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DESIGN · BEGINNER

UX Basics: From Research to Prototype

Go from a fuzzy idea to a tested, clickable prototype in one structured project, without guessing what users need.

This course takes you through one complete beginner UX project: framing the problem, interviewing real users, turning notes into insights, and designing flows, wireframes and a clickable prototype. You then test that prototype with five people, fix what breaks and finish with an evidence-backed design, checked against accessibility basics, that you can show to a team or put in a portfolio.

  • 4modules
  • 12lessons
  • 3h 39mof material
  • Oct 2026last updated
Clearwork course teamWritten and maintained by the Clearwork design curriculum team

What you will be able to do

  • Turn a vague request into a problem statement with a target user, an observable outcome and clear constraints
  • Recruit participants and run interviews that uncover real behaviour instead of polite opinions
  • Synthesise interview notes into themes, job stories and design priorities using affinity mapping
  • Design user flows, wireframes and a clickable prototype that apply the core WCAG 2.2 accessibility checks
  • Plan and moderate a five-person usability test, rate the findings by severity and iterate the design

Who it is for

  • Product managers, founders and developers who make design decisions without a dedicated designer
  • Graphic and visual designers moving into product and UX work
  • Career changers who want a first complete UX case study for their portfolio

Before you start

  • A product, feature or service idea to use as your course project (your own or a realistic practice brief)
  • A free account on a design tool that supports clickable prototypes, such as Figma or Penpot
  • About three to four hours per week for four weeks, including time to talk to real people

Curriculum

4 modules · 12 lessons · 3h 39m

Module 1Frame the Problem and Talk to Users3 lessons · 47 min

Turn a vague request into a clear problem statement, recruit the right participants and prepare an interview script that gets honest, specific stories.

  1. Framing the problem before you designTurn a vague request like “make onboarding better” into a problem statement with a user, a situation, an outcome and a way to measure progress.15 min · free preview · worked example · exercise
  2. Recruiting the right participantsDefine who you need to talk to, write a short screener and book five to eight participants without relying on friends and colleagues.14 min · worked example · exercise
  3. Interview scripts and neutral questionsStructure a 45-minute interview around recent stories, and rewrite leading, hypothetical and double-barrelled questions before they bias your data.18 min · worked example · exercise
  4. Module quiz4 questions with explanations
Module 2From Insights to User Flows3 lessons · 49 min

Synthesise your interviews with affinity mapping, express what users are trying to achieve as job stories and map the flows your design must support.

  1. Affinity mapping: from notes to themesBreak interview notes into single observations, cluster them from the bottom up and write insight statements the whole team can act on.18 min · worked example · exercise
  2. Jobs-to-be-done and design prioritiesExpress what users are trying to achieve as job stories, then rank the opportunities by importance and by how well they are served today.16 min · worked example · exercise
  3. Mapping user flowsMap the steps, decisions and failure paths a user takes to complete a priority job, and remove steps before you design any screens.15 min · worked example · exercise
  4. Module quiz4 questions with explanations
Module 3Wireframes, Heuristics and Accessibility3 lessons · 58 min

Design the structure of each screen, review it against established usability heuristics and build in the accessibility basics from the start.

  1. Wireframing: structure before styleSketch several layout options quickly, then build low-fidelity wireframes that define content, hierarchy and behaviour without visual polish.20 min · worked example · exercise
  2. Reviewing designs with usability heuristicsUse the ten widely taught usability heuristics to find problems in your wireframes before any user sees them, and rate each problem by severity.18 min · worked example · exercise
  3. Accessibility basics: contrast, keyboard and labelsApply the WCAG 2.2 essentials that beginners often miss: colour contrast, keyboard access, visible focus, target size and labels.20 min · worked example · exercise
  4. Module quiz4 questions with explanations
Module 4Prototype, Test and Iterate3 lessons · 1h 5m

Build a focused clickable prototype, run a moderated usability test with five participants and turn the findings into a better design.

  1. Building a clickable prototypeTurn your wireframes into a prototype realistic enough to test your priority tasks, without building more than the test needs.22 min · worked example · exercise
  2. Moderated usability testing with five usersPlan realistic tasks, moderate sessions without helping and capture observations that show where and why people struggle.25 min · worked example · exercise
  3. From findings to the next iterationTurn observations into prioritised issues, decide what to change and test again to confirm the fixes worked.18 min · worked example · exercise
  4. Module quiz4 questions with explanations

Included downloads

  • TemplateInterview script template

    A ready-to-adapt 45-minute discovery interview script with neutral questions, probes and a guide to rewriting leading questions.

  • WorksheetUsability test plan worksheet

    Plan, run and log a five-person moderated usability test, from research questions to a severity-rated findings table.

  • ChecklistHeuristic and accessibility review checklist

    Review wireframes and prototypes against the ten usability heuristics and the WCAG 2.2 basics before you test with users.

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