Product design question
Suno wants mobile to become the default place people make music for fun. Design the mobile creation experience for two segments: a first-time user with no music background and a repeat creator who wants more control. Walk through the core flow, what you would simplify or hide for beginners, where you would add depth for advanced users, and the key product decisions that make the experience feel effortless and expressive on a small screen.
- Suno
- Product design
- Hard
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What this question tests
Tests mobile product design skill across two very different user sophistication levels while keeping the experience simple on a small screen.
How to approach it
- For the first time user, design a single tap, guided flow that generates a full song from a short prompt or even a mood selection, hiding all advanced parameters.
- For the repeat creator, surface an advanced mode with control over genre, structure, and lyrics, reachable from the same core flow rather than a separate app section.
- Simplify the beginner path aggressively: pick genre defaults automatically, skip lyric writing with an auto generate option, and get to a finished song fast.
- Add depth for advanced users through progressive disclosure, showing more controls only after they engage with the basic flow once or tap an advanced toggle.
- Design for a small screen by prioritizing one primary action per screen and using audio preview scrubbing as the main interaction instead of dense controls.
- Measure effortless and expressive success differently per segment: time to first completed song for beginners, and depth of edits made per session for advanced creators.
What a strong answer includes
- Keeps beginner and advanced paths on the same core flow with progressive disclosure, rather than splitting into two separate app experiences that fragment the product.
- Chooses different success metrics for each segment explicitly, time to first song for beginners versus edit depth for advanced users, showing the two need different measures.
- Prioritizes audio preview and single primary action per screen as the core small screen interaction pattern, tailored specifically to mobile music creation.
Common mistakes
- Exposing full advanced controls to first time users, overwhelming them on a small screen and killing the effortless feel.
- Measuring both segments with the same success metric, which would hide whether either segment is actually well served.
Likely follow-up questions
- How would you decide when to reveal advanced controls to a user who started as a beginner?
- What would you cut first if the mobile screen space could only fit half of what you designed?
More product design questions
- Suno is considering a new mobile editing workflow that lets users revise an AI-generated song after creation. How would you scope the v1, decide what to ship now versus later, and make tradeoffs between launch speed, experience polish, and investing in foundations that can support future editing features at scale?Suno · Product design · Hard
- Suno wants to open a new revenue line for professional creatives, small teams, and larger companies. How would you define the first team product, choose the minimum collaboration/admin/security capabilities for an MVP, and prove there is a path from pilot demand to repeatable revenue?Suno · Product design · Hard
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More questions from Suno
Learn the skill behind it
Chapters of the AI PM course that teach what this question tests.
- Chapter 4: Discovery and strategy for AI products
- Chapter 7: AI UX and human oversight: design for a system that is wrong sometimes
- Chapter 14: Get the job: the AI PM interview loop