Building UX Skills

As a result of working with clients on aspects of User Interface Design I became very interested in the area of User Experience Design and decided to expand my skills and experience in this field. This course is run by the UX Design Institute and is the world’s only university credit-rated online UX course. I completed and passed the course in December 2019 and can now be considered a Certified UX Professional. I have included information on the modules below and the project coursework produced. The full course details are on the UXDI website.


I am currently working with the company AAA Edinburgh to improve the user experience and applying techniques I learned on this course.


If you have a project that you think would benefit from my input I would be very interested to hear from you | 07951 892668.

The UX Process

The diagram below outlines the development process for a UX project.


Below is a guide to the content of each module and the relevant coursework completed. If you would like to see any of the coursework or discuss a project just drop me a line.

Modules and Coursework

01: Introduction

Developing a clear understanding of the user experience design process, the steps in the process, the importance of each step and how they build on each other as the process unfolds.

02: User Research

Learning about the range of different types of research such as qualitative v quantitative, attitudinal v behavioural. Preparing and carrying out a variety of research techniques. Coursework: Project 01: Usability Tests
Project 02: Depth Interview Project 03: Online Survey Project 04: Competitive Benchmark

03: User Goals

Understand the need to analyse the research data that you gather. It’s only through analysing this data that you can clearly articulate the problems that you’re attempting to solve for the end-user of your digital product. Coursework: Project 05: Affinity Diagram Project 06: Customer Journey Map

04: Structure and Navigation

Includes understanding the meaning of Information Architecture and how to define one. Also understanding the concept of flow and how to define a flow for a digital product and common navigation patterns. Coursework: Project 07: Flow diagram for desktop

05: Interactions

Learning the components of an an interaction and how these components - controls, rules and feedback - facilitate an interaction. Understanding that feedback is the starting point for effective interaction design and that wireframes are the design tool used to communicate interactions to developers.

06: Design Principles

Harnessing the power of design principles when it comes to designing software products. Understanding that design principles are proven solutions to common problems across many different design principles including advertising, architecture and software design. how How the design principles of perceivability and predictability help to make the purpose and function of a product clear.

07: Design Patterns

The concept of design patterns, which are reusable solutions to common problems that are seen over and over again in software. Introduction to a range of concepts including chunking, alignment, table alignment, call-to-action, visual hierarchy and progress indicators, as a way to make software more perceivable and predictable.

08: Mobile

The different design considerations for designing desktop versus mobile products. Understanding the key differences between responsive websites, mobile websites and native applications. Coursework: Project 08: Flow diagram for mobile.pdf Project 09: Define navigation for desktop.pdf Project 10: Define navigation for mobile.pdf

09: Workflows

Sketching the screens and screen states for users flowing through the flight booking application. Coursework: Project 11: Interaction design for desktop Project 12: Interaction design for mobile

10: Prototyping and Wireframing

The skills and knowledge to build prototypes and compile wireframe documentation. You’ll Understanding the different types of prototypes and the benefits of drawbacks of each type, including high fidelity prototypes, medium fidelity prototypes and low fidelity prototypes. Coursework: Project 13: Prototype for desktop.pdf Project 14: Prototype for mobile.pdf Project 15: Wireframes for desktop.pdf Project 16: Wireframes for mobile.pdf