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Product & Technical

UI/UX Design

UX design is research and structure: what people are trying to do and how the product should be organised. UI design is the visual craft on top. Most roles want both, and the research half is what separates a designer from someone who makes attractive screens.

4 stages3 projectsBeginner friendly5 to 7 months, part time

Start here

Take an app you find frustrating and write down exactly what you were trying to do and where it stopped you. That is a usability finding, and it is the whole job in miniature. No design background needed.

01

Design foundations

The principles that make a screen readable before it is decorated.

Required

Visual and interaction principles

Most 'bad' designs are not ugly, they are unclear. These principles are what clarity is made of.

What to learn

  • Hierarchy and contrast
  • Alignment and proximity
  • Whitespace as a tool
  • Consistency
  • Affordance and feedback
  • Cognitive load

Practice

Redesign a single screen three times: once for clarity, once for density, once for a first-time user. Compare.

Next: Typography and colour.

Required

Typography and colour

The two decisions with the largest effect on whether a product feels professional.

What to learn

  • Type scale and pairing
  • Line length and line height
  • Colour systems and semantic colour
  • Contrast ratios as a requirement, not a preference
  • Designing for both light and dark

Tools

  • A contrast checker

Next: The tool.

02

Tools and craft

One tool, learned well. The industry has largely converged.

Required

Figma

The default in almost every team you will join, and increasingly the handoff format engineers expect.

What to learn

  • Frames and auto layout
  • Components and variants
  • Styles and variables
  • Prototyping interactions
  • Developer handoff
  • Organising a file others can use

Tools

  • Figma

Practice

Rebuild a screen from an app you admire, pixel for pixel, using auto layout and components throughout.

Project

beginner

A screen rebuilt properly

Recreate three screens of an existing product in Figma using components, variants and auto layout, so that changing one component updates all three.

  • Figma

You can build a file another designer could pick up and extend.

Next: Research, which is the half that makes you a designer.

03

Understanding users

The stage that distinguishes UX from decoration, and the one self-taught designers most often skip.

Required

Research methods

Without it you are designing for yourself, and you are not the user.

What to learn

  • Interviewing without leading the answer
  • Contextual observation
  • Surveys and their limits
  • Synthesising findings into themes
  • Personas and when they are useless
  • Journey mapping

Practice

Interview five people about a task. Notice how much they do that they did not mention when asked directly.

Next: Structure.

Required

Information architecture

Most navigation problems are structure problems that no amount of visual design will fix.

What to learn

  • Card sorting
  • Navigation patterns
  • Labelling in the user's language
  • Task flows
  • Progressive disclosure

Next: Testing your ideas.

Required

Usability testing

Five users will reveal most of the serious problems, and watching someone struggle with your design is the fastest learning available.

What to learn

  • Writing tasks rather than asking opinions
  • Moderating without rescuing
  • Observing behaviour over stated preference
  • Prioritising findings by severity
  • Reporting so the team acts

Project

intermediate

A researched redesign

Choose a real product with a usability problem. Interview users, test the current version, redesign a flow, and test the redesign against the original.

  • Figma
  • A recording tool

You can show that your redesign was better, with evidence rather than an assertion.

Next: Designing for everyone.

04

Accessibility and systems

What makes design work at scale, and for people who are not you.

Required

Accessible design

Designing for assistive technology is both an ethical baseline and, in many markets, a legal one. It also makes the design better for everyone.

What to learn

  • WCAG in practice
  • Contrast and text sizing
  • Focus states, which are usually forgotten
  • Not relying on colour alone
  • Designing for screen readers
  • Touch target sizes

Tools

  • Figma accessibility plugins
  • A contrast checker

Next: Design systems.

Recommended

Design systems

How a design stays consistent once more than one person is working on it.

What to learn

  • Tokens for colour, type and spacing
  • Component libraries
  • Documenting usage and intent
  • Versioning and adoption
  • Working with engineers on implementation

Next: Working with engineers.

Required

Working with engineering

A design that cannot be built, or that is built wrongly, has not shipped.

What to learn

  • Basic understanding of what is cheap and expensive to build
  • Specifying states: empty, loading, error, too much data
  • Responsive behaviour, specified rather than implied
  • Design review and QA of the built result

Practice

Specify every state for one component. Most handoff problems are a missing empty or error state.

Project

advanced

A shipped design

Work with a developer, or build it yourself, to take one of your designs to a live product. Then test the built version with users and fix what you find.

  • Figma
  • The live product

Something you designed is being used, and you have seen where it did not survive implementation.

Where this leads

You do not have to pick one now. These are the directions this path opens up once you are working.

You do not have to do this alone

Our programs are free, taught live, and built around the same progression. Join one and work through it alongside other people.