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    UI/UX Design & Prototyping with Figma

    Creative Technology· Intermediate· Ages 14–17· 32 Hours

    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.

    Module 1

    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.

    Approx. 8 hrs
    #Lesson TitleWhat Students LearnActivity / ProjectKey Tools / Concepts
    1.1UI vs UX: Understanding the DifferenceDefine 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
    1.2Design Thinking ProcessUnderstand 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
    1.3User Research MethodsUnderstand 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
    1.4User Journey MappingMap 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
    1.5Information Architecture & User FlowsUnderstand 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
    1.6Low-Fidelity WireframingUnderstand 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
    1.7Accessibility & Inclusive DesignUnderstand 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
    1.8Module 1 Project: UX Research & WireframesApply 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
    Module 2

    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.

    Approx. 8 hrs
    #Lesson TitleWhat Students LearnActivity / ProjectKey Tools / Concepts
    2.1Figma Deep Dive: Workspace & FramesUnderstand 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
    2.2Typography Systems in FigmaBuild 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
    2.3Colour Systems & Design TokensCreate 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
    2.4Components & InstancesUnderstand 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
    2.5Auto LayoutUnderstand 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
    2.6Design Systems: Building a UI KitUnderstand 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
    2.7Responsive Design & GridsSet 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
    2.8Module 2 Project: Hi-Fi App ScreensApply 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
    Module 3

    Prototyping & Interaction Design

    Students build fully interactive prototypes: screen connections and transitions, overlay/modal/drawer patterns, micro-interactions, usability testing, and design handoff preparation.

    Approx. 8 hrs
    #Lesson TitleWhat Students LearnActivity / ProjectKey Tools / Concepts
    3.1Introduction to Prototyping in FigmaLearn 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
    3.2Screen Transitions & AnimationsApply 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
    3.3Overlays, Modals & DrawersBuild 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
    3.4Micro-Interactions & State ChangesUnderstand 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
    3.5User Flow Prototyping & Testing PrepBuild 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
    3.6Usability Testing & IterationConduct 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
    3.7Design Handoff & Developer CollaborationPrepare 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
    3.8Module 3 Project: Interactive PrototypeComplete 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
    Module 4

    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.

    Approx. 8 hrs
    #Lesson TitleWhat Students LearnActivity / ProjectKey Tools / Concepts
    4.1Project Briefing & Concept SelectionWrite 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
    4.2User Research & Competitive AnalysisConduct 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
    4.3IA, User Flows & Lo-Fi WireframesTranslate 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
    4.4Design System SetupSet 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
    4.5Hi-Fi Screen DesignDesign 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
    4.6Prototyping & Interaction DesignBuild 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
    4.7Usability Testing & Final RefinementConduct 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
    4.8Final Presentation DayPresent 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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