Track 07 — The Prototype Lab

UI/UX Design

The shortest honest route to designing software. Nine weeks on the part of the job a product team actually hires for — talking to users, structuring a screen, building it properly in Figma, and explaining why you made each decision. No brand identity, no print work, no Illustrator.

2 months Level Beginner friendly Live online, recorded One full case study

( What you'll learn )

01

What a UI/UX designer actually does

Where design sits between users, engineering and the business — and which parts of the job get you hired. Includes an honest look at what this track does not cover.

02

Interface fundamentals

Layout, hierarchy, spacing, alignment and contrast — the small number of rules that make a screen readable, and how to spot which one a bad screen is breaking.

03

UX research you can do in a week

Five-user interviews, task analysis and usability testing on a budget of zero. How to ask a question that does not lead the answer.

04

Information architecture & flows

Turning a messy problem into screens and routes. Sitemaps, user flows, edge cases and the states everyone forgets — empty, loading, error.

05

Wireframing

Low fidelity on purpose. Working out structure while it is still cheap to change, and getting feedback before anything looks finished.

06

Figma end to end

Auto layout, constraints, variables, components and variants — used the way a team uses them, so your file is editable by someone who is not you.

07

Design systems

Tokens, a type scale, a colour ramp and a component library. Why a system makes a designer faster rather than more constrained.

08

Prototyping & interaction

Clickable prototypes that survive a usability test, plus enough motion to communicate intent without decorating the screen.

09

Accessibility

Contrast, focus order, touch targets, labels and screen readers. Treated as part of the craft, not a checklist bolted on at the end.

10

Handoff & your case study

Specs and notes a developer can build from, then writing up the whole project as the case study that gets you interviews.

( Curriculum — 9 weeks )

Phase 01Weeks 1–3

Understand & structure

Before anything is drawn: who it is for, what they are trying to do, and what the screens need to be. This is the part beginners skip and professionals do not.

  • What the role covers, and what it does not
  • Layout, hierarchy, spacing, contrast
  • Interviewing five users properly
  • Task analysis and journey mapping
  • Sitemaps and user flows
  • Empty, loading and error states
  • Low-fidelity wireframes
  • Your first critique session
Phase 02Weeks 4–7

Build it in Figma

From wireframe to a high-fidelity, systematised file — built so another designer or a developer can pick it up without asking you questions.

  • Auto layout and constraints
  • Components, variants and properties
  • Variables and a type scale
  • A colour ramp that passes contrast
  • Building a small design system
  • Responsive screens without guessing
  • Clickable prototyping
  • Interaction and motion basics
Phase 03Weeks 8–9

Test, hand off, write it up

Putting the prototype in front of real people, fixing what breaks, and turning the whole thing into a case study that explains your decisions.

  • Running a usability test
  • Reading results without flattering yourself
  • Accessibility pass: contrast, focus, labels
  • Developer handoff notes and specs
  • Structuring a case study
  • Writing about your own decisions
  • Portfolio page for the project
  • Final review with a mentor

( Tools you'll master )

FigmaFigJamFigma variablesAuto layoutFigma prototypingMazeStarkGoogle FontsCoolorsNotionLoomMiroUnsplashOptimal WorkshopContrast checkers

( Projects you'll build )

01

A redesign with evidence

Take an app that frustrates you, research why, and redesign the flow — with the interview notes and test results that justify every change.

02

A small design system

Tokens, type scale, colour ramp and a component library, built in Figma so someone else can use it without a handover call.

03

A product feature, end to end

One real feature from brief to prototype: flows, states, high-fidelity screens, usability test, and handoff notes a developer can build from.

04

One written case study

The capstone is the write-up. The problem, what you tried, what failed, what the testing changed, and what you would do next.

( Where this leads )

UI DesignerScreens, components and systems for an existing product team.
UX DesignerResearch, flows and structure — the thinking before the pixels.
Product Designer (junior)Both halves on a small team, usually at a startup.
Design InternThe most common first step, and this track is aimed squarely at getting one.
Freelance UI DesignerApp and dashboard work for clients who already have branding.
Design-adjacent developerFront-end developers who want to stop guessing at layout decisions.

( Is this you? )

A good fit if

  • You want the fastest honest route into product design — two months, one strong case study
  • You are aiming at software: apps, dashboards, web products — not logos, print or packaging
  • You are a developer, marketer or student who needs design skill for the work you already do
  • You are willing to redo a screen after a usability test tells you it did not work

Probably not yet if

  • You want brand identity, logos, print or illustration — take UI/UX & Graphic Designing instead, which covers all of it in four months
  • You want to build a broad design portfolio rather than one deep case study — the four-month track is the better fit
  • You expect to be job-ready as a senior designer in nine weeks; this gets you interview-ready as a junior
  • You are not prepared to talk to actual users — research is most of the value here

Two months, one case study.

A junior design portfolio with six shallow projects loses to one project explained properly. Hiring managers read case studies to find out how you think, not to count how many screens you can produce — so this track spends its last two weeks on the write-up rather than starting something new.

If you want typography as a craft, colour theory, brand identity and graphic design as well, that is the four-month UI/UX & Graphic Designing track. This one is deliberately narrower.

( Reading on this track )

One deep case study beats six shallow projects

Why junior design portfolios full of pretty screens get ignored, what hiring managers actually read, and the structure of a case s...

Read

Next batch enrolling

Enroll ↗
Artificial Intelligence → Cyber Security → Full Stack Web Dev → WordPress → SEO & Digital Marketing → UI/UX & Graphic Design →