A word of caution - this is good to do, but in moderation and taken with a grain of salt.
Before a campaign, I see what concepts seem to generate excitement and which don't, and ask people to send me privately cool things they'd like to see happen. Then as time goes on, debrief from time to time and see what people remembered that was cool.
But what people think they want and what they really want are two different things. I've had a lot of attempted debriefs, or discussions about what people want or don't like, completely spin out into the weeds. People will swear up and down they want immersive roleplay when in reality in the game they are 100% rules focused. I would concentrate on making the campaign awesome, and people will respond to that. In the end, trying to design art by committee is always doomed to failure.
All those "player types" and whatnot are fine, but I think they're best used as diagnosis tools by you and not as questions for them. If a player obviously responds to thing X when you do it, then that's the kind of player they are...