UI/UX Design & Prototyping with Figma
Course At a Glance
Category
Creative Technology
Level
Intermediate
Age Group
14–17 years
Prerequisite
Graphic & Digital Design (Beginner) or equiv.
Duration
32 Hours
Modules
4 Modules
Program Outcomes
By the end of this course, students will be able to:
- 1
Apply user-centered design principles to create intuitive digital experiences.
- 2
Design professional mobile and web interfaces using Figma's component and design system features.
- 3
Build interactive prototypes that simulate real-world application behaviour.
- 4
Develop a complete UI/UX project demonstrating research, wireframing, visual design, and prototyping skills.
Introduction to UI & UX Principles
Students learn the fundamental distinction between UI and UX, the Design Thinking process, user research methods, user journey mapping, information architecture, lo-fi wireframing, and accessibility principles.
| # | Lesson Title | What Students Learn | Activity / Project | Key Tools / Concepts |
|---|---|---|---|---|
| 1.1 | UI vs UX: Understanding the Difference | Define UI as the visual layer a user interacts with. Define UX as the entire journey a user has with a product. Understand that great UX requires great UI, but great UI alone does not guarantee great UX. Analyse real apps to identify UI and UX strengths/weaknesses. | App Teardown: Choose an app and rate the UI and UX independently. Share findings — where do scores agree and disagree? Discuss: can an app have beautiful UI but poor UX? | UI (visual layer), UX (end-to-end experience), usability, accessibility, user journey |
| 1.2 | Design Thinking Process | Understand Design Thinking as the problem-solving framework: Empathise → Define → Ideate → Prototype → Test. Understand why Design Thinking is iterative. Position the course project within this framework. | Design Thinking Workshop: Teams work through all five stages for a fictional problem in 30 minutes: Empathise, Define, Ideate, Prototype, and Test. | Design Thinking: Empathise, Define, Ideate, Prototype, Test, iteration |
| 1.3 | User Research Methods | Understand why designing without user research produces solutions based on assumptions. Learn key UX research methods: interviews, surveys, and competitive analysis. Create a User Persona. | User Research Sprint: Conduct a 3-minute user interview using a prepared script. Synthesise findings into one User Persona: name, age, goals, frustrations, tech habits. | User interview, survey, competitive analysis, User Persona, affinity mapping |
| 1.4 | User Journey Mapping | Map the complete experience a user has with a product. A User Journey Map shows: stages, actions, emotional state, touchpoints, and pain points. Identify opportunities for design improvement. | Journey Mapping: Map the user journey across 5 stages. List user actions, draw the emotional curve, and identify pain points and opportunity areas. | User Journey Map, stages, emotional curve, touchpoints, pain points, opportunity areas |
| 1.5 | Information Architecture & User Flows | Understand Information Architecture (IA) as the structural design of a digital product. Learn sitemap creation. Understand User Flows: a flowchart showing the path a user takes to complete a specific task. | IA Design: Design the Information Architecture for a simple app. Draw a sitemap. Create a User Flow using flowchart symbols including decision branches. | Sitemap, User Flow, IA, hierarchy, decision diamond, screen rectangle |
| 1.6 | Low-Fidelity Wireframing | Understand wireframes as rough layout blueprints. Learn fidelity levels: Lo-fi, Mid-fi, and Hi-fi. Use placeholder boxes for images and wavy lines for text. Draw lo-fi wireframes on paper to think fast. | Paper Wireframing Sprint: Sketch lo-fi wireframes for 4 screens in 15 minutes. Peer review: can a partner understand the layout from the wireframe alone? | Lo-fi wireframe, mid-fi, hi-fi, content blocks, placeholder, fidelity levels |
| 1.7 | Accessibility & Inclusive Design | Understand accessibility as designing for users with disabilities. Learn WCAG basics: colour contrast ratio, minimum touch target size, and alternative text. Use Figma's contrast checker plugin. | Accessibility Audit: Test an app against 5 accessibility criteria. Report findings — pass or fail with evidence. | WCAG, contrast ratio 4.5:1, 44×44px touch target, alt text, colour-blind, inclusive design |
| 1.8 | Module 1 Project: UX Research & Wireframes | Apply all Module 1 skills to conduct mini UX research for a chosen app concept and produce a full lo-fi wireframe set demonstrating design thinking. | Project: 'UX Foundation Document' — produce a User Persona, User Journey Map, Sitemap, User Flow, and lo-fi wireframes for 5 screens. | Full Module 1 — persona, journey map, sitemap, user flow, lo-fi wireframes |
Figma Fundamentals
Students master professional Figma workflows: typography systems, colour styles and design tokens, master components with variants, Auto Layout for responsive design, and building a complete mini design system.
| # | Lesson Title | What Students Learn | Activity / Project | Key Tools / Concepts |
|---|---|---|---|---|
| 2.1 | Figma Deep Dive: Workspace & Frames | Understand Pages, Frames, and naming conventions. Learn all selection and transformation tools including boolean operations. Understand Figma hierarchy and use keyboard shortcuts for efficiency. | Figma Efficiency Lab: Complete 20 tasks in a Figma file including resizing, boolean operations, and alignments within 10 minutes. | Figma pages, frames, groups, boolean ops (union/subtract/intersect), keyboard shortcuts |
| 2.2 | Typography Systems in Figma | Build a professional typography system: create Text Styles for each level. Understand how typography systems prevent inconsistency and allow cascading updates. | Build: 'Typography System' — set up 8 named Text Styles and create a specimen page. Apply these styles to 3 screens and test cascading updates. | Figma Text Styles, Display/H1-H3/Body/Caption styles, cascading style updates |
| 2.3 | Colour Systems & Design Tokens | Create a Figma Colour Library: define Colour Styles using semantic naming. Introduce Design Tokens. Update a colour style and observe the cascade. | Build: 'Colour System' — create 12 named Colour Styles (primary, neutral, semantic). Apply them to 3 screens and test updates. | Figma Colour Styles, semantic naming, design tokens, primary/neutral/semantic scale |
| 2.4 | Components & Instances | Understand Figma Components as reusable code functions. Create Master Components and place instances. Learn Variants: multiple states of one component in a single container. | Build: 'UI Component Library' — create master components for a Button (variants/sizes), Input Field (states), and Navigation Tab Bar. Test updates via the master component. | Master Component, Instance, Variants, .Component naming, edit master → update all |
| 2.5 | Auto Layout | Understand Auto Layout as Figma's responsive spacing engine. Compare fixed vs hug vs fill sizing. Use Auto Layout for button padding, card lists, and navigation bars. | Auto Layout Challenge: Build 4 components using Auto Layout only (no manual positioning). Test by editing text content to see if the layout adapts. | Auto Layout, padding, gap, hug contents, fill container, wrap, fixed vs fill sizing |
| 2.6 | Design Systems: Building a UI Kit | Understand a Design System as a comprehensive library of components and guidelines. Build a simplified UI Kit following Atomic Design principles. | Build: 'Mini Design System' — assemble a Figma file with Foundations, Components, and Examples pages. Every element must be a component instance or style. | Design System, Atomic Design (atoms/molecules/organisms), Material Design, UI Kit |
| 2.7 | Responsive Design & Grids | Set up layout grids in Figma for consistent spacing. Apply the 8-point grid system. Design one screen at two breakpoints (mobile and tablet). | Responsive Redesign: Take a screen and design it at mobile (4 columns) and tablet (8 columns) breakpoints. Ensure layout reflows correctly. | Layout grid, 4/8/12 columns, gutter, margin, 8-point grid, breakpoints 360/768/1440 |
| 2.8 | Module 2 Project: Hi-Fi App Screens | Apply all Module 2 Figma skills to design a complete set of 8 high-fidelity screens using only design system components and styles. | Project: '8 Hi-Fi Screens' — design 8 polished screens covering Splash, Home, Browse, Detail View, Search, Profile, Settings. All elements must come from the Mini Design System. | Full Module 2 — hi-fi screens, design system, Auto Layout, components, styles |
Prototyping & Interaction Design
Students build fully interactive prototypes: screen connections and transitions, overlay/modal/drawer patterns, micro-interactions, usability testing, and design handoff preparation.
| # | Lesson Title | What Students Learn | Activity / Project | Key Tools / Concepts |
|---|---|---|---|---|
| 3.1 | Introduction to Prototyping in Figma | Learn the Figma Prototype tab: connect frames with interactions (On Click, After Delay) and actions (Navigate To, Open Overlay). Run the prototype in Presentation mode. | First Prototype: Connect the 8 hi-fi screens with click interactions. Run in Presentation mode and share the link. | Prototype tab, interaction arrows, On Click / After Delay, Navigate To, Presentation mode |
| 3.2 | Screen Transitions & Animations | Apply transition animations: Dissolve, Move In/Out, Push, Smart Animate. Control timing and easing. Understand how animation communicates spatial models. | Transition Design Lab: Apply different transition types to screen connections. Adjust duration and easing. Ensure the navigation model is clear. | Dissolve, Move In/Out, Push, Smart Animate, duration (ms), Ease In/Out/Linear |
| 3.3 | Overlays, Modals & Drawers | Build overlay interactions: modal dialogs, bottom sheets, side drawers. Configure background and close-on-click-outside options. | Build: Add 3 overlay interactions to the prototype (confirmation modal, bottom sheet, toast notification). | Open Overlay, Centred/Bottom Centre, overlay scrim, After Delay, close on click outside |
| 3.4 | Micro-Interactions & State Changes | Understand micro-interactions as small interactions providing feedback. Use Interactive Components to make components self-contained interaction units using Smart Animate. | Build: Design 4 micro-interactions using Interactive Components (Like button, Checkbox, Toggle switch, Button press state). | Interactive Components, Variant interactions, Smart Animate state change, micro-interaction |
| 3.5 | User Flow Prototyping & Testing Prep | Build a prototype covering 2 complete user flows. Map each flow and add error/empty states. Create a Usability Test Script. | Flow Completion: Add a second complete user flow and an error state to the prototype. Write a Usability Test Script with tasks and post-task questions. | Complete user flow, error states, empty states, Usability Test Script, task wording |
| 3.6 | Usability Testing & Iteration | Conduct a structured usability test with a think-aloud protocol. Record observations, analyse findings, and prioritise fixes. | Usability Testing Round: Conduct a 10-minute test. Take notes, summarise 3 usability problems by severity, and apply at least 2 fixes to the prototype. | Think-aloud protocol, observation notes, severity rating, design iteration from findings |
| 3.7 | Design Handoff & Developer Collaboration | Prepare a design for handoff using Figma's Dev Mode. Use correct naming, mark exportable assets, and annotate interactions. | Handoff Preparation: Rename layers, mark exportable assets, and create a Spec Page. Enable Dev Mode to inspect elements and verify CSS. | Figma Dev Mode, CSS inspect, layer naming, exportable assets, annotation, spec page |
| 3.8 | Module 3 Project: Interactive Prototype | Complete the fully interactive prototype for the app concept with transitions, micro-interactions, and error states. Pass a peer usability test. | Project: 'Fully Interactive Prototype' — polish the prototype and conduct a final peer usability test. Fix failures before submitting. | Full Module 3 — prototype, transitions, overlays, micro-interactions, usability test |
UI/UX Project
Students apply the full UX/UI design process to a chosen product: brief writing, competitive research, wireframing, design system creation, hi-fi screen design, prototyping, usability testing, and a professional case study.
| # | Lesson Title | What Students Learn | Activity / Project | Key Tools / Concepts |
|---|---|---|---|---|
| 4.1 | Project Briefing & Concept Selection | Write a Project Brief: target user group, use cases, core screens, platform, brand personality, and competitors. Teacher sign-off required. | Project Brief: Choose a track and write a detailed brief with user personas and competitive audit parameters. | Project brief, user personas, platform selection, core screens, competitive audit |
| 4.2 | User Research & Competitive Analysis | Conduct a targeted competitive analysis and user interviews. Synthesise research into a Research Insights Summary. | Research Sprint: Complete Competitive Analysis. Conduct user interviews and write an Insights Summary with actionable findings. | Competitive analysis framework, user interview synthesis, research insights, opportunity areas |
| 4.3 | IA, User Flows & Lo-Fi Wireframes | Translate research into product structure: Sitemap, User Flows, and lo-fi wireframes. Validate with a quick paper prototype test. | Design Sprint: Produce Sitemap, 2 User Flows, and lo-fi wireframes. Conduct a paper prototype test and iterate. | Sitemap, user flows, lo-fi paper wireframes, paper prototype test, iteration |
| 4.4 | Design System Setup | Set up the complete Design System: Foundations (colours, text, spacing) and Components. Ensure Auto Layout and semantic naming. | Design System Sprint: Build the Figma design system. Teacher checkpoint required before screen design begins. | Figma design system: Foundations + Components pages, semantic naming, Auto Layout, variants |
| 4.5 | Hi-Fi Screen Design | Design all 8+ high-fidelity screens using only design system components and styles. Apply an 8-point grid and visual hierarchy. | Production Sprint: Design all hi-fi screens. Review against a quality checklist ensuring components and 8-point grid usage. | 8 hi-fi screens, 8-point grid, design system enforcement, visual hierarchy checklist |
| 4.6 | Prototyping & Interaction Design | Build the full interactive prototype: connect screens, apply transitions, micro-interactions, overlays, error states, and empty states. | Prototype Sprint: Wire all screens. Implement micro-interactions and error states. Run personal tests and fix issues. | Full prototype: transitions, micro-interactions, overlays, error states, both user flows |
| 4.7 | Usability Testing & Final Refinement | Conduct a final round of usability testing, prioritise findings, and apply fixes. Prepare a professional presentation case study layout. | Testing & Polish Sprint: Conduct usability tests and fix issues. Prepare case study layout showing process from research to prototype. | Final usability test, severity-ranked fixes, case study layout, design process narrative |
| 4.8 | Final Presentation Day | Present the completed UI/UX project as a design case study walking through the problem, research, design decisions, and live prototype demo. | Final Presentation: 6-minute live case study presentation + 3-minute Q&A. Provide structured critique. | Full course — Design Thinking, UX research, Figma, design system, prototype, case study |
Teaching Notes & Tips
Pacing Guidance
Each module contains 8 lessons of approximately 55–65 minutes each. Lesson 2.4 (Components & Instances) and 2.5 (Auto Layout) are the two most technically challenging Figma lessons — allow extra time and provide worked examples students can reference.
Differentiation
Advanced students can explore: Figma Variables, advanced prototyping with conditions, motion design with spring physics, or studying UX writing. Students needing support should focus on Module 1 fundamentals and Module 2 core skills, working from provided starter files.
Assessment Criteria
Capstone assessed on: (1) UX Process — research actionable. (2) Design System Rigour — component usage. (3) Visual Design Quality. (4) Prototype Completeness — flows completable. (5) Usability Evidence. (6) Case Study Presentation.
Tools & Resources
Primary: Figma (figma.com — free Education account). Supporting tools: Figjam, Maze, Smartmockups, Unsplash. Reference design systems: Material Design 3, Apple HIG, Google Fonts.
Capstone Project Tracks
Mobile Fitness App, E-Learning Platform, E-Commerce App, Smart Home Dashboard, Food Delivery App. Each requires: browse, view, detail, core task, and profile.
Prior Knowledge Expected
Students should be comfortable with: basic Figma navigation, fundamental design principles (colour theory, typography, hierarchy, layout), and exporting files. Graphic & Digital Design (Beginner) is an ideal prerequisite.
UI/UX Design & Prototyping with Figma · Intermediate · Ages 14–17 · © Course Curriculum
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