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 — 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 — the format that actually 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.