- Curriculum
- Reviews
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1WEEK 1 - (Getting Started (Introductory class))Text lesson
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2CLASS 1 : VIDEO1 Hour 20 Minutes
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3CLASS 1 : VIDEO (Contd.)54 minutes
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4QUIZ 15 questions
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5Graphic Design Fundamentals (Elements & Principles)Text lesson
In this lesson, students dive into the building blocks of visual design. We’ll explore the core elements and principles that guide every effective design decision. From mastering shapes, colors, and typography to understanding alignment, balance, and hierarchy, this session lays the creative foundation every product designer needs to craft beautiful, functional, and user-centered interfaces.
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6CLASS 2: VIDEO1 Hour 23 minutes
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7CLASS 2: VIDEO (Contd.)1 Hour 49 minutes
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8CLASS 2 : VIDEO (Contd.)56 minutes
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9QUIZ 2Quiz
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10Colour Theory, Typography & Basic LayoutsText lesson
In this lesson, we focus on three powerful aspects of design that deeply influence user perception and experience. You'll learn how to choose and combine colors using basic color theory, apply typography that enhances readability and brand identity, and structure layouts that create visual balance and clarity. This session will equip you with practical techniques to create aesthetically pleasing and professional designs.
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11CLASS 3: VIDEO1 Hour 29 minutes
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12Class 3 : VIDEO (Contd.)7 Minutes
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13CLASS 3 : VIDEO (Contd.)8 minutes
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14QUIZ 3Quiz
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15Getting Started with Figma (UI Tools & Frames)Text lesson
In this session, we introduce Figma — the powerful, collaborative design tool used by leading product teams around the world. You’ll learn the Figma interface, how to use basic tools, and start creating frames, shapes, text, and components. By the end of this lesson, you’ll be confident navigating Figma and building your first user interface structures from scratch.
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16QUIZ 44 questions
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17CLASS 2: VIDEO20 Minutes
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18Components, Assets, and Reusable Elements in FigmaText lesson
This lesson explores one of Figma’s most powerful features — Components. You’ll learn how to create reusable design elements that save time and maintain consistency across your UI projects. We’ll also dive into the Assets panel, managing design systems, and working with variants and instances. By the end, you’ll be able to build scalable design files like a pro.
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19QUIZ 55 questions
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20CLASS 2: VIDEO (CONTD.)1 hour
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21Hands-on: Designing a simple poster and mobile app screenText lesson
This practical session is where creativity meets execution. Students will apply everything they've learned so far — from graphic design principles to Figma tools — to design two real-world visuals: a clean, impactful poster and a basic mobile app screen. This hands-on experience helps build design confidence and reinforces layout, color, typography, and component skills.
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22QUIZ 65 questions
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23Layouts, Spacing, and GridsText lesson
In this lesson, students will learn how to structure designs with clarity and precision using layouts, spacing, and grids. These are foundational tools for creating balanced, consistent, and responsive designs. We'll explore how to use Figma's layout grids, spacing techniques, and alignment tools to guide the user’s eye and create clean, well-organized interfaces.
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24CLASS 1 : VIDEO2 Hours 25 Minutes
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25Creating UI Elements: Buttons, Forms, CardsText lesson
This lesson is all about building the essential building blocks of any user interface: buttons, forms, and cards. You'll learn how to design them from scratch in Figma, apply best practices for usability and consistency, and turn them into reusable components. By the end, you'll have your own mini design system foundation ready to use in real projects.
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26CLASS 2 : VIDEO50 Minutes
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27Session X: Creating UI Elements – Buttons, Forms, and Cards Lesson Overview In this session, learners will gain hands-on experience with designing and prototyping essential UI components—buttons, forms, and cards. These elements are the building blocks of most interfaces and play a critical role in guiding users through interactions, ensuring usability, and creating a cohesive design system. Students will learn best practices for designing these elements with accessibility, responsiveness, and consistency in mind. Learning Objectives By the end of this session, learners will be able to: Understand the principles of UI component design and their role in user interaction. Design buttons with appropriate states (default, hover, active, disabled). Create forms that are user-friendly, accessible, and optimized for both desktop and mobile. Prototype cards for displaying grouped content effectively (e.g., product previews, blog posts, or profile cards). Apply visual hierarchy, consistency, and accessibility to UI element creation. Lesson Content 1. Buttons – Driving User Actions Definition & Role: Primary triggers for user interactions (e.g., “Sign Up,” “Submit”). Types of Buttons: Primary, secondary, tertiary, ghost, icon-only. Design Principles: Contrast for visibility. Clear labels (microcopy). Proper sizing & spacing. Feedback states: hover, pressed, focus, disabled. Exercise: Design and prototype a set of buttons with different states. 2. Forms – Gathering User Input Purpose: Collecting user data (sign-up, checkout, contact). Best Practices: Simple and concise (minimize fields). Group related fields logically. Clear labels and placeholder text. Error handling & validation feedback. Accessibility: proper tab order, ARIA labels. Exercise: Create a responsive sign-up form with validation states. 3. Cards – Organizing Content Definition: Container components that group related content into an easily scannable format. Examples: Product cards, blog post previews, user profile cards. Design Principles: Use of imagery, text, and CTA buttons. Consistent padding and alignment. Shadows and borders for hierarchy. Responsive scaling (grid layouts). Exercise: Design a set of cards for a product listing page. Practical Project Task: Build a mini UI kit with buttons, a simple form, and cards, maintaining consistency in colors, typography, and spacing. Tools: FigmaText lesson
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28CLASS 3 :VIDEO5 Minutes
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33Session 13: UX Design vs UI Design, User-Centered DesignText lesson
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34CLASS 1 : VIDEO1 Hour 30 minutes
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35Session 14: User Research: Interviews, Personas, Empathy MapsText lesson
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36CLASS 2 :VIDEO2 Hours 10 Minutes
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37Session 15: User Journey Mapping & Task FlowsText lesson
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38CLASS 3 :VIDEO2 Hours 13 Minutes
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45Session 19: Prototyping ContinuedText lesson
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46CLASS 1 :VIDEO40 minutes
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47Session 20: Usability TestingText lesson
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48CLASS 2 : VIDEO1 Hour 10 minutes
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49CLASS 2 : VIDEO (2)35 Minutes
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50Session 21: Interpreting Test Results & IteratingText lesson
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51CLASS 3: VIDEO1 Hour 25 minutes
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52CLASS 3 VIDEO (2)30 minutes
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Product Design 2026 ( BATCH C )
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What is Prerequisite coursesA prerequisite is a specific course that you must complete before you can take another course at the next grade level.