Learn design
Build UI/UX and product-design foundations.
Learn user research, information architecture, wireframing, visual design, prototyping, usability testing, accessibility, and mobile app design.
Move from design fundamentals to a complete Mobile App Prototype project with user research, personas, user flows, wireframes, high-fidelity screens, usability feedback, and a polished presentation-ready outcome.
UI/UX design focuses on creating useful, usable, accessible, and visually effective digital products. User experience design considers how people complete tasks, while user interface design focuses on the visual and interactive elements they use.
This course introduces design thinking, user research, personas, user journeys, information architecture, wireframing, visual hierarchy, typography, color, layout, components, prototyping, usability testing, accessibility, and design handoff concepts.
The proposed capstone is a Mobile App Prototype covering user research, personas, user flows, wireframes, high-fidelity screens, usability feedback, documentation, and a professional presentation.
Good UI/UX design is more than making screens look attractive. It requires understanding users, clarifying tasks, testing assumptions, and improving usability through evidence and iteration.
This course is designed for learners with basic computer knowledge and an interest in digital design. No prior design experience is required.
Choose a mobile app you use often. Identify its main task, navigation, buttons, forms, and one usability issue you notice. Explain how you would improve it.
Build UI/UX and product-design foundations.
Build a foundation for UI/UX design pathways.
Improve collaboration with designers and users.
Turn product ideas into usable prototypes.
The ten-module outline moves from UI/UX fundamentals to a Mobile App Prototype project. Exact design tool, project brief, and assessment requirements should be confirmed before delivery.
Understand the difference between UI and UX and the purpose of user-centered design.
Practice: Analyze a mobile app and identify one UI strength and one UX improvement opportunity.
Set up a design workspace and understand essential design tools.
Practice: Create a Figma file with organized frames, layers, and basic design elements.
Understand users through research, interviews, and observation.
Practice: Conduct a short interview and identify three user needs, goals, and pain points.
Turn research insights into personas and journey maps.
Practice: Create a persona and user journey map based on approved research insights.
Organize content and features so users can find what they need.
Practice: Create a sitemap for a mobile app with clear navigation and content groups.
Plan user tasks and create low-fidelity screen layouts.
Practice: Create a user flow and low-fidelity wireframes for a core app task.
Apply visual hierarchy, typography, color, spacing, and layout.
Practice: Improve a basic screen using hierarchy, spacing, typography, and color contrast.
Build consistent, reusable interface components.
Practice: Create reusable button, input, card, and navigation components.
Turn static screens into interactive prototypes.
Practice: Connect screens into a clickable mobile prototype.
Evaluate designs with users and improve accessibility.
Practice: Test a prototype with two participants, record findings, and propose improvements.
Complete the Mobile App Prototype project and prepare a professional demonstration.
Practice: Submit a complete Mobile App Prototype with research, wireframes, high-fidelity screens, prototype, usability findings, and a case study.
Complete these smaller activities before assembling the final Mobile App Prototype project.
Conduct a short interview and identify user needs.
Create a persona based on research insights.
Create a sitemap and navigation structure.
Create wireframes for a core user task.
Improve hierarchy, spacing, and readability.
Connect screens and test a main user flow.
This is an illustrative learning sequence. Confirm the academy's official timetable, design tool, project brief, and assessment requirements before publishing.
| Week | Focus | Suggested milestone |
|---|---|---|
| 01 | UI/UX fundamentals and design tools | Set up a design file and analyze an app. |
| 02 | User research, personas, and journeys | Create a persona and user journey map. |
| 03 | Information architecture and user flows | Create a sitemap and task flow. |
| 04 | Wireframes and visual design | Create low-fidelity and high-fidelity screens. |
| 05 | Components, prototyping, and usability | Create a prototype and conduct usability testing. |
| 06 | Capstone presentation | Submit and present the Mobile App Prototype. |
Build a Mobile App Prototype for an approved educational, productivity, health, travel, e-commerce, or another suitable use case. Possible examples include a task manager, study planner, fitness tracker, recipe app, travel planner, or local-services app.
A strong mobile app prototype should be usable, accessible, visually consistent, and based on evidence from user research and usability testing.
Keep research, design files, prototypes, feedback, and documentation organized.
mobile-app-prototype/
├── 01-research/
│ ├── interview-questions.md
│ ├── interview-notes.md
│ └── affinity-map.png
├── 02-define/
│ ├── persona.pdf
│ ├── user-journey.pdf
│ └── problem-statement.md
├── 03-architecture/
│ ├── sitemap.pdf
│ └── user-flow.pdf
├── 04-design/
│ ├── wireframes.pdf
│ ├── high-fidelity-screens.pdf
│ └── design-system.png
├── 05-prototype/
│ └── prototype-link.txt
├── 06-testing/
│ ├── test-plan.md
│ ├── findings.md
│ └── improvements.md
├── case-study.pdf
└── README.md
Do not publish participant names, contact details, recordings, or other personal research data without appropriate consent and approval.
UI/UX design is iterative. Research findings, usability feedback, and changing product needs may require returning to research, architecture, wireframes, or visual design.
Learn user needs, goals, behaviors, and pain points.
Create personas, journeys, and problem statements.
Create sitemaps, user flows, and information architecture.
Build wireframes, visual designs, and components.
Test prototypes and gather user feedback.
Improve designs and explain design decisions.
A usable interface helps users complete tasks clearly and confidently. Accessibility, consistency, feedback, and simplicity should guide every design decision.
The exact design tool may vary by delivery. The proposed toolkit focuses on practical UI/UX design and mobile app prototyping workflows.
By completing the proposed lessons and exercises, aim to demonstrate the following abilities:
These are learning objectives, not guarantees of employment, certification, placement, or a specific design role. Progress depends on practice, research quality, design thinking, feedback, and continued learning.
Illustrative directions for continued learning, not job or placement guarantees.
It is suitable for beginners, career changers, developers, entrepreneurs, and anyone interested in designing useful and usable digital products.
No. The course starts with UI/UX fundamentals and builds practical design skills step by step.
Basic Figma knowledge is helpful but not required. The course introduces essential Figma concepts and workflows.
Yes. It covers user research methods, interviews, observation, research ethics, affinity mapping, and research insights.
Yes. It covers user personas, user goals, frustrations, user journey mapping, and problem statements.
Yes. It covers wireframe concepts, low-fidelity design, screen layout, navigation, and interactions.
Yes. It covers visual hierarchy, typography, color, contrast, spacing, alignment, grids, icons, and imagery.
Yes. It covers buttons, forms, cards, navigation bars, components, variants, and design-system concepts.
Yes. It covers prototype concepts, frames, connections, interactions, transitions, and mobile navigation.
Yes. It covers usability testing, test tasks, observing user behavior, feedback analysis, and design improvements.
Yes. It covers accessibility guidelines, inclusive design, color contrast, readable text, labels, and accessible interactions.
The proposed capstone is a Mobile App Prototype covering user research, personas, user flows, wireframes, high-fidelity screens, usability testing, and a case study.
The proposed tools include Figma, FigJam or Miro, Google Forms, and standard research and documentation tools. Confirm the academy's selected design tools before enrollment.
The supplied course information proposes a duration of six weeks. Confirm the academy's official schedule, tools, and assessment requirements.
No. The course can support practical learning and portfolio development, but it does not guarantee employment, placement, certification, or salary.
This page is a frontend course-information demonstration. Enrollment, payment, scheduling, and admission workflows are not implemented here.
Study user research, information architecture, wireframing, visual design, prototyping, and usability through a practical portfolio project.