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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 — Differences 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
Personas, Scenarios, and Empathy Maps

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

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

5. Introduction to Prototyping in Figma
Prototypes: Interactions, Transitions, and Overlays
Handing Off Projects to Developers (Figma Inspect)
Exporting, Permissions, and Comments

B. Research Fundamentals

1. Introduction to UX Research
Qualitative vs. Quantitative Research
When and Which Research Methods to Use
The 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
Creating Research Scenarios
Recruiting Users
Data Recording and Analysis
Ethical Principles

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

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

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, and Implications
Organizing Observations

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

4. Data Visualization
Diagrams, Maps, and 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 Basics
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
Differences Between Mock-ups and Wireframes

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

E. Axure

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

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

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

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

5. Creating Component Libraries
Atomic Design in Axure
Reusable Components

6. Exporting, Sharing, and 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, and Charts
Interactions (Filters, Sorting, Drill-Down)

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

G. Project Lifecycle

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, and 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 and Component Libraries
Change Management

Requirements

Educational Objective: To equip participants with the ability to design digital solutions that align with user expectations. • Training scope (including but not limited to the following elements), which features workshop-based learning with hands-on exercises:

 56 Hours

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