Besides software, I have worked with design since 2014. It always helps to have a guide of topics to steer your studies.

I gathered lessons, practical tips, references (books, videos, articles) and suggested exercises for each stage. The idea is to give you a solid journey, theoretical and practical, toward becoming a digital product designer with real command of UX and UI.


Module 0: introduction to UX/UI design

Goals

  • Understand what UX and UI are.
  • Tell the roles in digital design apart.
  • Understand why user-centred design matters.

Lessons

  1. What is UX Design?
  2. What is UI Design?
  3. Design Thinking, Agile and Lean UX
  4. The difference between UX Designer, UI Designer, Product Designer and Service Designer
  5. The hard skills and soft skills you need

References

Exercises

  • Write your own definition of UX and UI.
  • List five digital products you use and analyse the user experience of each.

Module 1: psychology fundamentals and cognitive design

Goals

  • Understand how people think, feel and behave in front of an interface.
  • Use principles from psychology to build better experiences.

Lessons

  1. Gestalt and visual perception
  2. Memory and cognitive load
  3. Mind maps and mental models
  4. Human factors and usability

References

Exercises

  • Rebuild the interface of an app using at least three Gestalt laws.
  • Create a mind map for a checkout flow in an e-commerce site.

Module 2: UX research

Goals

  • Learn to collect real data to inform design decisions.
  • Validate ideas with users.

Lessons

  1. Types of research: qualitative vs quantitative
  2. User interviews
  3. Personas and proto-personas
  4. Empathy maps
  5. User journey maps
  6. Usability testing

References

Exercises

  • Interview at least three people about a digital product.
  • Build a persona from those interviews.

Module 3: information architecture and UX writing

Goals

  • Organise information logically.
  • Write text that guides and helps the user.

Lessons

  1. Sitemaps and content hierarchy
  2. Card sorting
  3. Wireframes and navigation flows
  4. Microcopy, UX writing and action-oriented content

References

Exercises

  • Run an open card sorting session with friends.
  • Write the microcopy for a login and sign-up screen.

Module 4: UI design and visual design

Goals

  • Learn the principles of visual design applied to UI.
  • Build interfaces that are both good looking and functional.

Lessons

  1. Visual design principles: alignment, contrast, proximity, repetition
  2. Colour theory and accessibility
  3. Typography in the interface
  4. Design tokens and design systems
  5. Mockups and prototypes in Figma or Sketch

References

Exercises

  • Rebuild the UI of a well-known app in Figma.
  • Assemble a mini design system with colours, buttons and typography.

Module 5: prototyping and usability testing

Goals

  • Build navigable prototypes.
  • Test hypotheses with real users.

Lessons

  1. Prototyping: low vs high fidelity
  2. Tools: Figma, Framer, ProtoPie
  3. Planning a test
  4. Moderated and unmoderated testing
  5. Nielsen's heuristics

References

Exercises

  • Prototype a simple app in Figma.
  • Run a test with two users and write down every problem you see.

Module 6: tools and professional workflow

Goals

  • Learn the designer's full workflow.
  • Collaborate with product and engineering teams.

Lessons

  1. DesignOps and handoff to developers
  2. Annotation and documentation
  3. Tool integration (Zeplin, Storybook, Jira)
  4. Versioned design: Figma, Git and shared libraries
  5. Working in agile teams (Scrum, Kanban)

References

Exercises

  • Create a Figma file with documentation clear enough for developers.
  • Simulate a sprint cycle with user stories and wireframes.

Module 7: final project and portfolio

Goals

  • Consolidate everything you learned in a real project.
  • Build a portfolio that lands work.

Lessons

  1. Choosing a problem and validating it
  2. Research, personas and journeys
  3. Wireframes, UI, prototypes and tests
  4. Presenting the case
  5. How to put together a good UX/UI portfolio

References

Exercises

  • Pick a real problem: an app for mothers, a pet shop, local delivery.
  • Go through every stage and build your first case in Notion, Behance or your own site.

Final notes for the journey

  • Always validate with users. Intuition comes after experience.
  • Test constantly. Everything is a hypothesis until a user interacts with it.
  • Read a lot, but practise more.
  • Design is not art. It is solving problems with empathy and clarity.
  • Join communities: UX Collective, ADPList, design Discords.
  • Never stop learning. Design keeps moving.

There is a repository I update whenever I can with new material.

Enjoy, and good studies.