Design track
Interactive roadmap
Design roadmap
Learn to design digital products people find easy and enjoyable to use.
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Design thinking basics
How designers approach problems.
- Step 2 · 0/4 done
User research
Understand the people you design for.
- Step 3 · 0/3 done
Wireframes and information architecture
Structure screens and flows before making them pretty.
- Step 4 · 0/5 done
Visual and interface design
Make interfaces clear, consistent and good-looking.
- Step 5 · 0/4 done
Prototyping, testing and case study
Check your design works for real people, then show it off.
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Step 1: Design thinking basics
- Empathise, define, ideate, prototype, test: a repeatable way to solve problems for people.Design thinking (Interaction Design Foundation)
- User experience is how it works and feels; the user interface is what you see and touch.
- Ten rules of thumb, such as consistency and clear feedback, for spotting design problems fast.10 usability heuristics (Nielsen Norman Group)
Step 2: User research
- Talking to users to learn their goals, habits and frustrations.User interviews 101 (Nielsen Norman Group)
- Short profiles of key user types, based on real research, that keep the team focused.Personas (Nielsen Norman Group)
- Mapping each step a user takes, and where it goes wrong.Journey mapping 101 (Nielsen Norman Group)
- (optional)
- Collecting answers from many people, and writing questions that don't bias them.
Step 3: Wireframes and information architecture
- Organising and labelling content so people can find what they need.Information architecture (Interaction Design Foundation)
- The path a user takes to finish a task, step by step.
- Quick, low-detail sketches of screens to agree on layout and content first.
Step 4: Visual and interface design
- The design tool most teams use: frames, components and auto layout.Figma Learn
- Choosing fonts and sizes, and creating a clear reading hierarchy.
- Building a colour palette that works for everyone, including enough contrast to read.Contrast requirements (WCAG)
- Spacing, alignment and grids that make screens feel calm and organised.
- Reusable components and rules that keep a product consistent as it grows.Material Design 3
Step 5: Prototyping, testing and case study
- Clickable prototypes that feel real enough to test.
- Watching people try your design and fixing what trips them up.Usability testing 101 (Nielsen Norman Group)
- Designing for people with different abilities from the start, following WCAG.WCAG overview (W3C)
- Telling the story of a project: the problem, your process, decisions and results.