User Experience (UX) for Non-Designers

Go to class
Write Review

Free Online Course: User Experience (UX) for Non-Designers provided by LinkedIn Learning is a comprehensive online course, which lasts for 3-4 hours worth of material. The course is taught in English and is free of charge. Upon completion of the course, you can receive an e-certificate from LinkedIn Learning. User Experience (UX) for Non-Designers is taught by Tom Green.

Overview
  • Learn the principles of user experience design—from the perspective of a non-designer who needs to work with UX teams, studios, and projects.

Syllabus
  • Introduction

    • User experience for non-designers
    1. What Is UX?
    • UX design overview
    • Stage one: Research
    • Stage two: Conceptualize
    • Stage three: Design
    • Stage four: Test
    • Who does what?
    • Accessibility matters
    2. Research: So Who Will Use It?
    • Making a business case
    • The role of the stakeholder
    • What do we need to make this work?
    • Who do we need to build it?
    • Who will use it?
    • What will they do?
    • How will they use it?
    • How will they move through it?
    • Finding problems and fixing them
    3. Conceptualize: So What Does It Look Like?
    • Overview of conceptualization techniques
    • Sketching your ideas
    • Task flow diagrams
    • The infamous white board
    • Content wireframe: Determining what goes where
    • Building the bones with wireframes
    • Digital wireframes
    • The role of paper prototypes
    • Testing and iteration
    • Feedback and iteration
    4. Design: Here Is What It Really Looks Like
    • The UI designer's role
    • The medium-fidelity prototype
    • The medium-fidelity toolbox
    • Imaging: Image formats
    • Imaging: What's with all the Xs?
    • The role of SVG
    • Copywriting: Words make all the difference
    • Feedback and iteration
    5. Design: The Design System
    • What is a design system?
    • The role of typography
    • So what is color?
    • The role of color
    • Icons and icon tools
    • Using design patterns
    • Imaging tools and screen resolution
    • Audio formats and content
    • Video formats and streaming
    6. Prototyping and User Testing
    • An overview of prototyping
    • Choosing a prototyping tool
    • The role of motion in a prototype
    • Why use prototype microinteractions?
    • The disposable prototype
    • Refining microinteractions
    • Overview of user testing