Without your tool of choice, are you still a designer? UX/UI design tools are the conduits through which designers craft innovative, problem-solving solutions. Mastery of a design tool helps you work faster and build better designs. New features unlock new possibilities and allow you to push the boundaries of your creativity. Now, imagine your chosen tool vanishes from the face of the earth! This scenario may seem fictitious, but it can (and has) happened. The fantastic news is that it’s the design principles—your foundation as a UX extraordinaire—that define your expertise and get you hired. And guess what? Those principles aren’t going anywhere—they’ve been around since even before UX design was a discipline.
Hiring managers are busy. They often have only five minutes to review your portfolio when it lands on their desk. This may seem short; after all, your portfolio is a labor of love and deserves a little more attention than that. However, recruiters move fast and will quickly deduce if a portfolio has what they’re looking for.
So, what are they looking for? First and foremost, your knowledge of UX design principles and how you apply them to your work. Employers value problem-solving over tools. The exception, of course, is if you’re applying for a software specialist role where you must be an expert in a specific tool.
Design principles, soft skills, and your decision-making process are just a few of the essentials design leaders rank above tools. Find out more from Vitaly Friedman (Senior UX Consultant, European Parliament), Niwal Sheikh (Product Design Lead, Netflix), and other industry experts in this video:
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Your portfolio is like a friend who can speak highly of you to any potential employers or clients. I want to fall in love with how you present your stuff. These are your technical tasks. I'm not just looking at your technical expertise; I'm interested in your journey. The one thing, in my opinion, that beats empathy is experience. I want to see the thinking. I'd look for evidence of them having built components, them having an understanding of what components are, and if you can do that, then the world's your oyster. That's really kind of what I look for. I want to see the thinking process. I want to see why some decisions were abandoned or
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why some directions were abandoned and what was chosen instead. I would say, for me, it's not that important what methodology exactly you're using, but I would still love to see that, of course. But the more important part is that you can argue why you decided to move in that way, and that "why" should not be based on assumptions, not "because I felt like" or "because I had a feeling that."
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That doesn't go in my book. You need to have some objective language in use that clearly explains that this is objectively better. And again, you can always say, "Well, drop-downs are faster," or "This is faster." Well, ideally, you would need to have data to prove that. The more thinking, the better. I mean, personally, I have sometimes situations where somebody would just draw a solution on paper and give it to me, and as long as I can follow and understand what the process
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was like and why this thing has been chosen, that's all I need. That's fine; that works for me. If you're looking for a job, most of the time what you want to convey through your portfolio is that you've reached the competency levels. To do that, I would say any kind of project or any kind of format to show that you've done the work will work. It could be a fake project; it could be
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a real project. Sometimes it doesn't even have to be linked to a Figma prototype, because I know we tend to be very, very obsessed with tooling. For example, I have someone that I've been mentoring who had a past experience in video editing. Something they've been doing is actually working in a clinical office to enhance the engagement with patients. To do this, they actually made
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a bunch of videos of the doctors just to feel a bit more approachable, so it's not just a screen between the patients and the doctor. To me, that is user research. This is also understanding the problem, the creative ideas, and yes, maybe the outcome is a video and it's not a screen design. But if he has this project and some UI exercise, then yes, for me, he'll be able to do UX work. A few things, and I'm trying to answer this fast, okay. Work on some components,
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even if it's just for your own products. Show that you have an understanding of what component design is. Then I would work quite hard on a couple of aspects, and these are hard skills, by the way. I'd focus on learning about typography, spacing, all that good visual design stuff because it is important in design systems. And then finally, work on your writing skills. Being able to communicate well, especially written communication, is really
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valuable. I'd look for evidence of them having built components, them having an understanding of what components are, of what a design system is. And yeah, just try and read about it. I'm not looking for anything polished; that is just the end product. I'm interested in your journey. So it doesn't matter if you're junior or senior, I want to see your process: how to go from one step to the other, what is the problem, how do you approach presenting it in a
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way which is user-facing, how do you write feature specs, how do you take it to a wireframing state, how do you create low-fidelity, high-fidelity user interfaces. Anything you are building should not be based on an opinion. You should give me data. You should say, "I did this because I did competitor benchmarking. This is what worked in other games. People connect better with characters, so it was a good way to introduce that meta feature." But also, what did you do? Even if you are just a student, did you build that prototype, and did you do some kind of mock testing with another player just to say, "I also tested it
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with somebody who's never used this feature. This is the feedback I've got." Show me your process, show me your journey, show me your objectivity. That is what I want to look at. On a junior level, if you are applying for mid or senior level, I'm not just looking at your technical expertise, which I know you will have. I also want to see soft skills: how good are you at collaborating, how good you are at taking criticism and feedback, how good you are at defending your decisions, how good you are at taking initiative, how good you are at aligning your stakeholders. So my general rule of thumb is everybody who's
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hired needs to be good, including a director, because I have to get hands-on also many times. They should have solid or technical skills with potential, but the higher up you go, I want to also see more of your soft skills: leadership, collaboration, and all that stuff. I think the biggest thing is storytelling. To me, basic skill. That's the beauty of it.
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I think a lot of this stuff is sketching, it's whiteboarding, it's customer interviewing, it's being able to speak with a variety of team members and get them all to a single story that actually makes sense to the customer. Really being able to balance opposing viewpoints and say, "Well, let's make two prototypes. Great, it seems like we can't come to an agreement. Let's make one like this and one like this and test it." I've done it many times in my life, but if you've ever done any
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prototyping or any kind of sketching or ideation, that is just kind of your basic technique, just taken to the next level. And with AI, there are so many Legos for you to play with and so much opportunity. And if you can do that, then the world's your oyster. That's really kind of what I look for: being able to do all these things, but also facilitate this discussion about how far you can take it. And of course, everyone's got some Figma skills. I don't think you need to be a huge
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Figma jockey for this thing. Once you've come up with the idea, it's just a matter of documenting using your design system components. Hopefully, you do have a design system; I hope you do, all right. My advice for portfolios, whether it's design systems or not,
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is the same. You should tell the story of the project. So don't think that a design system project versus a different type of project has to be structured differently or has to be structured in a specific way. Focus on the milestones that happened in that project, the challenges that you overcame, and what you delivered, and tell that story. That should help you to just have a consistent story arc and really focus on the project dictating the case study,
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not you having to fit every project into a very cookie-cutter format. In portfolios, if I were to apply for a job, I would not just be like, "Oh, I've done this little AR app and I've done this little VR project," but I would make sure how it connects to the users and who this was designed for. One of my projects that I would
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personally lead with if I were to apply for a job is probably this inclusive gym that I've created. It was a smaller project for me. It's not in my main research portfolio, but it allows children in wheelchairs to exercise and play games with each other. Actually, from an AR perspective, it's not particularly technically challenging or hard, but at least it would demonstrate how I think about this space and what kinds of AR and VR solutions I want to create.
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Where I see my responsibility. In a design portfolio, I'm a very visual person, so I want to fall in love with how you present your stuff and with the style, with your typography. Typography, that's the first thing I see in the portfolio. If you're not taking good care of your typography with your character length, your line height, hierarchy, all that stuff,
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that's already like I'm done with you. I don't want to see you; I don't want to know anything about you. Get out of here. No, it's just like, in the web, everything we do as designers, a lot of it is text. Most of it is text. So I look for that care and attention to detail in a portfolio. That's the first thing I notice, and actually, it's not because I'm looking for it. It just instantly pops for me. I see it's like, "Ooh, ah." It's like, "Ah, you tried. You
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tried. Close." I know it's cruel, but sometimes if you have a lot of portfolios you're seeing and you don't have a lot of time, you're just looking for excuses to close that window. You're looking for excuses to filter out people. That sounds cruel, I know, but that's how recruiters work. They have to filter out people because they may have a lot of options, and they're just looking
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for excuses. So don't give them that excuse. I'm going to say something a little bit controversial: don't write the whole design process, all that thing like that cookie-cutter template design process that I'm pretty sure you didn't even follow. You just reverse-engineered it and put it there in your portfolio. Tell me a story. I want to be entertained. I know that sounds now even cliché. It's all about storytelling, but it really is. We're humans,
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and we just want to gather around the fire and be told a story before we go to sleep. And in these stories, you can be the hero. All the challenges that you went through, "Oh man, we tried this and it didn't work, but that allowed me to learn, and then I overcame my challenges, and I became the hero of this story." You can be the hero of that story. It can be your user. When you
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were doing user testing, you found out something. Tell that story of that person. It could be maybe it is actually the company. They were struggling and they were trying to get to a new market or something. Tell me that story. I want to be entertained. We all want to be entertained. If I'm going to be looking at your portfolio, you better have good typography and a nice story. Empathy is really, really important, right? We talk about empathy a lot as user-centered
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designers, as human-centered designers. But the one thing, in my opinion, that beats empathy is experience. Portfolio-wise, specifically, I really want to see a breadth of experience there. The reason why is that I think more than anything, if you have worked for startups and also larger enterprise companies, if you've worked on mobile products and you've also worked on desktop products, if you worked for enterprise systems and consumer-facing products, B2B, B2C,
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that means that you've seen a range of different needs of the user. And that also means that in entirety, when you're working on these different projects and you're consuming the research that it takes to build these products, you're in a place where you really understand what the user needs. So if you have actually experienced what the business needs and also what the user needs,
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if you've experienced how to toggle between the two, then I can look at that and I can be like, "Well, you look like you can learn a lot." With AI, especially for ethical AI, what I think needs to be done is that there needs to be a lot more assessment and quality on designers that showcase a breadth of learning and a breadth of implementation of that learning. When I'm interviewing people, or especially when I'm teaching, what I typically like to
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do is I like to really, really encourage my students to go in and just explore the world and explore the ways that they can implement strategies in different ways, and also fail. That's a really big part of being a designer. I don't even consider the vocabulary of failure as something that I have in my book because I don't consider it failure. I just consider it, "Oh, it's a learning lesson. We just learned something."
1. What You Design Matters More Than The Tool You Used to Design It
As a UX/UI designer, knowing what you want to achieve is more crucial than which tool you use to achieve it. When you apply for a UX position, how you think and what you know—not which tools you use—will determine whether hiring managers choose you. In other words, UX design is:
All about your design knowledge and how you apply it to create inventive and useful solutions.
Less about which tool you use to apply that knowledge.
Let’s take a concrete scenario to illustrate this. Imagine you want to create a signup/login screen for a mobile app. To create a quality design, you need to know what goes where:
Do you want to include name and email fields?
What about a password field?
How many steps should the signup flow contain?
And, above all, why did you choose your answers to those questions?
These are the essential considerations you should start with.
You'll miss the big picture if you start by deciding which UX tool to use. You’ll likely create something trendy in the design space but not something that will work for your users. But if you put the design principles first and then apply the tools, you’ll have user friendly designs that also look fantastic.
For example, Facebook’s login screen below is straightforward and easy to use. It’s not exceptionally beautiful, but it doesn’t need to be.
Facebook’s login screen is basic but effective. The “Log in” button commands the most attention from the user as the primary function of the page. “Forgotten Password?” and “Create new account” are designed and positioned to show the user they are secondary functions.
If you put UX first, you will also find that you can be more creative and collaborative. In this video, Mike Rohde, Designer, Teacher, and Illustrator, explains the benefits you receive when you put paper before pixels:
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Start with important UX considerations, and you will create usable solutions, regardless of the tool you use. You can even create outstanding designs with just a pencil and paper!
2. The Tools They Are A-Changin’
Tools change rapidly. Many popular prototyping tools update monthly, and new tools and third-party add-ons are released all the time. If you put all your effort into constantly chasing the latest updates, you’ll likely get overwhelmed. You don’t want to lose sight of the UX principles that truly make a difference in your designs.
If hiring managers see that your portfolio focuses on the newest and shiniest tools, they will think you value trends over substance. Your skills in new tools will be yesterday’s news in just a few months, and you won’t stand out. But if you focus on unchanging design principles and the incredible ways you apply them, you will.
Design thinking dates back to the 1960s and is still one of the primary methodologies designers use today. Think of a well-designed product you use. Designers will have applied fundamental design principles to make this product easy and enjoyable to use. Apply these principles in your work and talk about them in your portfolio case studies. You will create better designs and open up new career opportunities.
In the next decade, you’ll use drastically different tools. In contrast, the psychological knowledge and design principles you’ll apply will be exactly the same, forever. Design principles don’t change because human psychology and motivations are constant over time. Focus on the latter, and you will have a long-term and future-proofed advantage.
3. Different Companies, Different Tools
If you center all your design prowess on one tool and the company you join uses a different one, you’ll find yourself in a tight spot! A company might use tool A to create high-fidelity prototypes and then export the designs to tool B to add interactions and animations. Another might use tool C for wireframing, tool D for prototyping and tool E for handing off designs to developers. And in five years, they will use completely different tools than these.
In other words, your ability to learn and adapt to tools matters more than your ability to use a specific tool. There is no single best tool for a UX designer. Instead, adopt the mindset that tools are interchangeable and replaceable. When you join a new company, or even if your current company shifts focus, you will need to learn new tools in order to support what you want to create.
Hiring managers will almost always choose the designer with the wrong tool but the right everything else. You will likely miss out if the primary focus of your portfolio is your mastery of the company’s tools. Instead, put the spotlight on your design knowledge, soft skills, and problem-solving abilities.
4. Give UX Experts and Recruiters What They Want—Design Principles First
Daniel Rosenberg spent over 18 years as the top UX design executive at two of the world’s largest software companies, Oracle and SAP. He has over 35 years of experience in UX and has hired more than 1,000 designers. Daniel says the following about the hard skills that a new UX designer should possess:
“So, you want to see that people…can create interactive prototypes because the skill in interaction design is designing over time. Sketching skills, storyboarding skills – very important; journey mapping – very important. The specific tool doesn't matter quite as much, because the tools change all the time. So, you want somebody who can quickly learn new tools.”
—Daniel Rosenberg, UX Professor, Designer, Executive, and Early Innovator in HCI
Frank Chimero agrees. Frank has over 15 years of experience as a designer and co-founded Abstract, a collaboration tool for Sketch. He says:
“Creative people tend to romanticize their tools. We place them on pedestals as the conduits for our ideas and the enablers of our craft. Contrastingly, though, I think all creatives believe that a good tool does not make a good designer, and a good designer does not need top-of-the-line special tools.”
—Frank Chimero, Co-Founder, Abstract
Finally, Tanner Christensen, Product Designer at the popular ride-sharing company Lyft, has this to add:
“I have never met a designer who got a job because of the tools they use ... The tools we use are only ever as good as our reasons and methods for using them.”
—Tanner Christensen, Product Designer, Lyft
You, Not The Tools, Are The Designer
Remember, UX tools are important, but they’re not prized possessions that will make your portfolio shine—your brains will do that! So, focus on timeless and unchanging design principles and use them to inform your design decisions. Use your UX tools with intent after you’ve carefully considered what needs to go into your designs.
In this video, Don Norman, Founding Director of the Design Lab at the University of California, and Co-Founder of the Nielsen Norman Group, explains the skills that 21st-century designers need. Notice that he does not once mention tools:
Be an artist, not a paintbrush-wielder; a poet, not a pencil-user.
The Take Away
UX tools are incredibly useful. But they are also not the be-all and end-all that will make your designs and portfolio stand out. Always consider the following before you put too much focus on your tools:
What you do is more important than which tool you use.
Tools change all the time, while design principles are timeless and immutable.
Different companies use different tools. Your ability to adapt to new tools is far more beneficial than mastery of a single tool.
UX experts and recruiters don’t hire based on tool proficiency. They want to see your knowledge of design principles, your problem-solving approach, and how well you put your knowledge to great use.
References and Where to Learn More
Want to create a portfolio that gets you hired? Take our course, Build a Standout UX/UI Portfolio: Land Your Dream Job, and learn how to showcase your skills, tell compelling project stories, and impress employers.
Read Frank Chimero’s musings on the power of sketching with a pencil, in which he also talks about how creative people romanticize tools.
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