Live online course · UI/UX Design
UI/UX Design with Figma
Research, design, prototype and test digital products — and present the work as a case study
A seven-week live course in UI/UX design: user research, personas, journeys, information architecture, wireframes, visual design, components and design systems in Figma, accessibility, prototyping, usability testing and developer handoff.
- Beginner
- Live online
- 42 live hours
What you will be able to do
- Plan and run lightweight user research and turn findings into a clear problem statement
- Create personas, jobs-to-be-done statements and user journeys grounded in research
- Structure an app or website with information architecture and wireframes
- Apply visual hierarchy, typography, colour and layout grids to create clear interfaces
- Build reusable Figma components with auto layout, variants and variables
- Design responsive, accessible screens that meet WCAG contrast, focus and touch-target guidance
- Prototype interactions, run usability tests and iterate on the findings
- Hand designs to developers with Dev Mode and present the work as a portfolio case study
About this course
Good digital products start with understanding people, not with picking colours. This course teaches the complete design process used on product teams: finding out what users actually need, structuring information, sketching and wireframing, crafting a clear visual interface, building reusable components, prototyping and testing with real people, and handing designs over to developers.
Classes are live and hands-on in Figma. Throughout the seven weeks you work on one guided project — a mobile app that helps students find and book study rooms in their college library — taking it from research to a tested prototype. You then apply the same process to a capstone case study of your own. Every week has explicit critique and doubt-clearing time.
No previous design experience is needed. Visual skills are taught step by step, and accessibility is treated as part of good design from the start rather than an afterthought.
Syllabus
Every session is a live class. Module hours add up to the course total.
This syllabus is a draft awaiting instructor review. Topics, order and schedule may change before the first batch is announced.
01Understanding users and the problem4 live sessions · 8 hours · The design process and the research that makes design decisions defensible.
Learning objectives
- Explain the difference between UI and UX and the stages of a design process
- Plan and run short user interviews and surveys without leading questions
- Synthesise findings into personas, jobs-to-be-done and a problem statement
Live sessions
- 01What UI/UX design is and how products are designed2 hUI versus UX, the double-diamond process, the roles on a product team, and a first tour of Figma and FigJam with the guided project brief.
- 02User research methods2 hInterviews, surveys and observing real use; writing a research plan and neutral questions; consent and handling participants’ personal information carefully.
- 03Personas, jobs-to-be-done and problem definition2 hAffinity mapping research notes in FigJam, building evidence-based personas, jobs-to-be-done statements, and turning insights into a problem statement and how-might-we questions.
- 04Week 1–2 review and doubt-clearing2 hCritique of learners’ research plans and syntheses; open questions.
- Practice
- Interview two people about how they find study space today and synthesise the notes in FigJam.
- Assessment
- Assignment: research summary with one persona, a jobs-to-be-done statement and a problem statement.
- You will be able to
- You can find out what users need and define the right problem before designing screens.
02Journeys, structure and wireframes4 live sessions · 8 hours · Map how people move through a product and sketch its structure before styling it.
Learning objectives
- Map user journeys and task flows from research
- Organise content with information architecture and a sitemap
- Create low-fidelity wireframes in Figma with frames and basic shapes
Live sessions
- 05User journeys and task flows2 hJourney maps with stages, actions, thoughts and pain points; task flows for a single goal; finding where design can help most.
- 06Information architecture2 hGrouping and labelling content, card sorting, sitemaps, navigation patterns for mobile and web, and common navigation mistakes.
- 07Wireframing in Figma2 hFrames, shapes, text and basic layers in Figma; sketching to low-fidelity wireframes; common mobile screen patterns such as lists, details and forms.
- 08Wireframe critique and checkpoint quiz2 hStructured peer critique of wireframes; short quiz on research, journeys and information architecture; capstone briefs released; doubt-clearing.
- Practice
- Map the study-room booking journey, card-sort its content and wireframe the core booking flow.
- Assessment
- Checkpoint quiz plus submission of the journey map, sitemap and wireframes.
- You will be able to
- You can plan a product’s structure and flows before investing in visual design.
03Visual design fundamentals3 live sessions · 6 hours · Make interfaces clear and attractive with hierarchy, typography, colour and layout.
Learning objectives
- Use size, weight, spacing and contrast to create visual hierarchy
- Choose and set type for readable interfaces
- Build a colour palette with purpose and sufficient contrast
Live sessions
- 09Visual hierarchy, layout grids and spacing2 hGestalt principles, alignment, proximity and white space, 8-point spacing, column and layout grids in Figma, and designing for scanning.
- 10Typography for interfaces2 hChoosing typefaces, type scales, line height and length, text styles in Figma, and supporting Indian-language scripts where needed.
- 11Colour, imagery and visual critique2 hColour roles, building a palette, colour styles in Figma, contrast ratios, icons and imagery; critique of learners’ first high-fidelity screens.
- Practice
- Turn the booking-flow wireframes into high-fidelity screens using a defined grid, type scale and palette.
- Assessment
- Assignment: three high-fidelity screens with a short rationale for hierarchy, type and colour choices.
- You will be able to
- You can turn wireframes into clean, consistent and readable interfaces.
04Components, design systems and responsive design4 live sessions · 8 hours · Build reusable components and a small design system, and make designs adapt to any screen.
Learning objectives
- Lay out components and screens with auto layout and constraints
- Create components with variants and properties
- Define design tokens with Figma variables and modes
- Design responsive layouts across mobile, tablet and desktop
Live sessions
- 12Auto layout and constraints2 hAuto layout direction, spacing, padding and resizing; nesting auto layout; constraints and how screens behave when frames resize.
- 13Components and variants2 hMain components and instances, overrides, variants for states such as default, pressed and disabled, component properties, and organising a library.
- 14Variables, tokens and design systems2 hColour, spacing and number variables, light and dark modes, naming tokens so developers can use them, and how established design systems are structured.
- 15Responsive design and doubt-clearing2 hBreakpoints, adapting the booking flow from mobile to tablet and desktop, responsive components; open questions on components and variables.
- Practice
- Build a button, input, card and navigation component set with variants and variables, and rebuild the screens with it.
- Assessment
- Assignment: a small component library and the booking flow at two breakpoints.
- You will be able to
- You can design consistently and quickly with a reusable component system.
05Accessibility, interaction and testing3 live sessions · 6 hours · Design for everyone, bring designs to life with prototypes and test them with real people.
Learning objectives
- Check designs against WCAG 2.2 AA contrast, focus and touch-target guidance
- Design interactions, feedback and states that help users succeed
- Build interactive prototypes and run moderated usability tests
Live sessions
- 16Accessible design2 hWCAG 2.2 AA basics for designers: colour contrast, not relying on colour alone, visible focus and focus order, touch-target sizes, readable text, form labels and errors, and reduced motion.
- 17Interaction design and prototyping2 hFeedback, affordances and states including loading, empty and error; prototype connections, overlays, smart animate and interactive components in Figma.
- 18Usability testing and iteration2 hWriting test tasks, running a moderated test, observing without leading, recording findings by severity, and deciding what to change; doubt-clearing.
- Practice
- Run an accessibility check on the booking flow, prototype it and test it with two people, then iterate.
- Assessment
- Assignment: accessibility checklist, prototype link and a usability test summary with the changes made.
- You will be able to
- You can validate designs with real users and make them usable by more people.
06Handoff, portfolio and capstone3 live sessions · 6 hours · Prepare designs for developers, present the work as a case study and complete the capstone.
Learning objectives
- Prepare annotated, Dev Mode-ready files for developers
- Write a portfolio case study that shows process and decisions honestly
- Deliver and present a complete capstone case study
Live sessions
- 19Developer handoff and portfolio case studies2 hDev Mode, annotations, measurements, exporting assets, ready-for-dev status and working with developers; structuring a case study around problem, process, decisions and results.
- 20Capstone studio and doubt-clearing2 hFocused working session on capstone designs with individual feedback and critique.
- 21Capstone presentations and final assessment2 hLearners present their case studies for live review; final assessment covering the whole course.
- Practice
- Prepare the capstone file for handoff and draft its case study.
- Assessment
- Capstone case study submission and a final assessment (pass mark 60%).
- You will be able to
- You can take a design from research to developer handoff and explain your process convincingly.
Teaching formats and fees
Every format teaches the full syllabus live, with the same projects, assessments and certificate rules. The fee is per student for the whole course.
| Detail | Group | Duo | One-to-One |
|---|---|---|---|
| Who is in class | Small group | 2 students | 1 student |
| Course fee | ₹6,999 | ₹11,999 | ₹21,999 |
| Per live hour | ₹167 | ₹286 | ₹524 |
| Best for | Learn live with a small group of students. Lowest fee per student. | Two students share every live class with the instructor. | Every live class is just you and the instructor. |
| Status | Launch fee | Launch fee | Launch fee |
Launch fee — GST treatment to be confirmed.
Fees are set in Indian rupees. Amounts in other currencies are estimates; the amount and currency you would pay are shown before payment once online enrolment opens.
Schedules and batches
Choose the schedule that fits your week. Both teach the same syllabus and the same 42 live hours; only the number of weeks differs.
| Schedule | Days | Live hours a week | Classes | Length before holidays |
|---|---|---|---|---|
| Weekday Intensive | Mon–Fri, 1 h each | 5 | 42 | about 9 weeks |
| Weekend Evening | Sat & Sun evenings, 2 h each | 4 | 21 | about 11 weeks |
- Weekday Intensive classes are one hour, so each 2 h syllabus session is taught across consecutive weekday classes.
- Weekend Evening classes run on Saturday and Sunday evenings; the exact time and time zone are set before a batch is confirmed.
- Public holidays are not class days unless the instructor confirms a class. Holidays, instructor leave and cancelled classes move the end date later so no live hours are lost.
- Plan about 5 hours a week of exercises, assignments and project work outside class.
- Group, Duo and One-to-One courses all follow one of these two schedules.
Final project
Design a mobile app or responsive website end to end and present it as a case study. Choose one brief — a neighbourhood clinic’s appointment booking, a local bus-pass renewal flow, or a small home-business ordering site — or propose your own of similar scope for approval. You will:
- interview at least three people and summarise the findings, a persona and a jobs-to-be-done statement;
- map one key user journey and a sitemap;
- produce low-fidelity wireframes and then high-fidelity screens for the core flow (about six to ten screens), at mobile and one larger breakpoint;
- build a small component library with auto layout, variants and colour and spacing variables, and use it in your screens;
- check colour contrast, focus order and touch-target sizes against WCAG 2.2 AA;
- create a clickable prototype, run usability tests with at least three people and make documented changes based on what you learned;
- prepare a Dev Mode-ready file with annotations for developers.
Deliverables: the Figma file (research board, wireframes, final screens, components and prototype), a usability test summary and a written case study of about 800–1,200 words with images, presented live in the final week.
Certificate
ZORK Academy course completion certificate
Issued once your instructor confirms you have met every requirement:
- Attend at least 80% of live classes
- Submit every required assignment
- Submit and pass the required projects, including the final project
- Score at least 60% in the final assessment
Each certificate has a unique ID that employers can verify online. Paying for the course does not by itself earn a certificate. It is not a university degree or a government-recognised qualification.
Tools and skills
Tools and technologies
- Figma
- FigJam
- Figma Dev Mode
- Google Forms
- WebAIM Contrast Checker
- Notion or Google Docs
Skills you practise
- User research
- Personas and jobs-to-be-done
- User journeys
- Information architecture
- Wireframing
- Visual design
- Interaction design
- Design systems and components
- Responsive design
- Accessibility
- Prototyping
- Usability testing
- Developer handoff
- Case-study writing
Where these skills apply
- UI and UX design for apps and websites
- Product design on cross-functional teams
- Design work for startups, agencies and freelance clients
- Developers and product managers collaborating more effectively with design
- Improving the usability of internal tools and business software
We help you prepare for work; we do not guarantee jobs, placements or salaries. Career resources
Questions about UI/UX Design with Figma
How long is UI/UX Design with Figma?
42 hours of live online teaching: about 9 weeks on the Weekday Intensive schedule (Mon–Fri, 1 h a class), or about 11 weeks on the Weekend Evening schedule (Sat & Sun evenings, 2 h a class), before holidays. Plan about 5 hours a week of exercises and project work as well.
When are the classes?
No batch dates have been announced yet. The proposed pattern is Tue, Thu and Sat, 7:30–9:30 pm IST; it is confirmed when a batch is scheduled. Book a free consultation to hear about the next batch.
What do I need before I start?
- Comfortable using a computer and a web browser
- No previous design or drawing experience required
- A laptop or desktop that runs a current browser well (8 GB RAM recommended); a mouse is strongly recommended over a touchpad
- A free Figma account (the free plan is enough for the course; Dev Mode is demonstrated live)
- Willingness to speak with two or three people for short research interviews and usability tests
Will I get a certificate?
Yes — a ZORK Academy course completion certificate when you meet this course’s requirements, listed under Certificate. Paying for the course does not by itself earn the certificate, and it is not a university or government-recognised qualification.
Are classes recorded?
Where the academy has permission to record a class, the recording may be shared with your batch for revision. Recordings do not replace live classes, and attendance counts towards the certificate.
How do I pay?
The fee is a one-time payment in Indian rupees through Razorpay once online enrolment opens; ZORK Academy never sees your card or UPI details. The fee shown is proposed and may change before enrolment opens. Refunds follow the refund and cancellation policy in force when you pay.
Send an enquiry
Tell us which format and schedule interest you. An enquiry is not an enrolment: it reserves no place and commits you to nothing. The team replies with the confirmed batches and approved fees once they are available.
