Design Critique, Feedback, and Portfolio Presentation
Design interviews test two things that rarely get named separately: whether you can produce good work, and whether you can talk about it — give feedback on it, take feedback on it, and present it to a room of strangers who weren't there when you made the decisions. Most candidates prepare for the first and wing the second, which is exactly backwards for a live case-study interview or portfolio review, because those formats are entirely the second skill. An interviewer evaluating a case-study walkthrough is not looking at your Figma file — they're listening to whether you can narrate a decision, defend a tradeoff, and take a pointed question without getting defensive.
This subject treats critique and presentation as a discipline with its own techniques, not a soft-skills afterthought. The "I like / I wish / What if" structure, the work-vs-person distinction, and the vague-vs-actionable spectrum are the same skills whether you're critiquing a teammate's Figma file in a design review or being critiqued live in a panel interview. The case-study structure in the second half of this subject — Problem, Process, Decisions and Tradeoffs, Outcome — is the actual rubric most interviewers are unconsciously scoring against when they ask you to "walk me through a project," even when they never say so explicitly.
This is subject 14 of 17 in the UI/UX Design Interview track. It assumes the process vocabulary from ux-vs-ui-and-the-design-process and pairs directly with design-metrics-and-product-thinking (the Outcome section here leans on that subject's framing for what counts as evidence of impact) and ux-writing-and-microcopy (the same actionable-vs-vague discipline applies to writing critique of copy, not just visuals).