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Course Outline

A. Introduction and Fundamentals (UX/UI, Figma)

1. Introduction to UX and UI
Definitions of UX, UI, and HCI — Distinctions and Interdependencies
The Role of the UX/UI Designer
UX vs. UI in the Design Process
UX within an Organization (Business, Marketing, IT, Product)
Common Mistakes Made by Beginner Designers

2. Core UX & UI Concepts
Information Architecture
User Flows
Visual Hierarchy
Grids and Layouts
Persona, Scenario, Empathy Map

3. Fundamentals of Visual Design (UI)
Typography (Fonts, Line Spacing, Kerning, Hierarchy, Accessibility)
Color (Psychology, Color Systems, WCAG Contrast)
Icons, Graphic Style, Illustrations
Components and Design Patterns

4. Figma – Essentials
Workspace, Projects, Pages, Components
Styles: Colors, Text, Effects
Auto-Layout and Responsiveness
Creating Components and Variants
Figma Community – Files, Plugins

5. Prototyping in Figma – Overview
Prototypes: Interactions, Transitions, Overlays
Handing Off Projects to Developers (Figma Inspect)
Export, Permissions, Comments

B. Research Fundamentals

1. Introduction to UX Research
Qualitative vs. Quantitative Research
When and What Research to Conduct
Research Cycle in UX Projects

2. UX Research Techniques
In-Depth Interviews (IDI)
Shadowing and Observations
Contextual Analysis
UX and Competitive Benchmarking
Rapid Heuristic Research

3. UX Researcher Tools and Methods
Developing Research Scenarios
Recruiting Users
Data Recording and Analysis
Ethical Principles

4. Data Synthesis and Analysis
Qualitative Analysis
Developing Clusters and Insights
Issue Prioritization (ICE, MoSCoW, Kano)

5. Creating Personas and Empathy Maps
Building Data-Driven Personas
Anti-Persona
Product vs. Marketing Persona

C. Report Preparation

1. UX Documentation What to Document and Why Document Formats (Report, Recommendations, One-Pager, Deck) Principles of Clear Product Documentation

2. Creating Research Reports Structure of a Professional UX Report Conclusions, Insights, Implications Organizing Observations

3. Presenting Results to Stakeholders Storytelling Principles in Reports Presenting Problems and Recommendations Techniques for Handling Difficult Questions

4. Data Visualization Diagrams, Maps, Hierarchies Visualizing Journeys and Qualitative Data

5. Collaborating with the Team Design Critique — Principles and Process Presenting Solutions to the Team and Stakeholders

D. Navigation Design

1. Information Architecture – Fundamentals Content Modeling Tree, Category, and Hierarchy Structures Card Sorting and Tree Testing

2. Navigation Design Navigation Types (Top, Side, Tab, Contextual) UI Patterns (Hamburger, Mega-Menu, Breadcrumbs) Principles of Effective Navigation

3. Creating User Flows Linear, Conditional, and Complex Flows Input/Output Mapping Tools (FigJam, Miro)

4. Low-Fidelity Mockups Paper Sketching Wireframes in Figma Mock-ups vs. Wireframes – Differences

5. Designing Forms and Steps Form UX Validations, Errors, and Microcopies Long vs. Short Forms

E. Axure

1. Introduction to Axure RP Interface, Libraries, Components Mock-ups vs. Dynamic Prototypes

2. Creating UI in Axure Adding Elements, Widgets Global Styles

3. Interactions and Logic States, Events, Conditions Global Variables IF/Else Logic

4. Advanced Prototyping Dynamic Panels Interaction Examples (Drop-Down Menus, Search Engines, Modalities)

5. Creating Component Libraries Atomic Design in Axure Reusable Components

6. Exporting, Sharing, Collaborating Axure Cloud Providing Comments Versioning

F. Dashboard

1. Introduction to Dashboard Design Differences Between Operational, Tactical, and Strategic Dashboards KPIs and Metrics

2. Data Visualization Principles Choosing Charts Color in Visualizations Information Hierarchy Common Mistakes

3. Creating Dashboards in Figma / Axure Grid Layout Cards, Tables, Charts Interactions (Filters, Sorting, Drill-Down)

4. Dashboard Design Workshop Gathering Requirements Mock-up Design Interactive Prototype

G. Project Life Cycle

1. UX/UI Project Lifecycle Stages: Discover → Define → Design → Deliver → Iterate Team Roles (UX, UI, PM, Dev, QA, Business) Common Issues and Risks

2. Agile, Scrum, Kanban in UX Sprints - UX Involvement Definition of Ready / Done UX in the Backlog

3. End-to-End Design From Idea to Implementation Proof of Concept MVP and Iterative Design

4. Working with Developers Project Handover Design QA Inspect and UI Specification

5. Prototype Testing Usability Testing A/B Testing Heuristics

6. Documentation and Maintenance Design System - Introduction Styleguide, Component Libraries Change Management

Requirements

Educational Objective: To equip participants with the ability to design digital solutions that best align with user expectations. • Scope of training (including at least the following elements), workshop-based learning with practical exercises:

 56 Hours

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Price per participant

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