
In this lecture, we will learn the 4 things that separate beginner UI from professional UI. These are the core visual design principles you need to know before applying colors and styles to your wireframe.
Here are the 4 things we will cover:
Reducing Visual Noise - Let One Speaker Talk
If every element on the screen is colorful and loud, the user cannot focus on anything.
Just like in a classroom - if everyone talks at once, nobody is heard. But if only one person speaks, the message is clear.
Use color only where it matters (like a call-to-action button).
White Space - The Art Gallery Rule
Art galleries paint their walls white so you focus only on the paintings.
Similarly, keep your screen clean. Do not fill every empty area - white space helps the user focus on what is important.
Example: The Apple website uses a lot of white space to guide your attention.
The 60-30-10 Color Rule
60% of your screen should be neutral (white, light gray) - this is your background.
30% should be anchors - these guide the user (titles, labels, section headers).
10% should be attractors - these are the action items like buttons that pop out.
Example: A reception desk painted in bright orange so visitors know exactly where to go.
High Contrast - Make It Easy to Read
Black text on a white background is easy to read. Pink text on gray is not.
Contrast is especially important for apps used outdoors (like ticketing apps) where sunlight can wash out the screen.
Always test: if you squint, can you still tell the elements apart?
By the end of this lecture, you will have 4 clear rules to follow when turning your wireframe into a professional-looking UI.
Opening Figma for the first time is overwhelming. A blank canvas. A hundred tools you have never used. No idea where to start. That feeling is completely normal - most people learning design have been there.
The difference between staying stuck and moving forward is not talent. It is having someone walk you through what to do first.
This course starts right there - at that blank canvas - and shows you what to do next.
Learn to Design a Real App in Figma - Hands-On, From Day 1
Build wireframes, high-fidelity screens, and interactive prototypes in Figma
Create reusable components and a mini design system with Auto Layout
Follow the same UX process used by designers in real product companies
Practice a UX audit by identifying and fixing usability problems on a real screen
Complete 5 hands-on assignments, one at the end of every day
UX design is one of the most in-demand skills in tech today, and you do not need a coding or design background to get started.
UX designers work at startups, agencies, product companies, and as freelancers. This course helps you build hands-on experience through a structured, project-based approach. You will design an app using Figma, and follow the same process that UX designers follow in actual product companies.
No unnecessary theory. No time waste. Only the things that actually matter.
Here is how the 5 days break down:
Day 1 - Wireframing and Information Architecture: Before you touch any color or font, you think like a designer first. You map the app flow and decide what goes where. This is one of the most important foundations in the design process.
Day 2 - UI Design and Visual Hierarchy: Now you apply the paint. Typography, colors, spacing. I show you simple, proven rules that make screens look clean and professional.
Day 3 - Figma Components and Design Systems: You build buttons, input fields, and cards, all reusable using Figma Auto Layout and components. This is how real design teams stay organized and consistent.
Day 4 - Prototyping and Interaction Design: You connect the screens, add transitions, and make everything clickable. You can share this prototype and people will actually feel the app working.
Day 5 - UX Audit and Redesign: I give you a screen with usability problems. You identify the issues. You redesign it. This is one of the most practical exercises in the course.
Every day ends with a hands-on assignment. By Day 5, you will have practiced creating a wireframe, high-fidelity UI screens, a mini UI kit, a clickable prototype, and a before-and-after redesign. That is 5 completed projects from a single course.
I did not learn UX from a textbook. I learned it by doing projects, making mistakes, and getting feedback from senior designers. That is exactly how I teach here. Short concept, then straight into practice. 18 lectures, 5 assignments, 5 quizzes, and one real project to learn by doing.
5 days. 1 app. Everything you build, you keep.