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Design & UX/UI

UX Design

Most problems with a digital product are not aesthetic: they come from nobody having asked users how they would actually use it. This course teaches the method that stops you getting there.

We start with research: interviews, surveys, building personas. Then we move through information architecture and user flows, prototype, and test with real people. The full cycle is run on a concrete case, so everyone sees what happens when a reasonable assumption is demolished by five participants in half an hour of testing.

It is the most useful course for mixed teams: it gives marketing, development and management a shared vocabulary for discussing product without arguing about taste.

Indicative duration
20 hours
Level
Intermediate
Prerequisites
None. Having worked on a digital project, even as the client, helps.

Who it is for

  • Designers who want to add method to the visual side
  • Product and project managers working on digital products
  • Marketing teams working on sites, apps and conversion funnels
  • Developers who want to understand where specifications come from

What you will be able to do

  • Run user interviews and synthesise them into useful personas
  • Design a coherent information architecture
  • Draw low and high fidelity wireframes
  • Build interactive prototypes to test before building
  • Run and interpret a usability test
  • Write microcopy that removes friction rather than adding it

Programme

  1. 01

    User research: interviews, surveys and personas

    How to phrase a question that does not suggest its own answer, how many people you actually need, and how transcripts become personas you can decide with.

  2. 02

    Information architecture and user flows

    Organising content and features around the mental model of the people using them. Card sorting, navigation trees and flows.

  3. 03

    Low and high fidelity wireframing

    When it pays to stay deliberately rough and when detail is needed, to collect the kind of feedback that matters at that moment.

  4. 04

    Interactive prototyping

    Building a navigable prototype in Figma that can be put in a user's hands, without writing a line of code.

  5. 05

    Usability testing and analysis

    Test protocol, the facilitator's role, what to watch for, and how observations become a prioritised list of changes.

  6. 06

    UX writing and microcopy

    Labels, error messages and empty states: the points where words do more work than the graphics.

Tailored programmes

No course is a fixed package. Duration, angle and depth are agreed around the objectives of the people taking part, and topics from different courses can be combined into a single programme. I work with corporate groups and with one person alone: tell me what you need and we will build the programme.

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Frequently asked questions

How does it differ from the UI Design course?

UX covers structure, flows and validation with users; UI covers visual design and the design system. They complement each other and many people take them in sequence.

Do I need to know Figma?

No, the tools are introduced from scratch during the course.

Do we test with real users?

Yes, it is part of the programme. In corporate courses the testing is done on a real company product.

Is it suitable for non-designers?

Yes, and it is one of the courses that works best with mixed teams precisely because it creates a shared language.

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