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Design & Business · Beginner

UI/UX Design with Figma
One month. A practical start.

Turn a student problem into a tested interactive prototype, with a clear user flow, reusable components and an evidence-based case study.

4 weeks
one focused course
20 days
2 guided hours per day
20 hrs
independent practice
1 project
to build and demonstrate

Your starting point

Is this course
right for your batch?

Students from any stream interested in product design; coding is not required.

What students should know

  • Basic computer skills
  • A browser and Figma account
  • Access to a few volunteer classmates for usability feedback

Tools & lab setup

  • Figma
  • Paper sketches
  • A shared feedback worksheet
  • Browser accessibility and contrast reference tools

Your one-month learning plan

A milestone
every week.

Each week has five teaching days: 10 guided hours and 5 hours of independent practice. The last week includes project review and the final demonstration.

Week 1 · Days 15

Understand the user

  • Select a narrow campus problem
  • Conduct short consent-based interviews
  • Define user tasks and success criteria
  • Sketch the main user flow
Weekly deliverable

A problem brief and user-flow sketch grounded in interview notes.

Week 2 · Days 610

Structure the experience

  • Create low-fidelity wireframes
  • Organise content and navigation
  • Review labels and form behaviour
  • Collect early peer feedback
Weekly deliverable

Wireframes for one complete task flow.

Week 3 · Days 1115

Design and prototype

  • Typography, spacing and colour
  • Use auto layout and components
  • Create interactive transitions
  • Check contrast, focus needs and readable content
Weekly deliverable

A linked prototype with a small reusable component set.

Week 4 · Days 1620

Test and communicate

  • Run three short usability sessions
  • Prioritise observed problems
  • Revise the main flow
  • Prepare a case study and handoff notes
Weekly deliverable

A revised prototype and case study showing evidence behind design choices.

Your final project

Campus club sign-up experience

Design a five-to-seven-screen experience for discovering a club and submitting interest. Test the core flow with three volunteers and show the resulting revisions. Deliver an interactive prototype and short case study.

How learning is assessed

Problem framing, flow clarity, prototype usability, documented feedback and an individual explanation of a design revision.

Students should explain their own decisions, show their work and document limitations. Any certificate conditions are agreed with the college before the batch begins.

Keep learning

Official learning resources.

References for preparation and continued practice. These resources support the syllabus; their publishers do not endorse this training.

For departments & placement cells

Bring practical training
to your campus.

Share your students’ background, preferred course and dates. We’ll help shape a one-month batch around your college’s timetable and lab facilities.

Batch size, delivery arrangements, fees and any completion certificate requirements are agreed with your college before enrolment.

Tell us about your batch

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