and motion, both because it helps to better communicate intent to stakeholders and engineers, but also because it allows me to iterate quicker than just designing tons of static screens without proper context.

As for the pay? Depends on where you live and the company, but it's very good, especially as you start progressing in your career.
 

Technobabel

Member
Nov 9, 2017
5
I've been doing UI/UX for around 8 years now. I started out as a mobile game designer in the early days of the iOS app store, I often ended up designing the UI as well because no one else wanted to and I had the deepest knowledge of the game systems. Eventually I moved to a full time mobile UX design position in the tech startup space because the pay was much better and I could just make games on my own since I wasn't crunching all the time anymore. The first company I worked for was acquired by Apple and our product became what is now Apple News +. Currently I do VR UX Design at VRChat (I didn't design the current UI in the game though).

I love the job because it's like a game in its own way, each day is a creative challenge to solve. I'm rarely bored and it pays well enough for me to live in Silicon Valley with a family on a single income. I've been very fortunate with the opportunities I've come across though, and the UX landscape is constantly evolving so you've got to keep learning and growing if you want to stay competitive.
 
Oct 31, 2017
9,642
Do you all think having a few years working experience as a Database Administrator would allow for a relatively easy transition into the UI/UX field?

I have roughly 4 years salaried, full-time experience working for a small(ish) business overseeing a database and now I'm in the midst of finding a new job.

Plus, I actually have a BFA in Game & Sim Design and as part of my Bachelors, I had a pretty simple UI class where we used Torque (which I haven't touched or seriously thought about in years).

And related, would Houston, TX (or surrounding areas) be a decent place to leverage my work exp + degree?

Not really sure what I'm doing next career/job wise, so seeing this thread interests me!
 

Horp

Member
Nov 16, 2017
3,717
The most effective UX designers imo are people that can help with the implementation. Build mockups, demos. If you -only- design, devs are likely going to overthrow you with jargon etc to avoid implementing the harder stuff you might design. Also, sometimes they will be right.
 

Deepwater

Banned
Oct 25, 2017
6,349
Currently a Sr. UX Designer for a fortune 50 (which isn't that impressive there's like 200 UXers in the entire company lol), I got into it after realizing I didn't want to be a network admin in college (my bachelors is in CIS), and then went straight thru to grad school at a HCI masters program. From there, I took contracting gigs as those are typically whats most accessible if you don't have a network or referral into a company vis-a-vis an internship. My thoughts:

1. Learn the tools, learn the methodology. The easiest way to learn the tools is to probably recreate designs you see out in the wild. That will give you the technical skill. Which tool doesn't really matter, most places use Sketch, Adobe XD, Figma, or Framer. Honorable mentions go to Axure (which is also still in use at a lot of places because the other tools haven't caught up to its niche), I wouldn't stress about learning it at first but it's still an important tool.

2. This field is primarily a problem solving one. A lot of the time you can be creative, but at the end of the day your solving problems. Sometimes those solutions will be digital ones, sometimes they won't. Sometimes the best visual and creative designs don't solve the problem.

3. Learning the technology will be your biggest asset and earn you credibility with literally everybody. There are lots of designers who don't know shit about the first thing about programming, databases, networking, none of that. They might be great designers but in order to excel professionally you have to have some understanding of what you're actually proposing to be built and how it actually works.

4. Heuristics, heuristics, heuristics. When all else fails, fall back to heuristics.

5. Some places will expect you to be solely the designer. Some will expect design and research. Some might expect design and actual development (I don't know how people do this, and do it well). At the very end of the day, even if you're just cranking out screens, you should be doing research, so learn how to conduct usability tests, how to write and conduct interviews, and all of the nuances around that.

For "is this field lucrative, blah blah blah", the answer is yes? It's tough to get in without experience though. You need a portfolio of work, and it'll be tough to sell to recruiters if you don't at least show entrepreneurial spirit if you're not coming with paid work. I've found that Junior/entry-level work is a real pain in the ass to find, but from I can tell is the hardest part about getting into the field. Once you're in and get like 2-3 years of full time experience it'll be very easy to secure employment where you want. But finding that first job without a bang up internship or something will be a barrier to hurdle.

Another thing is that people in this field looooooove to write banal articles about shit other people have already written about. I'd recommend going through sites like uxcollective.cc, and just wading through all the stuff. Everything from like portfolio tips, interview tips, to actual design/design thinking pieces.

I enjoy what I do. I started out at an internal agency house, and busted my ass working on literally everything. Pace was fairly fast (no overtime cause I was just a contractor), but I cut my teeth on enough things that by the time I got my next role I'm blowing everyone's mind because I've already started being useful because I had relevant experience. Now I have a much more low-stakes role on enterprise-facing systems where I basically serve as the UX consultant for a few different development teams. I handle both design and research for anything that comes through their queue. The job is a lot more fun when you get to decide how to solve the problem.

There are some more things I could write up later if people are interested.
 

camu

Member
Oct 29, 2017
70
What would people recommend to work on for a UX portfolio? I've always thought it's difficult to prove my UX abilities without actual work experience.

Edit: post above me covers a lot!
 

Ominym

Member
Oct 25, 2017
1,069
Do you all think having a few years working experience as a Database Administrator would allow for a relatively easy transition into the UI/UX field?

I have roughly 4 years salaried, full-time experience working for a small(ish) business overseeing a database and now I'm in the midst of finding a new job.

Plus, I actually have a BFA in Game & Sim Design and as part of my Bachelors, I had a pretty simple UI class where we used Torque (which I haven't touched or seriously thought about in years).

And related, would Houston, TX (or surrounding areas) be a decent place to leverage my work exp + degree?

Not really sure what I'm doing next career/job wise, so seeing this thread interests me!
The good news is that while there are some common degrees and backgrounds you see in the UX field, generally speaking it's pretty diverse. So having different experience won't hold you back.

That said however, one of the most difficult parts of UX is getting your career started. Entry level spots can be harder to come by and a lot of organizations aren't willing to dedicate the resources to the process. I and many others got their start consulting, finding projects you could do here and there to build out a portfolio of work that will eventually land you the roles you want; but it does take time.

I'm unfamiliar with Houston as a UX market, but in my experience the areas you're going to find the most opportunity are in this order: Bay Area, New York City, Seattle/Austin. Not saying it's impossible to find a role in an area outside of that, you'll just definitely have better luck. I moved from a very small market to the Bay Area the the difference is night and day in terms of recruiter reachout.

What would people recommend to work on for a UX portfolio? I've always thought it's difficult to prove my UX abilities without actual work experience.

Edit: post above me covers a lot!
When you're starting out I've known people to do pet projects for practice and put it up on their portfolio. The most important piece to companies is understanding how you think about problem solving, so showcasing the process is key moreso than if you got paid for it. There's a wealth of resources out there and plenty of open portfolios to check out on the web. Just find something you're interested in and start googling.
 

Icarus

Member
Oct 26, 2017
633
Lived and breathed UX for over 10 years now. The discipline itself can take many branches/paths and some folks focus purely on certain aspects of UX such as wire framing or user research.

The key things to always bear in mind and sounds obvious but in a work environment can be challenging is that you're the voice for the user, anyone these days can build an app/product, but to build one that delights your users and doesn't aggravate them are much more rare.

Another large part of the role is competitive analysis and researching how users use your existing site/app (if that exists) or getting them in front of your high fidelity prototypes. You'll need to collate both quantitative and qualitative data here. The best UX folks use data driven decisions and whilst that's awesome and the right thing to do you'll often encounter other departments who just want to do something they think is right. This is where A/B or better yet MVT comes in, you need to become scientific in your approaches to things. What I mean by that is:

  • Hypothesise
  • Create
  • Launch
  • Evaluate
  • Repeat
As for getting hired or in to the field whilst it can be tricky to initially begin with the best thing in my opinion to do is build a project for a thing you use or interact with. It could be Netflix, it could also be buying a train or subway ticket (trust me those machines drive me insane in London). What this demonstrates is not only that you're proactive but what companies are looking for is how you went about identifying the problem and solving the problem and how you would later on prove it worked and what you could do later in improving but but the two major important ones is identifying the problem and what solutions you undertook to solve it and how it would make it better.

Feel free to PM or ask any other questions here and good luck with your journey in to UX. :)
 

Aureon

Banned
Oct 27, 2017
2,819
Currently seeking an UX designer for a position in videogames in Rome, if anybody's interested.

(As someone in the hiring processes, quality UX people are very highly sought upon.)
 

effingvic

Member
Oct 25, 2017
14,461
Im a product designer which is a combination of visual design, UX research and product management. I personally enjoy doing a mix of things instead of just UX research. Having full time UX designers in a team is a massive boon.

When I interview UX designers, I ask to see results more than anything. What problem were you trying to solve? Why was it important? How did you solve it and what quantitative results can you show to back up your results? Its even better if the projects theyve worked on were long term as its very important to see how designers deal with iterations and product evolutions.

Portfolios should contain wireframes of userflows as well as in depth documentation of their design process, quantitative and qualitative metrics, user interviews and such.
 
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OP
OP
Soulnado

Soulnado

Alt account
Banned
Nov 7, 2019
367
Currently a Sr. UX Designer for a fortune 50 (which isn't that impressive there's like 200 UXers in the entire company lol), I got into it after realizing I didn't want to be a network admin in college (my bachelors is in CIS), and then went straight thru to grad school at a HCI masters program. From there, I took contracting gigs as those are typically whats most accessible if you don't have a network or referral into a company vis-a-vis an internship. My thoughts:

1. Learn the tools, learn the methodology. The easiest way to learn the tools is to probably recreate designs you see out in the wild. That will give you the technical skill. Which tool doesn't really matter, most places use Sketch, Adobe XD, Figma, or Framer. Honorable mentions go to Axure (which is also still in use at a lot of places because the other tools haven't caught up to its niche), I wouldn't stress about learning it at first but it's still an important tool.

2. This field is primarily a problem solving one. A lot of the time you can be creative, but at the end of the day your solving problems. Sometimes those solutions will be digital ones, sometimes they won't. Sometimes the best visual and creative designs don't solve the problem.

3. Learning the technology will be your biggest asset and earn you credibility with literally everybody. There are lots of designers who don't know shit about the first thing about programming, databases, networking, none of that. They might be great designers but in order to excel professionally you have to have some understanding of what you're actually proposing to be built and how it actually works.

4. Heuristics, heuristics, heuristics. When all else fails, fall back to heuristics.

5. Some places will expect you to be solely the designer. Some will expect design and research. Some might expect design and actual development (I don't know how people do this, and do it well). At the very end of the day, even if you're just cranking out screens, you should be doing research, so learn how to conduct usability tests, how to write and conduct interviews, and all of the nuances around that.

For "is this field lucrative, blah blah blah", the answer is yes? It's tough to get in without experience though. You need a portfolio of work, and it'll be tough to sell to recruiters if you don't at least show entrepreneurial spirit if you're not coming with paid work. I've found that Junior/entry-level work is a real pain in the ass to find, but from I can tell is the hardest part about getting into the field. Once you're in and get like 2-3 years of full time experience it'll be very easy to secure employment where you want. But finding that first job without a bang up internship or something will be a barrier to hurdle.

Another thing is that people in this field looooooove to write banal articles about shit other people have already written about. I'd recommend going through sites like uxcollective.cc, and just wading through all the stuff. Everything from like portfolio tips, interview tips, to actual design/design thinking pieces.

I enjoy what I do. I started out at an internal agency house, and busted my ass working on literally everything. Pace was fairly fast (no overtime cause I was just a contractor), but I cut my teeth on enough things that by the time I got my next role I'm blowing everyone's mind because I've already started being useful because I had relevant experience. Now I have a much more low-stakes role on enterprise-facing systems where I basically serve as the UX consultant for a few different development teams. I handle both design and research for anything that comes through their queue. The job is a lot more fun when you get to decide how to solve the problem.

There are some more things I could write up later if people are interested.

This is awesome information. Thanks a lot, and would love to hear more of that info you mentioned.
 

Deepwater

Banned
Oct 25, 2017
6,349
This is awesome information. Thanks a lot, and would love to hear more of that info you mentioned.


So finally getting around to this…

I can cover some obvious topics, such as building a portfolio, what the day-to-day is like, and some tools and tricks of the trade. Also what I DON'T like about the job.

First and foremost, like I mentioned in my earlier post, the field of "UX design" has taken many shapes and forms over the past two decades. If you look at job listings, you will see job titles such as "UX Designer", "Product Designer", "UI Designer", "Web Designer", "Interaction Designer". All of these fields do the same spirit of job, like 80% of the same job. UI Designers might be more screen/wireframe workhouses, and product designers dabble more into the "product" (read: business) side of design. But, effectively, they all have like 80% of the same job functions. Making wireframes and prototypes while utilizing best practices and research. In my last job search, I turned down some second round interviews just because I had a feeling I was going to be a screen monkey. Cranking out design solutions that have already been designed by committee, with little leg room to change or pivot. That's definitely a thing that can happen.

In my last role, my official title was a "UX Designer", where 80% of my time was doing screen related work, and the remaining 20% was other research/product related tasks. I reported up to a design lead, and on our team we had two dedicated researchers, and two dedicated web analytics people. This was the "in-house agency" I described. I think other people ITT have mentioned this in passing, but there are different types of teams that typically employ designers. You might see articles or blogs by people that cover "Where should I work? Startup, agency or enterprise?" Or something like that. They all have different implications but the label themselves is not always a strong indicator of the type of team you might be working in

Startups are small, and you might be one of a handful of designers, depending on the stage of the startup. Chances are you will be doing a lot, and will report up to somebody who's like one or two steps away from a CTO/CIO. These are very much trial-by-fire from what I gather, but I can't give a recommendation cause I've never worked at one.

Agencies are like dedicated web development and/or design firms. They usually solicit work from other companies who need to do something like a major redesign or mobile app and they don't have the internal resources to do such a thing. Agency work is also very fast-paced, because everything is timeline + cost driven. You most likely won't have a lot of time to do any research or testing because of the aforementioned. But like I mentioned before, agencies are a great way to cut your teeth on a lot of projects. I worked at what I described as an "in house agency" and that's because we didn't have traditional product teams, but we functioned like an agency. Our budget came from our internal clients in the business, and they paid for our work and told us what they wanted to build. The difference here is that we had little say on the direction of the various initiatives because the larger company wasn't structured that way (although it was moving towards that when I left). But, we did sit on-site at their headquarters, so we had a lot more proximity to our clients than a typical external agency who might be several states away.

And then there are enterprise environments, where you most likely sit on a product team that supports 1+ products. Enterprise teams usually have larger UX organizations (like I mentioned, there's something like 200 UX folk who work at my company). The structure can vary, while you might be somewhere on the chain of a traditional hierarchal design team. You could potentially have peers or managers that work on the same product, or you might not. It depends. At my current role, the person I report to does not sign off on my designs, although they manage the other UXers who work in the same area as I do. You might run into that sort of situation, you might not. It depends. It's worth noting that I also do both the design and research for my product space, and we don't have anyone here that is a dedicated designer or researcher. We're all expected to conduct the research, design the solutions/screens, and do the testing + feedback gathering. You might find elsewhere that they do have dedicated designers/researchers. This is great for me because there I have autonomy and agency to go figure out how to do shit myself, rather than having to push all of my design and research through a manger to sign off on (which you will find at some places). That doesn't mean that nobody reviews my work, but I'm trusted as the expert in the room when it comes to this so I have to do a lot of justification and evidence gathering to defend my decisions.

I think I always recommend agencies for people getting into the field, as they are the best way for you to get your hands on a lot of different types of work quickly.

So moving on to the portfolio building here.

The portfolio is the most stress-inducing piece I think of getting into the field. Especially when you don't have any paid work to show. If you don't have a UX bootcamp or internship/college work to show, it's difficult. Like I mentioned before, if you don't have an entrepreneurial spirit to go out and do maybe some pro-bono work for like your local bookstore or library (or similar), it's gonna be difficult. Some tips:

  1. Please don't do any Twitter/Youtube/Facebook/Netflix/etc redesign. Aspiring desiginers thinks it's valuable use of your time but its NOT. Those sites/apps have literally millions of users and a bunch of research and analytics you don't have access to. It's quite likely any redesign idea that you have will fly in the face of their wealth of research and data. Just don't do it.
  2. Show results wherever possible. If you can't show results, talk about what you would expect to be looking for. For example, say you redesigned your local library's website. How do you define and measure success? Visitors to the website? Higher number of checked out material? Mention these things even if you are unable to actually do any measure of success
  3. Less is more. I had 6 projects on my current portfolio and I wouldn't go above that number. Recruiters really just don't have a lot of time to go through a lot of projects. You definitely want to have 1 or 2 case studies with some meat, that go into your process. But you want to be concise about Problem, Process, Challenges, Result. And make sure you show a variety of screens that address a variety of things.
  4. Don't be afraid of using WYSIWYG site builders (Wordpress, etc). Some people think its better if you code your portfolio from scratch but that's a bunch of BS IMO. If you're not applying for a designer position that also codes, go ahead and use that word press site. The content is more important than the technology behind it.
  5. Start content first, then build your site. When you get to the point that you're ready to start applying for positions, you'll want to make sure you just build a word doc or something and just start typing out the content for your portfolio. This will give you time to figure out important stuff like "is it readable, is it concise, what do people walk away with after reading".

Job searching

Okay, so learn to make use of sites like LinkedIn, Indeed, Glassdoor, etc (I've gotten most success on LinkedIn). You'll be disappointed to learn that most people get jobs in this field from referrals, but that doesn't mean that you literally have to know somebody who already works there, it just means usually that you weren't hired after finding the job posting on a website and then wading your way through the interview process. I strongly recommend that people entering the field utilize tech recruiters. These recruiters fill jobs for companies and do most of the up-front recruiting work. Typically if you can get a recruiter to vouch for you for a position, its a LOT easier than going it solo and wading through a job posting. Recruiters can typically at least get you a first round interview, which at that point its up to you to close the deal.


What sucks

Working with business partners and hard-to-work with engineers. My journey has been a bit easier, because I have coding and general IT knowledge, so talk with engineers about my designs is easier because I understand 90% of what they're saying. You'll find a lot of people in this field DON'T understand software development which leads to shitty designs and shitty went-to-production solutions. Having a better idea of the technology behind everything will make your working relationship with them much easier.

With business partners/stakeholders, they don't understand the design OR the tech behind what you're doing, so you have to work with them somewhat delicately. They're a "I want it now and I don't care how it works" bunch mostly. Business stakeholders also tend to think they know their users better than anyone (even if they are the users themselves). If you can't rely on a good Product Manager to lean on, it can be a pain working with them.

One Last Thing

90% of the time, you'll be working on something somebody else has already designed in some way. Very rarely, especially early on, will you get to design something that's completely new and not an extension or update of an existing thing. When you go through bootcamp or design school or whatever, you tend to learn the the entire User centered design process from beginning to finish. When I got out there doing full-time work, I quickly discovered that's hardly ever the case. Sometimes you will be able to do such work, but not often. Especially with the increasingly more common design systems, chances are you won't be just creating things out of thin air for every project. You'll be leveraging design systems, if not an already existing product. It sucks, because you get your new job and they tell you they want you to redesign this or build this new thing, and then on day one you find out 40% of the work has already been done and you can't exactly throw it out cause it needs to be handed off to development in 1.5 months and launched in 4.

But, one thing I like about this job/field is that you learn how to be a fast expert in everything. I've done everything from form design, tabular design, e-commerce platforms, design systems, marketing pages, enterprise systems, supply chain systems, data visualization, people lookup tools, etc all in a very short amount of time. Even when you work on the same product for a considerable amount of time, you'll still come across different types of problems you'll have to solve.