Describe a time when you experienced a conflict with a client and what steps you took to resolve the issue.
Creative project managers are often the first to learn about client concerns, issues, and conflicts. This is a commonly asked question interviewers use to determine if a candidate has the soft skills necessary to deal with these potentially difficult situations that can have a significant impact on customer satisfaction.
Remember to demonstrate empathy for your customer in your response. A project manager may not always agree with the client, but they should be able to demonstrate understanding for their position and feelings.
Also, be sure to use an example when you were able to resolve the issue by offering a solution that added value to the client. Sometimes client conflicts are resolved by terminating projects or legal disputes, but answers that end positively for your team and your client are best suited for this question.
"I was responsible for managing the development, release, and marketing of a game app for a customer. The scope of the product to be developed was clear and a budget and timeline were set. We were close to the end of development, and the client asked for a significant series of new features to be included in the first release.
The release date was near the holidays and my team was not thrilled at the idea of working overtime and having less time with their families. We were also concerned that the new features would not allow for proper design and might suffer in quality.
I went back to the client and communicated that we did not have the bandwidth to incorporate the additional features, and proposed a second release soon after the start of the year. They were disappointed, and I let them know I understood wanting to deliver a perfect first product. However, I reminded them that releasing new content to gaming users regularly helps to keep them engaged. We also discussed developing push notifications alerting their users to the new features and a second marketing campaign to increase the user base.
In the end, I think the experience we delivered was a better strategy than rolling everything into one release. The customer was glad I suggested an alternate approach, and we worked with them regularly to deliver small incremental upgrades to the game over the course of several years."
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