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AGY UIUX Course Curriculum 24

The document outlines a six-week UI/UX design course covering fundamental concepts, user research, information architecture, visual design principles, prototyping, and usability testing. Each week includes specific goals, content, activities, and diagram examples to facilitate learning. By the end of the course, students will have developed a user persona, sitemap, wireframes, and a functional prototype, along with skills for testing and iterating on designs.

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0% found this document useful (0 votes)
7 views

AGY UIUX Course Curriculum 24

The document outlines a six-week UI/UX design course covering fundamental concepts, user research, information architecture, visual design principles, prototyping, and usability testing. Each week includes specific goals, content, activities, and diagram examples to facilitate learning. By the end of the course, students will have developed a user persona, sitemap, wireframes, and a functional prototype, along with skills for testing and iterating on designs.

Uploaded by

tobishuaib
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Six-Week UI/UX Design Course

Week 1: Introduction to UI/UX Design

Goal: Understand what UI/UX is, the difference between them, and the design process.

Content:

 What is UI/UX?

o UI (User Interface): Focus on visuals (buttons, colors, typography).

o UX (User Experience): Focus on usability, accessibility, and user satisfaction.

 The Design Process:

o Empathize → Define → Ideate → Prototype → Test.

 Case Studies: Examples of effective UI/UX in apps like Airbnb or Spotify.

Activity:

 Analyze an app’s UI/UX design and discuss its strengths and weaknesses.

Diagram Example:

 The UI vs. UX Venn Diagram:

o Left Circle: UI (Aesthetic design, visuals).

o Right Circle: UX (User satisfaction, usability).

o Overlap: Interaction and navigation.

Week 2: User Research and Personas

Goal: Learn how to conduct research and define target users.

Content:

 User Research Methods:

o Surveys, interviews, observation.

 Creating Personas:

o Demographics, behaviors, goals, and frustrations.

 User Journey Maps:

o Visualizing how users interact with your product.

Activity:

 Create a persona based on a mock user interview.


Diagram Example:

 Persona Template:

o Include fields like "Name," "Age," "Needs," "Frustrations," and "Goals."

 User Journey Map Flowchart:

o Show touchpoints like Awareness → Consideration → Decision → Feedback.

Week 3: Information Architecture and Wireframing

Goal: Organize content effectively and draft low-fidelity wireframes.

Content:

 Information Architecture (IA):

o Sitemap creation.

o Hierarchical organization of content.

 Wireframing Basics:

o Focus on layout and functionality, not aesthetics.

 Tools for Wireframing: Figma, Sketch, or pen and paper.

Activity:

 Sketch a wireframe for a simple app or website.

Diagram Example:

 Sitemap Example:

o Home → About Us → Services → Contact → Blog.

 Wireframe Layout:

o Low-fidelity wireframe of a webpage showing headers, content blocks, and buttons.

Week 4: Visual Design Principles and UI Components

Goal: Learn how to create visually appealing and consistent designs.

Content:

 Design Principles:

o Color theory: Primary, secondary, and complementary colors.

o Typography: Pairing fonts for readability and aesthetics.


o Spacing and alignment: Creating clean and organized layouts.

 UI Components:

o Buttons, forms, icons, navigation bars.

Activity:

 Design a high-fidelity mockup of a single screen.

Diagram Example:

 Color Palette Diagram: Show a palette with primary, secondary, and neutral colors.

 UI Kit Example: Display a set of buttons, icons, and form inputs styled consistently.

Week 5: Prototyping and Interaction Design

Goal: Learn to create interactive prototypes and define user flows.

Content:

 Prototyping Tools:

o Figma, Adobe XD, InVision.

 Interaction Design:

o Microinteractions (hover states, button clicks).

o User feedback (loading animations, error messages).

 Creating User Flows:

o Map out the path users take to achieve their goals.

Activity:

 Create a clickable prototype to demonstrate a user flow.

Diagram Example:

 User Flow Diagram:

o Start → Sign In → Browse → Add to Cart → Checkout → Confirmation.

 Prototype Example: Screenshot of a Figma prototype with interactive elements.

Week 6: Usability Testing and Iteration

Goal: Test designs with users and iterate based on feedback.

Content:
 Conducting Usability Tests:

o Observe users as they interact with the design.

o Record pain points and areas of confusion.

 Iteration Process:

o Analyze feedback and make targeted improvements.

 Final Presentation:

o Showcase the improved prototype.

Activity:

 Perform usability testing on your prototype and implement improvements.

Diagram Example:

 Feedback Loop Diagram:

o Design → Test → Analyze → Improve → Repeat.

 Before and After Screens: Show initial design vs. post-feedback improvements.

Final Deliverables:

By the end of the course, each student will have:

1. A detailed user persona and journey map.

2. A sitemap and wireframes for an app or website.

3. A high-fidelity design with a functional prototype.

4. Skills to test and iterate on designs.


WEEK 1

What is UIUX?

 UX Design (User Experience) is the design of the process that a user goes through when using
the product.

 UI Design (User Interface) is the design of the product’s appearance. This concerns strictly the
visual – interface – part of the product.
Bad UIUX design (UI in particular)

1.Cluttered and confusing layout:

 Information overload, lack of visual hierarchy.

Link to image

https://cdn2.hubspot.net/hubfs/2451895/ZalandoComparison.png

2.Inconsistent visual elements:

 Different fonts, colors, and button styles.


 Example
3. Unclear navigation: Difficult to find what you're looking for.

4.Unresponsive design: Doesn't adapt well to different screen sizes and devices.

5.Lack of accessibility: Doesn't consider the needs of users with disabilities.

Good UIUX (UI In particular)

1.Clean and organized layout: Clear hierarchy of information.

2. Consistent visual elements: Cohesive use of fonts, colors, and button styles.

3. Intuitive navigation: Easy to find what you're looking for.

4. Responsive design: Adapts well to different screen sizes and devices.

5. Accessible design: Accommodates the needs of users with disabilities.

The UI/UX Design Process

The UI/UX design process is an iterative approach that involves several key stages:

1. Empathize:

 User Research: Conduct interviews, surveys, and observations to understand the target
audience's needs, goals, and pain points.

 Persona Development: Create detailed user personas to represent different user groups.

 User Journey Mapping: Visualize the user's journey from initial interaction to goal completion.

2. Define:

 Problem Statement: Clearly articulate the problem the design will solve.

 User Stories: Write user stories to define specific user goals and requirements.

 Information Architecture: Organize content and structure the information hierarchy.

3. Ideate:

 Brainstorming: Generate creative ideas and solutions.

 Sketching: Quickly sketch out design concepts.

 Mind Mapping: Visualize relationships between ideas.

4. Prototype:
 Low-Fidelity Prototypes: Create simple, paper-based or digital wireframes to focus on layout and
functionality.

 High-Fidelity Prototypes: Develop detailed, interactive prototypes that simulate the final
product.

5. Test:

 Usability Testing: Conduct tests with real users to identify usability issues.

 A/B Testing: Compare different design variations to determine the most effective solution.

 Iterate: Refine the design based on user feedback and testing results.

6. Launch and Iterate:

 Implementation: Develop the final product, ensuring it aligns with the design specifications.

 Launch: Deploy the product and monitor user behavior.

 Continuous Improvement: Continuously gather user feedback and make necessary adjustments.

Assignment :

Find 3 differences diagrammatic between a good and bad UI designs

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