← Graphic Design Track

Module 09IntermediateWeeks 5–7

UI/UX Design Fundamentals

01

Learning outcomes

  • Understand how design applies to digital products (apps and websites)
02

Core concepts

WireframingUser flowsBasic UX principlesPrototyping in Figma
03

Lessons

Module goal

Understand how design principles extend into digital products — apps and websites — and plan, design, and prototype a simple multi-screen concept.

Lesson 1UI vs. UX — a distinction worth getting precise about

These two terms are often used together (“UI/UX”) almost as a single word, but they describe genuinely different concerns:

  • UI (User Interface) — the actual visual design of a digital product: colours, typography, buttons, icons, layout. Everything covered in Levels 1 and 2 of this course lives primarily here.
  • UX (User Experience) — how the product actually feels to use: whether the flow makes sense, whether the user can accomplish their goal without confusion or friction, whether the right information is available at the right moment.

A concrete example

A checkout button can be beautifully designed — perfect colour contrast, ideal typography, flawless spacing (excellent UI) — but if it's buried three screens deep in a confusing flow that users can't find (poor UX), the beautiful design doesn't matter; the user still fails to complete their purchase. Good UI without good UX is decoration on top of a broken experience.

Lesson 2Wireframing — planning structure before style

A wireframe is a deliberately low-fidelity, mostly colourless and unstyled sketch of a screen's layout — boxes, rough text placement, basic buttons — used to plan structure and flow before any visual design decisions (colour, typography, imagery) are made.

Why this discipline matters

Committing to detailed visual design too early risks getting emotionally attached to a specific look before confirming the underlying structure actually makes sense — meaning any structural change discovered later requires redoing visual work that didn't need to happen yet. Wireframing lets structural problems get caught and fixed cheaply, while they're still just rough boxes, rather than expensively, after polished design work has gone into a flawed layout.

  • Use simple grey rectangles for images, plain black text for content, basic rectangles for buttons
  • Deliberately avoid colour, real typography choices, or polished visuals at this stage
  • Focus entirely on: what's on this screen, where is it positioned, and what happens when the user interacts with it

Lesson 3User flows — mapping the path through a product

A user flow maps the sequence of screens a user moves through to accomplish a specific goal — for example: Home screen → Product list → Product detail → Checkout → Confirmation.

The question it answers

Before wireframing individual screens: “What is the user trying to do, and what's the shortest, clearest path to let them do it?” A confusing or unnecessarily long user flow is a UX problem no amount of good UI on individual screens can fully compensate for.

Lesson 4Core usability principles

  • Consistency — buttons, icons, and patterns should behave the same way throughout a product; a user shouldn't have to relearn how something works on every new screen (Module 1's repetition principle, applied to interactive behaviour)
  • Feedback — the product should clearly communicate when an action has been received (a button visibly changes when tapped, a loading indicator appears after submitting a form); silence after an action leaves a user uncertain whether anything happened at all
  • Clear navigation — a user should always have a reasonably clear sense of where they are within the product and how to get back to where they were

Recognition level is enough for now

Full usability testing and research methodology is a deep field beyond this course's scope. The goal here is that you can recognise and name these principles when designing your own simple screens, not conduct formal usability research.

Lesson 5Prototyping in Figma — making screens clickable

Figma's Prototype tab (alongside the Design tab already used throughout the course) allows separate design frames to be linked together with defined interactions — turning a set of static screens into a clickable, navigable simulation of a working app.

  • Switch to the Prototype tab
  • Select an element (e.g. a button) on one frame
  • Drag the connection point that appears to a second frame — this defines “tapping this button navigates to this screen”
  • Choose the interaction type (e.g. “On Tap”) and transition style
  • Use Present mode to click through the linked screens as an interactive simulation

A communication tool, not just a feature

A clickable prototype lets a client, employer, or user test and feel a flow before any real code is written — catching flow and usability problems far earlier and more cheaply than discovering them after development has already begun.

04

Guided labs

Lab — wireframe, design, and prototype a simple app concept

  1. 1.Choose a simple app concept (e.g. a repair-booking app, a simple task list app)
  2. 2.Wireframe three core screens in low-fidelity grey/black boxes — e.g. a home/landing screen, a form or list screen, and a confirmation screen — focusing purely on layout and flow
  3. 3.Map the intended user flow between these three screens in a short written note or arrow diagram
  4. 4.Once the wireframe structure feels solid, apply full visual design (Levels 1–2 skills: colour, type, hierarchy, grid) to turn the wireframes into finished UI screens
  5. 5.Use the Prototype tab to link the three screens together with tap interactions, so the flow can be clicked through from start to finish
  6. 6.Test the prototype in Present mode, confirming each button correctly navigates to the intended next screen

Teaching point

Success criteria: three wireframed screens exist showing structural planning before visual polish, a finished visually-designed version of the same three screens applies Level 1–2 principles correctly, and a working Figma prototype allows a reviewer to click through the complete flow from start to finish without errors.

Success criteria

You can explain UI vs. UX precisely, wireframe structure before style, map a user flow, name the three core usability principles, and build a clickable Figma prototype.

05

Knowledge Check

Question 1 of 6

What is the core difference between UI and UX?

06

What you read

  • Difference between UI (visual) and UX (experience)
  • How wireframes plan structure before visual design
  • Basics of Figma prototyping (linking screens)
07

What you understand

Key takeaways

  • Good design solves user problems, not just aesthetic ones
  • Process (wireframe → design → prototype) matters
08

Hands-on lab

Lab tasks

  1. 1.Wireframe and design 3 screens for a simple mobile app concept
  2. 2.Link them into a clickable Figma prototype
09

Knowledge check

  • Identify UI vs. UX considerations in a scenario

Write your answers in your own notes before moving on — explaining a concept in your own words is the fastest way to find the gaps.

10

Mark progress