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Product design · Level 2 of 5

Product Designer job description

Updated

How the library is built

A Product Designer owns end-to-end design for a feature with little oversight. It is the product design role at level 2 of 5, measured against the same skills as every other rung on the ladder.

This is what product design teams expect from a Product Designer. 37 skills, each with the mastery level set for this rung. It is one of the department templates in Competrace, so after signing up you can add it from Departments → Add from template and edit it.

Not sure how career levels fit together? Read what a career framework is

Skills and expected level

Product design — Product Designer
Owns end-to-end design for a feature with little oversight.

RESPONSIBILITIES
- Build a prototype with conditional logic and data that behaves convincingly enough to fool a first-time tester.
- Plan a single-method study for a narrow question, including how you get informed consent, and have a mentor check the plan.
- Run a scripted interview on your own, keep it on time, and probe an unexpected answer instead of moving straight to the next question.
- Design tasks and success criteria for moderated or unmoderated tests that include disabled participants, and separate a usability problem from one person's preference.
- Turn a set of session notes into themes and a short write-up the team can read.
- Run a comparison across a given set of products for a given problem and write up the patterns you find.

REQUIREMENTS
- Experience at the Junior Product Designer level (level 1 of 5) or equivalent

REQUIRED SKILLS
Research
- User Research Planning — You can plan a single-method study for a narrow question, including how you get informed consent, and have a mentor check the plan.
- Qualitative User Interviewing — You can run a scripted interview on your own, keep it on time, and probe an unexpected answer instead of moving straight to the next question.
- Usability Testing — You can design tasks and success criteria for moderated or unmoderated tests that include disabled participants, and separate a usability problem from one person's preference.
- Research Synthesis and Insight Reporting — You can turn a set of session notes into themes and a short write-up the team can read. You separate what a participant actually did from what you inferred about why.
- Competitive and Comparative Analysis — You can run a comparison across a given set of products for a given problem and write up the patterns you find. You describe how each one behaves rather than which one you like.

Structure & Flow
- Information Architecture — You can build a sitemap or navigation structure for a defined section, and run a simple card sort to check your grouping.
- Interaction and Flow Design — You can design a complex flow with branching logic and edge cases on your own, and you catch the edge cases a specification missed.
- User Journey Mapping — You can build a journey map for one flow from research notes, showing the touchpoints and the moments where users get stuck. You update the map when new sessions contradict it.
- Wireframing — You can wireframe a complex screen with many states and conditions, and use wireframes to explore several layout options quickly before committing.
- Interactive Prototyping — You can build a prototype with conditional logic and data that behaves convincingly enough to fool a first-time tester.

Visual & UI Design
- Visual Design — You can design visually for a whole feature with consistent hierarchy and tone, and give visual feedback that improves someone else's work.
- User Interface Design — You can design new UI patterns when the system has no component that fits, and specify their states precisely enough that engineering does not have to guess.
- Design Systems and Component Libraries — You can propose and design a new component to a defined pattern, documenting its states and variants for the system.
- Responsive and Adaptive Layout — You can design one layout that works across screen sizes and input methods, including at 400% zoom.

Accessibility
- Accessible Interface Design — You can design a screen to WCAG 2.2 AA from the start without being told to.
- Inclusive Design Practice — You can design for needs beyond the default user, such as low vision, a slow connection or a second language, when those needs are known. You raise them before sign-off rather than after build.
- Assistive Technology Evaluation — You can test a flow with a screen reader, the keyboard and a screen magnifier, and write each failure so a developer can reproduce it unaided.

Content & Handover
- UX Writing and Content Design — You can write the copy for a screen or short flow, including error and empty states, in the established voice and with terms used elsewhere in the product.
- Design Critique Facilitation — You can take part in a critique and give feedback on a specific part of a design rather than a general reaction. You ask what problem the designer was solving before offering an opinion.
- Design Rationale and Storytelling — You can present a design to your team, walk through the options you considered and say why you dropped them. You answer straightforward challenges without abandoning the decision on the spot.
- Engineering Handover and Specification — You can spec a whole feature with all its variants, and agree with engineering what lives in code.
- Design QA During Build — You can run design QA for a feature before release and decide which drift blocks it.

Design Leadership
- Design Strategy — You can align a feature's design to your team's goals and name one risk or opportunity that design can address.

Delivery
- Project Management — You can organize a small piece of work into steps, put them in a sensible order, and finish it by the date you agreed, raising problems before they cause a delay.
- Planning & Estimation — You can estimate your own work with reasonable accuracy and keep a steady enough pace that other people can plan around you.
- Ownership & Accountability — You can pick up a problem that has no obvious owner and make yourself accountable for it, including the parts nobody enjoys.
- Quality Focus — You can define what good enough means for a project, put checks in place to show it has been met, and hold work back when it falls short.

Craft
- Problem Solving — You can break a large, ambiguous problem into pieces and weigh the options for each against the evidence.
- Domain Expertise — You can work confidently with the tools and methods your team uses daily, and you can explain how your work serves the team's goals.
- Continuous Learning — You can pick up an unfamiliar area fast enough to be useful in it, and you turn what you learned into something others can reuse.

Communication
- Communication — You can explain a complex topic to people with very different backgrounds, adjusting the detail to the audience without talking down to them.
- Collaboration — You can build working relationships beyond your own team and get things done through people who do not report to you.
- Writing & Documentation — You can write for a defined audience, whether a proposal, a policy, a report, or a decision record, and make the reasoning as clear as the conclusion.
- Stakeholder Management — You can identify who is affected by your work and keep them updated at a level of detail and a frequency that suits them.

Leadership
- Leadership — You can spot a problem and propose a way forward unprompted, and you take a small leading role such as running a working group.
- Mentoring — You can help someone new settle into your team's work, answer their questions patiently, and give feedback specific enough to act on.
- Strategic Thinking — You can connect your team's work to its goals and question a task that does not appear to serve them.

Product Designer: common questions

Owns end-to-end design for a feature with little oversight. About the product design framework: A ladder from junior product designer to principal, covering research, interaction, visual and content design, and accessibility. A Product Designer is rated across all 10 skill areas in that framework, at the mastery this level expects.

Both are rated on the same 37 skills; 35 of them expect more of a Product Designer than of a Junior Product Designer. The biggest step is Interactive Prototyping, where the expectation becomes: “You can build a prototype with conditional logic and data that behaves convincingly enough to fool a first-time tester”.

37 skills across 10 areas: Research, Structure & Flow, Visual & UI Design, Accessibility, Content & Handover, Design Leadership, Delivery, Craft, Communication, Leadership. The highest bar at this rung is Proficient, reached by 16 of them; the job description on this page writes out what every skill means at this level.

The same level in related departments

Level 2 of 5 on the ladders closest to this one.

Rather start from a skill than a role? Browse every skill in the library

Use this exact framework in your own org

For managers and HR teams: create a free account, then add product design from Departments → Add from template: all 37 skills, with the mastery expected at each of your 5 career levels — already filled in. Rename or delete anything you don’t want.