Students & early career In-house or online

UX foundations

The whole process once, properly: research, synthesis, information architecture, prototyping, usability testing and accessibility, built around one project that becomes a real case study rather than a set of pretty screens.

Audience
Students & career changers
Length
10 sessions · 2 hrs each
Delivery
In-house or online
Outcome
One portfolio-ready case study

Who it is for

University students, bootcamp graduates and career changers who can use the tools but cannot yet explain a decision.

Also junior designers inside companies whose portfolios show output but no reasoning. It's the most common reason strong candidates get rejected.

What they will be able to do

Run a research plan

Recruit, interview, and know when they have heard enough.

Defend a decision

Trace every screen back to something a user said or a constraint that exists.

Structure information

Information architecture (how content is organised, named and navigated) before pixels, so the product has a shape.

Test and iterate

Run a usability test, rate severity, and fix the right things first.

Design accessibly

Contrast, focus order, labels and keyboard paths as defaults, not fixes.

Tell the story

A case study that survives an interview panel asking "why".

Syllabus

Every module ends with work applied to the team's own product, not a case study from someone else's company.

01
What UX actually is
The discipline, the roles around it, and where design authority really sits in a company.
02
Framing the problem
Turning a vague brief into a problem statement, success measures and a scope you can finish.
03
Research methods
Interviews, contextual enquiry, surveys and analytics: which question each can honestly answer.
04
Synthesis
From transcripts to themes to insights, with evidence attached to every claim.
05
Personas & journeys
Artefacts that get used in decisions rather than printed and forgotten.
06
Information architecture
How content is organised, labelled and navigated: the invisible structure that decides whether anything is findable.
07
Interaction & flows
States, edge cases and error paths. The parts juniors skip and reviewers notice.
08
Visual craft & design systems
Type, spacing, colour, contrast and components: consistency as a system rather than a habit.
09
Usability testing
Writing tasks, staying silent, severity rating, and turning findings into a prioritised list.
10
Portfolio & narrative
Structuring the case study, presenting it, and answering follow-up questions honestly.

Assessment

No exams. Each module produces an artefact that feeds the final case study, critiqued in the session it is made.

The final deliverable is a presented case study and a 20-minute mock interview. That's the format that decides whether someone gets hired.

Tools & delivery

Figma for design and prototyping, a shared board for synthesis, and whatever the organisation already uses for research notes. The method matters more than the software.

English or Arabic. Online cohorts capped at 12 so every project gets individual critique.