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User Experience Fundamentals

A Deep Dive into UX

Learn user experience by applying the process to a real-life project that will provide your first portfolio piece. The project can be an app or website of your choosing. It can be your own app idea, or a real-life project you are currently working on. See pictures of an actual class in action. If you have no project we have sample projects! You’ll conduct user research, create user scenarios and personas, and build user flows. You’ll sketch, wireframe, prototype and test with user interviews, then present your findings to the class. Along the way you will document your process and work to create a case study that will go into your real-life portfolio. This intensive class prepares you to understand the basics of user experience practice through various methodologies and real-world projects. It will require some work outside of class.


  • Understand the practice of User Experience
  • Broaden your skills with User Research, Prototyping and Testing methodologies
  • Learn and analyze existing Processes to build your own toolkit
  • Practice creating a design recommendation for a business owner/client


  • User Engagement: conducting user interviews, creating user personas and user scenarios
  • Concept Development: building user flows, sketching and wireframing
  • Iterative Process: prototyping and testing
  • Client Engagement: aligning with business goals and creating design recommendations

Course developed in collaboration with Paper + Equator.

  • Work as a team to solve user needs

  • User paper prototypes to verify assumptions

  • Prioritize tasks based on user research

  • Learn to prototype with Sketch and InVision

  • Communicate your findings through design recommendations

  • Practice with a real-world client

Upcoming Classes

Price: $1300 Click for Discounts

  • 24 hours of Hands-On Training
  • Custom Written Workbook Included
  • Mac ONLY

What You’ll Learn

Section 1
Intersection of Design. Technology. Business.
  • Through critical analysis understand how user experience as a field sits in the intersection of different areas of the product.
  • What is the difference between User Experience Design and User Interface Design?
  • Learn about heuristics and apply heuristic evaluation to various websites, including and
  • Competitive Research
  • Homework: Think about your class project. Select a new business idea, a current project, or choose a sample project from class.

Section 2
Knowing Your User
  • Learn how to structure and conduct user interviews to better identify the needs and current behaviors of the user.
  • Understand how to engage the user to work through assumptions and preconceived notions that arise during the process.
  • Write down assumptions for your class project.
  • Homework: Interview 1–5 people about your project.
Section 3
User Research and Personas
  • Review user research questions/review homework.
  • Refine user interview questions.
  • Interview classmate for your project.
  • Create user personas from the interviews to represent the goals and behaviors of the users within the system.
  • Develop user scenarios to show when and how the user engages with the system.
  • Homework: Begin to synthesize results of user research.
Section 4
Synthesis of User Research, Journey Maps, and User Flows
  • Continue to synthesize results of user research to find patterns.
  • Create a journey map for your project.
  • Think through the different features of the system by building user flows.
  • Take the written narrative to the next level through sketching and improvising using techniques such as storyboarding and bodystorming.
  • Homework: Refine your user flows.

Section 5
Wireframing, Sketching, Prototyping
  • Practice a sketching session for an existing website or mobile application of your choice. Start with sketching on a whiteboard or your notebook.
  • Sketch wireframes for your class project.
  • Learn Sketch to create wireframes/prototypes.
  • Learn the power of prototyping and testing an idea. Understand different methods of prototyping and their levels of fidelity.
  • Discuss the motivation behind the prototyping, such as newly discovered user goals, business needs and improved functionality.
  • Homework: Finish prototyping your user flows.
Section 6
Prototyping & User Testing
  • InVision for clickable prototypes.
  • Use Sketch and InVision to create a clickable prototype for your project.
  • User testing methods and strategies.
  • Do's and don'ts of user testing.
  • Do a user test on your project with a classmate.
  • Clearly list the assumptions and test your concepts. Work on multiple iterations of the prototype based on the test results.
  • Homework: Test your prototype on 1–5 users.
Section 7
Iterating the Prototype and Further User Testing
  • Report conclusions based on user testing.
  • Create a user testing report.
  • Rework the prototype based on user testing conclusions.
  • Case studies.
  • Homework: Finish iterating the prototype based on user testing.
  • Homework: Create a case study of your project.

Section 8
Final Project Presentation + The Business of UX Design
  • Present class projects as case studies on-screen.
  • Getting into the business: strategies and ideas.