Roadmap
From first lesson to first job.
The recommended order through the academy, what each stage needs before it, and where the portfolio projects fit. Your status for each stage updates as you complete lessons.
What to study next
Start with Stage 0
You have not completed any lessons in this browser yet. Stage 0 explains the field and helps you plan your learning.
Start the first lessonStages and prerequisites
Each stage builds on the ones listed under “After”. You can read ahead, but exercises assume the earlier stages. Projects appear at the point you have the skills to do them.
Core curriculum required for the portfolio path
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Orientation and design foundations
Not startedWhat UI and UX design are, what designers do all day, and how to plan your learning.
Start here No prerequisites
Learning outcomes
- Explain the difference between UI, UX, product, interaction and visual design in your own words.
- Describe what a product designer does across a typical project and week.
- Walk through the design process from problem to solution, and say where design thinking helps and where it falls short.
- Know who you will work with (product managers, engineers, researchers) and what each of them needs from you.
- Have a written learning plan and an organised file system for your design work.
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Visual design fundamentals
Not startedHierarchy, layout, typography, colour, spacing and accessibility: the craft that makes interfaces readable.
After Stage 0: Orientation and design foundations
Learning outcomes
- Create a clear visual hierarchy using size, weight, colour, position and space.
- Apply contrast, alignment, proximity, repetition and grouping deliberately.
- Set up a type scale and a colour palette with semantic roles and accessible contrast.
- Lay out screens on a spacing system and a responsive grid.
- Critique an existing interface using principles rather than personal preference.
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UX research and problem definition
In writingLearn what people need, test your assumptions and define the right problem before designing.
After Stage 0: Orientation and design foundations
Learning outcomes
- Separate assumptions from evidence and turn them into research questions.
- Plan and run a short, ethical user interview without leading the participant.
- Synthesise notes into themes with affinity mapping, and avoid over-claiming.
- Write problem statements, opportunity statements and measurable success criteria.
- Choose between interviews, surveys, desk research and analytics for a given question.
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Information architecture
In writingOrganise content and navigation so people can find what they need.
After Stage 2: UX research and problem definition
Learning outcomes
- Run a content inventory and group content using evidence from card sorting.
- Draw a sitemap and a task flow for a small product.
- Choose navigation, search and filtering patterns that fit the content.
- Write clear labels and validate a structure with a tree test.
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Wireframing and ideation
In writingGenerate ideas, sketch quickly and build low and mid-fidelity wireframes.
After Stage 1: Visual design fundamentals, Stage 3: Information architecture
Learning outcomes
- Generate several distinct solutions before choosing one.
- Sketch and wireframe responsive screens with clear content hierarchy.
- Design empty, loading, success and error states, not just the happy path.
- Critique wireframes and move them into visual design with intent.
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Figma and design tools
In writingLearn the concepts behind professional design tools, taught through Figma.
After Stage 1: Visual design fundamentals
Learning outcomes
- Organise a Figma file with pages, frames, naming and sections that others can navigate.
- Build responsive layouts with auto layout and constraints.
- Create components with properties and variants, and use variables for tokens.
- Prototype a realistic flow and hand off a design with clear annotations.
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UI design and design systems
In writingTurn wireframes into polished interfaces and build a small design system.
After Stage 4: Wireframing and ideation, Stage 5: Figma and design tools
Learning outcomes
- Translate wireframes into polished UI with a consistent visual language.
- Design buttons, inputs, cards, navigation, dialogs and menus with all their states.
- Structure tokens into primitive and semantic layers, including a dark theme.
- Document a small design system clearly enough for someone else to use.
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Interaction design and prototyping
In writingDesign how interfaces behave: feedback, patterns, forms, motion and realistic prototypes.
After Stage 6: UI design and design systems
Learning outcomes
- Use affordances, signifiers and feedback so actions are obvious and confirmed.
- Design forms and validation that prevent and explain errors.
- Apply motion purposefully and respect reduced-motion preferences.
- Build and evaluate a realistic prototype before implementation.
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Usability testing and iteration
In writingPlan and run usability tests, prioritise findings and improve designs with evidence.
After Stage 7: Interaction design and prototyping
Learning outcomes
- Write a usability test plan with unbiased tasks and success criteria.
- Moderate a session without leading the participant.
- Rate the severity of issues and turn findings into prioritised recommendations.
- Show how a design changed because of evidence.
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Accessibility and inclusive design
In writingDesign products that work for disabled people and, as a result, for everyone.
After Stage 1: Visual design fundamentals, Stage 7: Interaction design and prototyping
Learning outcomes
- Explain WCAG principles and conformance levels accurately.
- Design for keyboard, screen reader, zoom and motor accessibility.
- Write accessible form labels, errors, instructions and alternative text.
- Test with tools and manual checks, and know the limits of automated testing.
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Product thinking and collaboration
In writingConnect design to outcomes, work well with your team and make ethical decisions.
After Stage 8: Usability testing and iteration
Learning outcomes
- Connect design work to product goals and measurable outcomes.
- Prioritise and make trade-offs with product managers and engineers.
- Understand A/B tests and analytics well enough to use them responsibly.
- Recognise dark patterns and argue for ethical alternatives.
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Portfolio and career readiness
In writingBuild case studies, a portfolio site and the skills to get hired or win clients.
After Stage 10: Product thinking and collaboration
Learning outcomes
- Choose portfolio projects that show reasoning and range.
- Write concise case studies with context, process, trade-offs and outcomes.
- Present work and handle design challenges in interviews.
- Manage client feedback and project scope as a freelancer.
After the core optional specialisms
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Advanced and specialised topics
In writingOptional paths for going deeper once the core curriculum is done.
After Stage 11: Portfolio and career readiness
Learning outcomes
- Go deeper in one or two specialisms that match your interests or job.
- Apply core skills to specific product types and disciplines.
Where the projects fit
- After Stage 5 Project 1: Improve a local service business website
- After Stage 7 Project 2: Design a mobile habit-tracking or wellness app
- After Stage 8 Project 3: Design a responsive e-commerce experience
- After Stage 10 Project 4: Design a data-rich dashboard or SaaS product
Learning paths
Beginner path
For: New to design. Learn the fundamentals from scratch in a sensible order, with short exercises after each idea. Expect around 6 to 8 hours a week for three to four months.
- Stage 0: Orientation and design foundations
A realistic picture of the field, the process and a learning plan before anything else.
- Stage 1: Visual design fundamentals
Hierarchy, type, colour and layout make every later artefact easier to read and critique.
- Practice: rebuild a visual hierarchy
Your first hands-on test of the principles, small enough to finish in one sitting.
- Stage 2: UX research and problem definition
Learning to find the right problem before designing a solution.
- Stage 3: Information architecture
Structure and navigation, so people can find things.
- Stage 4: Wireframing and ideation
Explore ideas cheaply and design every state of a screen.
- Stage 5: Figma and design tools
Once you know what to design, learn to build it efficiently in a professional tool.
Portfolio path
For: Aiming for a junior role. Complete the core curriculum in order and build the four guided projects as you go, ending with two or three case studies you can show. Plan for six to nine months at a steady pace.
- Stages 0 to 5: foundations, research, IA, wireframing and Figma
Every project assumes these skills.
- Project 1: Improve a local service business website
A contained, realistic first case study with real users nearby.
- Stages 6 and 7: UI design systems, interaction and prototyping
Polish, components and realistic prototypes.
- Project 2: Design a mobile wellness app
Shows mobile patterns, onboarding and ethical design.
- Stages 8 and 9: usability testing and accessibility
Evidence and inclusion: what separates a junior designer from a screen maker.
- Project 3: Design a responsive e-commerce experience
Testing-led iteration on a familiar, high-stakes flow.
- Stage 10 and Project 4: product thinking and a SaaS dashboard
Metrics, trade-offs and data-dense design.
- Stage 11 and the career guide
Turn the projects into concise case studies, then prepare for interviews.
Quick reference
For: Already working, or in a hurry. Skip the sequence and go straight to a concept, pattern, checklist or tool guide when a project needs it.
- Search the academy
Finds lessons, glossary terms, templates and external resources together.
- Glossary
Plain definitions with examples for the words you will hear in meetings.
- Templates
Research plans, test plans, audits and case study outlines, ready to copy.
- Practice library
Short, focused exercises when you want to sharpen one skill.
- Resource library
Official documentation and trusted references, sorted by topic.
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