User experience design is often misunderstood as simply interface design, but is actually comprised of many moving parts beyond the visual aspect–a good user experience also takes into account how the user feels. In this hands-on UX training, you’ll learn about the complete UX design process, including user research, product requirements, information architecture, user flows, sketching and wireframing, prototyping and usability testing, development and post-development.
Whether you are exploring a new career or are looking to better understand the role of UX designers on your team, this User Experience course is the perfect primer to learn more about the user experience design process. This UX class will blend lecture, discussion, industry examples, and classroom activities. You'll leave the class with a broad understanding of how UX designers work with other team members, fundamentals of the industry, and how designers move from research insights to design concepts.
What You’ll Learn
- Learn the UX design process
- Learn research methods, and conduct a user interview
- Understand UX terms: personas, journey maps, scenarios
- Sketch a prototype for an app
- Turn your sketch into an app prototype on your phone
UX Design in a Day Class Syllabus
What You’ll Learn
What is UX and why is it important?
- Defining the roles: Freelance vs. Agency vs. Internal Product
- UX vs. UI: Defining the differences
- UX is an iterative process
- What do we know?
- What is missing?
- Market Research
- Competitive Analysis
- Stakeholder Interviews
- User Interviews
- What do users need to accomplish and what features support these goals?
- How does Time, Budget + Resources affect what we are building?
- Task Analysis
- Feature Set
- Feature Prioritization
Information Architecture + Navigation
- How do we organize content?
- Content Inventory
- How do users move through the website / app to accomplish tasks?
- Which user flows do we create?
- How do user flows influence the interface design?
- How do we turn ideas into designs?
- Focus on testing assumptions before moving to high-fidelity deliverables
- If the ideas don't work on paper, they won't work in high-fidelity digital
- Creating page level schematics that define the structure, hierarchy + scale of the interface
- What level of fidelity is appropriate?
- Creating an interface language or methodology
- What are some common programs used to create wireframes?
- What are the different types of prototypes and when is each used?
- What does a prototype accomplish? What does it not?
- What are some common programs used to create prototypes?
- What are the different types of usability testing and when is each used?
- What does user feedback tell us and how does we incorporate it?
- What types of development processes are there and how do they differ?
- When is each type of these development approaches appropriate?
- What's next?