UI/UX designers make products easy and pleasant to use. UX is about research and flow, UI is about the visual layer. Employers hire based on case studies that show how you think, not only final screens.
What the work looks like
You talk with users, sketch flows, refine screens in Figma, test a prototype with three people and adjust it. You explain design decisions to developers and product managers in terms of user problems, not personal taste.
Your learning plan
Timelines assume steady part-time study. Move on when you can do the checkpoints, not when the calendar says so.
Phase 1: Design fundamentals (Weeks 1-4)
Hierarchy, spacing, typography and colour.
You are ready to move on when you can:
- Redraw three well-known screens and explain the layout choices
- Set up a simple type scale and colour palette
Phase 2: Research and flows (Weeks 5-8)
Understand the problem before you draw.
You are ready to move on when you can:
- Interview three people about how they do a task today
- Map the user journey and mark the pain points
Phase 3: Figma and prototyping (Weeks 9-12)
Turn ideas into testable screens.
You are ready to move on when you can:
- Design a mobile flow with reusable components
- Build a clickable prototype
Phase 4: Testing and case studies (Weeks 13-18)
Prove your design works.
You are ready to move on when you can:
- Test with five users and record what you change
- Write two case studies covering problem, process, outcome and lessons
Skills checklist
- Design principles: hierarchy, spacing, colour, typography
- User research and simple interviews
- Wireframing and user flows
- Figma: components, auto layout and prototyping
- Usability testing with real people
- Accessibility basics such as contrast and touch targets
- Design systems fundamentals
- Build three case studies
Projects to build
- Redesign of a real app with before/after reasoning
- Mobile app concept with prototype
- Small design system
How to present your work
Three deep case studies beat fifteen screens. Show the messy sketches, what users said, what you changed and why. Also show that you thought about accessibility, for example colour contrast and readable sizes.
What employers expect at entry level
A junior designer produces clear screens from a brief, incorporates feedback and tests ideas with users. Leading research and design systems comes later.
Free places to learn
Figma's free learning material, Google's UX design resources and the Nielsen Norman Group free articles. Course availability changes, so check each site for current content.
Common questions
Do I need to draw well?
No. UX design is about solving problems and communicating flows. Good taste develops through practice and studying good products.
Do I need to code?
Not required, but understanding what is easy or hard to build helps you design realistic solutions.
What tool should I learn?
Figma is widely used and has a free plan for learning.
Quick reference
Who is this career for?
Creative and empathetic learners who like solving usability problems.
Prerequisites
A laptop and curiosity about how people use products. No coding is required, though it helps.
Skills Required
Figma, research, wireframing, prototyping, visual design, communication.
Tools
Figma, FigJam, a notes tool for research, Maze or similar for testing.
Resume Strategy
Link to your portfolio first. Each case study should show the problem, your process and the result.
Interview Preparation
Expect a portfolio walkthrough and a design challenge. Explain trade-offs and how you would test your idea.
Job Search Strategy
Apply for junior designer and internship roles, share work on design communities and ask for feedback.
Common Mistakes
Showing only polished screens; copying trends without user reasoning; no accessibility thinking.
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