UI/UX Design for Product Teams
Research, wireframe and prototype like an in-house product designer, then hand off cleanly to engineers.
What you'll be able to do
Graduates can take a design problem from research through to a tested, high fidelity prototype and present it as a case study.
- Run user research and turn findings into insight statements, personas and empathy maps
- Structure a product through user flows, task flows, sitemaps and navigation models
- Build interfaces using layout, grid, spacing, colour and typography systems
- Work confidently in Figma with auto layout, components, variants and design systems
- Build a high fidelity clickable prototype with interaction and animation
- Run a usability test, rate severity and produce a prioritised fix list
- Apply accessibility basics and hand off work to developers
- Present a design case study
Who it's for
- Beginners entering design with no prior professional experience
- Graphic designers moving into product and interface work
- Developers and QA engineers who want interface and usability skills
- Career-switchers targeting design roles in the local and remote job market
Prerequisites
- Computer literacy and a laptop
- A Figma account, set up in Session 1
- No prior design or coding experience required
Tools and technologies
Target roles
Course curriculum
- 01
What UX and UI actually mean
UX against UI, the designer's role in a product team, the local and remote job market, Figma account and interface tour
- 02
The design process
Empathise, define, ideate, prototype, test; the process as a loop; frames, shapes, alignment, grouping
- 03
The layers of user experience
Strategy, scope, structure, skeleton, surface; pen tool, boolean operations, corner radius, icon drawing
- 04
Colour
Hue, saturation, brightness; primary, secondary and semantic colour; contrast ratios and WCAG AA; colour styles and variables
- 05
Typography
Typeface anatomy, serif against sans serif, line height and line length, type scale, hierarchy, Devanagari and Latin pairing, text styles
- 06
Talking to users
Interviews against surveys against observation, non leading questions, participant recruitment, guide writing and peer review
- 07
Running research and making sense of it
Interview technique, note taking and consent, affinity mapping, insight statements, AI assisted clustering and its limits
- 08
Personas and empathy maps
What a persona is for, grounding in real quotes, empathy maps, says, thinks, does and feels
- 09
User flows and task flows
User flows, task flows and wireflows; happy path, error path and edge cases; flow notation
- 10
Information architecture
Open and closed card sorting, sitemaps, tab bar, drawer and hub and spoke navigation, labelling in user vocabulary
- 11
Layout, grid, and spacing
Visual hierarchy, alignment, proximity, balance, white space, the eight point spacing system, mobile grids and safe areas
- 12
Auto layout
Direction, gap, padding and alignment; hug and fill; constraints and responsive resizing
- 13
Components and variants
Components, instances and overrides; variants and component properties; when to componentise
- 14
Design systems
Tokens, components, patterns and guidelines; consistency at scale; assembling a mini design system
- 15
Icons, images, and illustration
Icon consistency, stroke weight and sizing, labelling icons, photography, illustration styles, AI generated assets and licensing
- 16
Interface patterns and a full teardown
Navigation, forms, search, filters, lists and modals; empty, loading, error, success, offline and first run states; app teardown
- 17
Prototyping
Fidelity levels; connections, triggers, actions and easing; prototyping for a test; device preview
- 18
Advanced prototyping
Smart animate, overlays, scroll behaviour, variables and conditional logic, AI generated first draft screens
- 19
Usability testing
The five user rule, task scenarios, facilitation without leading, the think aloud method, severity rating
- 20
Accessibility, handoff, and the case study
WCAG basics, touch targets, screen readers, colour independence, dev mode and handoff, case study structure
- 21
Problem and research review
Problem statement, research evidence and persona critique
- 22
Structure review
User flow, sitemap and wireframe critique
- 23
Interface review
Visual consistency, spacing, contrast and design system usage
- 24
Prototype and test review
End to end prototype, live usability test, prioritised fix list
- 25
Final presentation
Case study presentation, Figma file and prototype submission
Deliverables
| # | Checkpoint | Submission |
|---|---|---|
| 1 | Session 8 | Research summary, one persona, one empathy map |
| 2 | Session 10 | User flow and sitemap |
| 3 | Session 14 | Mini design system and wireframes |
| 4 | Session 18 | High fidelity clickable prototype |
| 5 | Session 25 | Case study PDF, Figma file, presentation |
Assessment
Project week is structured entirely as review and critique. Each of the four review sessions gates the next stage of the project.
Out of scope
- Front coding and implementation
- Branding and identity design
- Print and packaging design
- Motion design beyond prototype animation
- Product strategy and business modelling, which are covered in the Product Design course
Enquire about this course
Ask about the next cohort, schedule or prerequisites and our team will get back to you.




