Learn the principles of user experience design—from the perspective of a non-designer who needs to work with UX teams, studios, and projects.
Overview
Syllabus
Introduction
- User experience for non-designers
- UX design overview
- Stage one: Research
- Stage two: Conceptualize
- Stage three: Design
- Stage four: Test
- Who does what?
- Accessibility matters
- Making a business case
- The role of the stakeholder
- What do we need to make this work?
- Who do we need to build it?
- Who will use it?
- What will they do?
- How will they use it?
- How will they move through it?
- Finding problems and fixing them
- Overview of conceptualization techniques
- Sketching your ideas
- Task flow diagrams
- The infamous white board
- Content wireframe: Determining what goes where
- Building the bones with wireframes
- Digital wireframes
- The role of paper prototypes
- Testing and iteration
- Feedback and iteration
- The UI designer's role
- The medium-fidelity prototype
- The medium-fidelity toolbox
- Imaging: Image formats
- Imaging: What's with all the Xs?
- The role of SVG
- Copywriting: Words make all the difference
- Feedback and iteration
- What is a design system?
- The role of typography
- So what is color?
- The role of color
- Icons and icon tools
- Using design patterns
- Imaging tools and screen resolution
- Audio formats and content
- Video formats and streaming
- An overview of prototyping
- Choosing a prototyping tool
- The role of motion in a prototype
- Why use prototype microinteractions?
- The disposable prototype
- Refining microinteractions
- Overview of user testing
Taught by
Tom Green