Course Outline

A. Introduction and Basics (UX/UI, Figma)

1. Introduction to UX and UI
Definitions of UX, UI, and HCI — Differences and Interdependencies
The Role of the UX/UI Designer
UX vs. UI in the Design Process
UX in an Organization (Business, Marketing, IT, Product)
The Most Common Mistakes Beginner Designers

2. Basic UX & UI Concepts
Information Architecture
User Flows
Visual Hierarchy
Grids and Layouts
Persona, Scenario, Empathy Map

3. Basics of Visual Design (UI)
Typography (Fonts, Line Spacing, Kerning, Hierarchy, Accessibility)
Color (Psychology, Color Systems, WCAG Contrast)
Icons, Graphic Style, Illustrations
Components and Design Patterns

4. Figma – Basics
Workspace, Projects, Pages, Components
Styles: Colors, Text, Effects
Auto-Layout and Responsiveness
Creating Components and Variants
Figma Community – Files, Plugins

5. Prototyping in Figma – Introduction
Prototypes: Interactions, Transitions, Overlays
Handling Projects to Developers (Figma Inspect)
Export, Permissions, Comments

B. Research Fundamentals

1. Introduction to UX Research
Qualitative vs. Quantitative Research
When and What Research to Use
Research Cycle in UX Projects

2. UX Research Techniques
In-Depth Interviews (IDI)
Shadowing and Observations
Contextual Analysis
UX and Competitive Benchmarking
Rapid Heuristic Research

3. UX Researcher Tools and Methods
Creating Research Scenarios
How to Recruit Users
Data Recording and Analysis
Ethical Principles

4. Data Synthesis and Analysis
Qualitative Analysis
Creating Clusters and Insights
Issue Prioritization (ICE, MoSCoW, Kano)

5. Creating Personas and Maps Empathy
How to Build Data-Driven Personas
Anti-Persona
Product vs. Marketing Persona

C. Report Preparation

1. UX Documentation
What to Document and Why
Document Formats (Report, Recommendations, One-Pager, Deck)
Principles of Clear Product Documentation

2. Creating Research Reports
The Structure of a Professional UX Report
Conclusions, Insights, Implications
How to Organize Observations

3. Presenting Results to Stakeholders
Principles of Storytelling in a Report
How to Present Problems and Recommendations
Techniques for Dealing with Difficult Questions

4. Data Visualization
Diagrams, Maps, Hierarchies
Visualizing Journeys and Qualitative Data

5. Collaborating with the Team
Design Critique — Principles and Process
How to Present Your Solutions to the Team and Stakeholders

D. Navigation Design

1. Information Architecture – Basics
Content Modeling
Tree, Category, and Hierarchy Structures
Card Sorting and Tree Testing

2. Navigation Design
Navigation Types (Top, Side, Tab, Contextual)
UI Patterns (Hamburger, Mega-Menu, Breadcrumbs)
Principles of Effective Navigation

3. Creating User Flows
Linear, Conditional, and Complex Flows
Input/Output Mapping
Tools (FigJam, Miro)

4. Low-Fidelity Mockups
Paper Sketching
Wireframes in Figma
Mock-ups vs. Wireframes – Differences

5. Designing Forms and Steps
Form UX
Validations, Errors, and Microcopies
Long vs. Short Forms

E. Axure

1. Introduction to Axure RP
Interface, Libraries, Components
Mock-ups vs. Dynamic Prototypes

2. Creating UI in Axure
Adding Elements, Widgets
Global Styles

3. Interactions and Logic
States, Events, Conditions
Global Variables
IF/Else Logic

4. Advanced Prototyping
Dynamic Panels
Interaction Examples (Drop-Down Menus, Search Engines, Modalities)

5. Creating Component Libraries
Atomic Design in Axure
Reusable Components

6. Exporting, Sharing, Collaborating
Axure Cloud
Providing Comments
Versioning

F. Dashboard

1. Introduction to Dashboard Design
Differences Between Operational, Tactical, and Strategic Dashboards
KPIs and Metrics

2. Data Visualization Principles
Choosing Charts
Color in Visualizations
Information Hierarchy
Common Mistakes

3. Creating Dashboards in Figma / Axure
Grid Layout
Cards, Tables, Charts
Interactions (Filters, Sorting, Drill-Down)

4. Dashboard Design Workshop
Gathering Requirements
Mock-up Design
Interactive Prototype

G. Project Life Cycle

1. UX/UI Project Lifecycle
Stages: Discover → Define → Design → Deliver → Iterate
Team Roles (UX, UI, PM, Dev, QA, Business)
Common Issues and Risks

2. Agile, Scrum, Kanban in UX
Sprints - UX Involvement
Definition of Ready / Done
UX in the Backlog

3. End-to-End Design
From Idea to Implementation
Proof of Concept
MVP and Iterative Design

4. Working with Developers
Project Handover
Design QA
Inspect and UI Specification

5. Prototype Testing
Usability Testing
A/B Testing
Heuristics

6. Documentation and Maintenance
Design System - Introduction
Styleguide, Component Libraries
Change Management

Requirements

Educational Objective: To prepare participants to design digital solutions that best meet user expectations. • Training scope (at least the following elements), workshop-based training with practical exercises:

 56 Hours

Testimonials (4)

Upcoming Courses

Related Categories