Free UI UX design course
UI/UX Fundamentals
Free UI UX design course — self-paced lessons on users, structure, and screens you can actually ship.
- Free
- Beginner
- About 8 hours
- 11 modules · 44 lessons
For beginners, developers, and marketers. Self-paced on this page — no account or payment.
Process
- 01
Discover
Stakeholder interviews, competitor analysis, and user research (the empathy step).
- 02
Define
User persona, empathy map, and research docs so the problem is agreed.
- 03
Ideate
Information architecture, flow charts, and the user journey.
- 04
Prototype
Wireframes or layouts that show how the product will function.
- 05
Test
Try the prototype with real people, then change the work from feedback.
Jakob Nielsen’s heuristics
The checklist for testing.
- 01Visibility of system status. Show loading, saved, error, and the next step.
- 02Match between system and the real world. Use the user’s words and order, not jargon.
- 03User control and freedom. Undo, back, and cancel. Do not trap people.
- 04Consistency and standards. Same action, same look, same place.
- 05Error prevention. Stop mistakes before they happen.
- 06Recognition rather than recall. Show options. Do not make people remember.
- 07Flexibility and efficiency of use. Shortcuts for frequent users, a clear path for beginners.
- 08Aesthetic and minimalist design. Cut anything that does not help the task.
- 09Help users recognize, diagnose, and recover from errors. Plain language: what went wrong and how to fix it.
- 10Help and documentation. Searchable, task-focused help when the UI is not enough.
Syllabus
Course path
Work the modules in order. Each phase builds on the last — from stakeholder research through a portfolio case study, then visual UI and Figma.
- Modules
- 11
- Lessons
- 44
- Level
- Beginner
- Pace
- 8 hours
Start
1 module
4 of 4 lessons ready to read
Start module- 1.1What UX is20 minUX is how someone experiences a product — their needs, values, abilities, and limits. Big products win when that experience works.
- 1.2The UX design process20 minDesign thinking in five stages: discover, define, ideate, prototype, and test — then the step list for a new mobile app.
- 1.3UX deliverables and design steps20 minThe documents and sketches that make up a UX portfolio — and how to keep them consistent so the work looks professional.
- 1.4Exercise: pick a topic and interview stakeholders20 minChoose a mobile-app idea, build domain knowledge, and write a stakeholder interview document you will use for the rest of the course.
Discover
2 modules
4 of 4 lessons ready to read
Start module- 2.1What competitor research is15 minCompare apps and websites to learn strengths, gaps, and where your product can stand in the market.
- 2.2How to run a competitor analysis25 minKeep goals in view, list direct and indirect competitors, then analyse, summarise, and build a comparison table.
- 2.3Experience mapping20 minRecord feelings, experiences, and expectations at each stage of using a competitor app.
- 2.4Exercise: competitor report and experience map20 minBuild a competitor research table and an experience map for your app topic from Module 1.
4 of 4 lessons ready to read
Start module- 3.1Types of user research15 minInterviews for a small audience, field studies for a medium one, surveys for a large one — use more than one method when you can.
- 3.2Preparing a questionnaire20 minCover process, pain points, and wishlist — and rewrite leading or binary questions into clearer ones.
- 3.3Findings and key insights20 minSummarise what users said, then name the insight that links their motivation to your business goal.
- 3.4Exercise: run light user research25 minCollect survey answers, run two short interviews, and write a findings summary with one key insight.
Define
1 module
4 of 4 lessons ready to read
Start module- 4.1User persona20 minA fictional character built from research that represents most potential users — so you design in their shoes, not your own.
- 4.2Empathy map20 minFour quadrants — said, did, thought, and felt — to organise what you learned about the person.
- 4.3Customer journey map20 minMap the path to a goal stage by stage — delights to keep, opportunities to improve.
- 4.4Exercise: persona, empathy, journey20 minMake a persona, empathy map, and customer journey map for your app using Module 3 research.
Ideate
2 modules
4 of 4 lessons ready to read
Start module- 5.1Why information architecture matters20 minGood IA makes products and services easy to find. Easy to find makes the app usable — and usability drives UX.
- 5.2Guidelines and card sorting20 minBuild bottom-up, keep choices mindless, then sort and label cards into a navigation diagram.
- 5.3Navigation systems and gestures20 minPersistent chrome, hierarchical menus, adaptive suggestions, search/sort/filter — plus common touch gestures.
- 5.4Exercise: card sort and IA diagram20 minSort cards for your app, label the groups, and draw an IA / navigation diagram.
4 of 4 lessons ready to read
Start module- 6.1User flow charts20 minMap how someone moves through the app — usually onboarding or login, browsing via your IA, and payment.
- 6.2Wireframe fidelity levels20 minLow, medium, and high fidelity — what detail belongs at each stage, and why you start rough.
- 6.3Mobile low-fidelity wireframes20 minSketch phone screens as blocks for the main flow — home, list, detail, cart, and checkout.
- 6.4Exercise: flow chart and LF wireframes20 minDraw a user flow chart for your app, then low-fidelity wireframes for the main path.
Test
1 module
4 of 4 lessons ready to read
Start module- 7.1User journey with wireframes20 minWalk your low-fidelity screens as a journey — what the person does, feels, and needs at each step.
- 7.2What usability means15 minUsability is how people understand and use things — effectiveness, efficiency, engagement, error tolerance, and ease of learning.
- 7.3User research vs user testing25 minResearch finds the problem; testing finds where people get stuck on your prototype — when, how, and what to ask.
- 7.4Exercise: journey and testing summary20 minMake a user journey on your LF wireframes, run a short test, and fill a summary table.
Case study
1 module
4 of 4 lessons ready to read
Start module- 8.1What a UX case study is15 minA case study is a story of your design work — text and images that show skill and thinking to recruiters.
- 8.2Case study structure20 minFollow the UX process sequence — from app intro through testing — so every artefact connects.
- 8.3Layout tips for the deck15 minWide canvas, calm margins, one sans-serif family, one colour — then publish somewhere public if you want.
- 8.4Exercise: assemble your UX case study20 minBuild one connected case study from your Module 1 deliverables — intro through test actions.
Visual UI
2 modules
4 of 4 lessons ready to read
Start module- 9.1Layout, spacing, and alignment20 minUse a simple spacing scale, align to a grid, and keep related items close.
- 9.2Typography that reads20 minLimit fonts, set clear sizes, and keep line length and contrast easy to read.
- 9.3Colour, contrast, and states25 minDefault, hover, focus, disabled, error, and success must look different. Colour alone is not enough.
- 9.4Hierarchy and reusable components25 minOne main action per screen. Reuse buttons, inputs, and cards so the product feels like one system.
4 of 4 lessons ready to read
Start module- 10.1Frames, auto layout, and components25 minBuild screens that grow with content. Turn repeated pieces into components early.
- 10.2Prototyping a click-through20 minLink the happy path so someone else can click through without you explaining.
- 10.3Naming, variants, and handoff20 minName layers, use variants for states, and give developers what they need to build.
- 10.4Exercise: rebuild a simple screen25 minRebuild one wireframe in Figma with auto layout, a component, and a prototype link.
Review
1 module
4 of 4 lessons ready to read
Start module- 11.1Heuristic review20 minWalk your flow against Nielsen’s 10 heuristics and write what to fix first.
- 11.2Accessibility that ships20 minContrast, text size, labels, focus, and keyboard use. Ship these basics even on a first project.
- 11.3Giving and taking critique15 minTalk about the user and the task, not taste. Ask for the next decision.
- 11.4Capstone: refine your case study30 minExtend your UX case study with heuristic findings, an accessibility check, and one clear before/after.
A free Figma account is enough for later modules. There is no certificate or live class. All tracks