The portfolio walkthrough is the interview
Everything else is secondary. You will be asked to take one project and talk through it, and the quality of that twenty minutes decides most outcomes.
Choose the project you can be most honest about, not the prettiest one. Interviewers here consistently report that the strongest signal is a designer who can say what did not work and what they changed.
- What was the problem, and who said so
- What you tried that you then abandoned
- What constraint you designed around — time, engineering, an executive
- What happened after it shipped, if you know
The research question
Most under-prepared question in the round, and the one that separates a designer from someone who makes screens.
How did you know that was actually a problem for users?
You do not need a formal study. Five conversations with real users is a legitimate answer, and far better than citing a best practice. Saying "I assumed, and I was partly wrong" is also a strong answer if you say what changed your mind.
Critique, both directions
You may be handed a screen — sometimes the company's own product — and asked what you would change. This tests judgement and tact at the same time.
- Lead with what the screen is trying to do before saying what is wrong
- Separate what is broken from what is merely not to your taste
- Name the user cost, not the rule — "this is hard to scan" beats "contrast is below AA", though knowing both is better
- Be ready to be critiqued back without defending
Working with engineers here
Design teams in this region are small — often one designer among several engineers. Interviews check whether you can operate without a design system handed to you, and whether handoff will be painful.
- Do you design states, or only the happy path
- How do you specify without over-specifying
- What do you do when the build does not match the file
- Can you make a call quickly when the answer does not matter much
What interviewers here are really assessing
- Can you explain a decision without saying "it looks better"
- Do you understand the business the design serves
- Will you push back, and can you do it without a fight
- Are you comfortable being the only designer in the room
What to focus on at your level
Junior · 0–2 years
Two or three projects you can walk through honestly, and fluency in one tool. Process matters more than polish.
Mid · 2–5 years
Research you ran yourself, work you shipped and measured, and comfort designing the unhappy paths.
Senior · 5+ years
Setting direction, a system others can build inside, and the standing to change the brief rather than answer it.
Open Designer roles right now
Read from the live roles on Nebryx when this page loaded — not a list written into the page. If it is empty, nothing matching is open today.
Frequently asked questions
Figma only, or should I know others?
Figma is the working standard across the region. Knowing a prototyping tool alongside it helps; knowing five tools shallowly does not.
Do I need UI and UX, or can I specialise?
Most postings here want both, because the teams are small. Specialists exist mainly in larger companies and in agencies serving international clients.
How many projects should the portfolio have?
Three, deeply. A portfolio with eight shallow cases interviews worse than one with three you can defend for twenty minutes each.