Free template · 2026

UI/UX Designer Job Description Template

A ready-to-use UI/UX Designer job description for 2026, with the interview scorecard and questions to hire one. Copy it as is or customize it free in about 15 seconds.

Includes the job description, an interview scorecard and questions for every round.

Mid-level in Latin America
$3,125/mo
Same role in the US
$7,875/mo
You save
Up to 60%

All-in monthly cost, 2026 rates.

Job description template
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UI/UX Designer

We’re hiring a Mid-level UI/UX Designer to design and refine user experiences across our product. You’ll take ownership of well-defined design work, translate user needs into clear interfaces, and collaborate with product and engineering to deliver high-quality UI.

Responsibilities

  • Own UI/UX design for defined product areas from concept through delivery, including flows, wireframes, and high-fidelity UI
  • Create and maintain design assets such as components, design system updates, interaction specs, and usage guidelines
  • Partner with product and engineering to align on requirements, UX constraints, and implementation feasibility
  • Conduct lightweight UX research (e.g., usability reviews, heuristic evaluations) and incorporate findings into design iterations
  • Define and document interaction and usability requirements for key screens and features
  • Review designs for consistency, accessibility, and usability; provide actionable feedback on UX quality
  • Support launch activities by preparing design documentation, responding to feedback, and iterating post-release

Must-have qualifications

  • Hands-on experience designing user flows, wireframes, and high-fidelity UI for web or SaaS products
  • Proficiency using Figma to create production-ready design files, prototypes, and design system artifacts
  • Working knowledge of UX/UI best practices, including information architecture, interaction design, and usability principles
  • Experience collaborating with engineers to translate designs into implementable specs and reduce design-to-dev gaps
  • Ability to evaluate and iterate on designs using qualitative feedback and usability findings

Nice to have

  • Familiarity with accessibility standards (e.g., WCAG) and designing accessible UI patterns
  • Experience contributing to or extending a design system (components, tokens, guidelines)
  • Portfolio showing measurable UX improvements (conversion, retention, task completion, reduced friction)

What success looks like in 12 months

  • Design quality and consistency
  • Reduced design-to-development friction
  • Improved usability of priority flows
  • Design system contribution
  • Evidence-informed iteration

Logistics

  • Full-time (40 hours a week), remote from Latin America.
  • Working hours overlap with US business hours.

About the company

[About your company: what you build, your stage and team size]

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Interview scorecard

Score every candidate against the same bar

Deliver user-centered UI/UX designs that improve usability and consistency while enabling engineers to ship effectively.

Outcomes to measure

What this hire should deliver in the first year. Replace [N] with your own targets.

  • Design quality and consistency. Measure: Achieve [X]% stakeholder-reported satisfaction with UI/UX quality for delivered work (measured via feedback survey or review rubric)
  • Reduced design-to-development friction. Measure: Decrease rework requests related to UI/UX changes by [X]% within the first [Y] months (measured through design feedback/revision logs)
  • Improved usability of priority flows. Measure: Improve task success rate by [X]% or reduce time-on-task by [X]% for [priority flow] based on usability sessions and/or product analytics
  • Design system contribution. Measure: Ship [N] reusable components or design system updates (e.g., patterns, tokens, guidelines) adopted by [X] teams or features within 12 months
  • Evidence-informed iteration. Measure: Apply findings from at least [N] usability evaluations/feedback cycles to shipped designs over 12 months

Competencies and weights

What to evaluate, how much it counts and what a strong answer looks like.

Figma execution · 20%
UI/UX delivery at this level depends on producing maintainable, implementation-ready Figma work. Evaluated in Round 1.

  • Weak: Produces low-fidelity or hard-to-use files; prototypes or components are incomplete or inconsistent; struggles to structure files for handoff.
  • Meets the bar: Creates clear wireframes and high-fidelity screens in Figma with organized layers/styles; produces usable prototypes and specs for handoff.
  • Strong: Delivers production-ready Figma assets with strong component structure, consistent naming, reusable patterns, and interaction specs that minimize engineering clarification.

Interaction and usability · 20%
The role requires designing usable interactions and iterating based on usability principles and evidence. Evaluated in Round 2.

  • Weak: Relies on visual design alone; interactions lack clear affordances; usability risks are not addressed.
  • Meets the bar: Applies usability heuristics to interactions (feedback, hierarchy, error prevention) and addresses common friction points.
  • Strong: Proactively designs for learnability and error handling, uses interaction patterns effectively, and demonstrates measurable usability improvements from iterations.

Flow and IA design · 18%
Mid-level designers must translate problems into coherent user flows and information architecture. Evaluated in Round 1.

  • Weak: Interfaces are screen-by-screen with unclear navigation or user intent; flows omit key steps or edge cases.
  • Meets the bar: Defines practical user flows and IA that align to requirements; wireframes show key states, errors, and decision points.
  • Strong: Designs end-to-end flows with clear rationale, covers edge cases and empty/error states, and improves clarity of navigation and decision-making.

Design-to-dev collaboration · 18%
Reducing design-to-development gaps is critical to shipping quality UI effectively. Evaluated in Round 2.

  • Weak: Handoff lacks detail or context; provides limited responsiveness to engineering concerns.
  • Meets the bar: Communicates design intent clearly, responds to engineering questions, and adjusts designs based on constraints while preserving UX goals.
  • Strong: Anticipates implementation constraints, provides actionable specs (states, behavior, accessibility notes), and aligns with engineers on tradeoffs to protect UX outcomes.

UX research and iteration · 14%
Mid-level designers should use feedback and lightweight research to drive iterations that improve outcomes. Evaluated in Round 3.

  • Weak: Gathers feedback but does not translate insights into design changes; iterations lack rationale.
  • Meets the bar: Uses qualitative feedback/usability findings to refine designs and documents what changed and why.
  • Strong: Selects appropriate evaluation methods, synthesizes insights, prioritizes fixes, and closes the loop with evidence-informed design decisions.

Accessibility awareness · 6%
Accessible UI patterns reduce usability barriers and improve overall product quality. Evaluated in Round 3.

  • Weak: Limited attention to accessibility considerations; misses obvious accessibility issues in UI.
  • Meets the bar: Considers accessibility basics (contrast, focus order, labels) and incorporates relevant patterns into designs.
  • Strong: Integrates accessibility requirements into interaction and component design and anticipates accessibility impacts during handoff.

UX communication clarity · 4%
Clear communication enables alignment across product, design, and engineering. Evaluated in Round 3.

  • Weak: Struggles to explain design rationale or tradeoffs; feedback becomes subjective with no decision criteria.
  • Meets the bar: Explains rationale using goals, user needs, and usability reasoning; handles critique constructively.
  • Strong: Communicates tradeoffs concisely, supports decisions with evidence, and drives alignment toward shared UX outcomes.
Interview questions

Questions for every interview round

Each round has an owner, a time box and questions that test the competencies above.

Round 1: Design fundamentals and tool craft
Hiring Manager · 45 min

  1. Walk us through a UI project where you designed an end-to-end flow. What were the user goals, key screens/states, and how did you handle edge cases?
  2. Show how you work in Figma: how do you structure components, styles, and variants for a feature you expect engineers to implement?
  3. Describe how you approach information architecture for a new or complex area of a product. What signals do you use to decide navigation and hierarchy?

Round 2: Interaction quality and collaboration
Product Design Lead · 45 min

  1. Give an example of a usability problem you identified in a design. What changes did you make to interactions (feedback, error states, affordances, transitions) and why?
  2. Describe a time engineering pushed back on a UX constraint. How did you negotiate tradeoffs while protecting the user experience?
  3. How do you document interaction behavior for implementation (e.g., states, validation, empty/loading/error patterns)? Walk through what you include and what you deliberately leave out.

Round 3: Research, iteration, and impact
UX Researcher · 45 min

  1. Tell us about a time you used qualitative feedback or a lightweight usability evaluation to improve a design. What did you learn, what did you change, and how did you validate the improvement?
  2. Discuss an accessibility consideration you incorporated into UI design. What was the risk, what pattern did you apply, and how did you ensure it was consistent across screens/components?
  3. Choose one of your recent projects and explain the tradeoffs you made (e.g., simplicity vs. power, speed vs. flexibility). What evidence or reasoning supported your decision?

Red flags to watch for

  • Design work that cannot be clearly explained with user goals, UX rationale, and iteration evidence
  • Repeated issues in design-to-development handoff (missing states, unclear interaction behavior, or unstructured Figma files)
  • Inability to discuss how usability or feedback influenced changes
  • Ignoring accessibility basics in UI patterns and component design
  • Over-reliance on aesthetics without addressing usability, edge cases, or information architecture

How much does it cost to hire a UI/UX Designer in Latin America?

In 2026, a senior UI/UX Designer in Latin America costs $4,750 to $5,500 a month all-in, versus $10,875 in the US: up to 56% less. Mid-level starts at $3,125.

Country

Mid-level

Senior

Argentina

$3,125

$4,750

Brazil

$3,500

$5,250

Colombia

$3,125

$4,750

Mexico

$3,625

$5,500

United States

$7,875

$10,875

Monthly cost in USD, all-in: the talent's salary plus Teilur's flat 20% fee, from our 2026 rates. The United States row shows what the same role typically costs there.

Compare costs in the calculator →

Frequently asked questions

What does a UI/UX Designer do?

Typical responsibilities include: own UI/UX design for defined product areas from concept through delivery, including flows, wireframes, and high-fidelity UI; create and maintain design assets such as components, design system updates, interaction specs, and usage guidelines; partner with product and engineering to align on requirements, UX constraints, and implementation feasibility. The full list is in the template above.

How much does it cost to hire a UI/UX Designer in Latin America?

In 2026, a senior UI/UX Designer in Latin America costs $4,750 to $5,500 a month all-in, versus $10,875 in the US: up to 56% less. Mid-level starts at $3,125.

Can I customize this UI/UX Designer job description?

Yes. Teilur's free Job Description & Scorecard Generator rewrites it for your stack, seniority, time zone and hiring urgency in about 15 seconds. No sign-up needed.

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