# Learn UI UX (learnuiux.org) > Learn UI UX design for free, by designing rather than watching videos. A UI UX design roadmap (6 parts, 29 units), a free hands-on course (the 6 Foundations units), 25 free Figma lessons in a browser editor, and 6 free UX games. Lessons, the editor and games are hosted by UX UI Open (uxuiopen.com). Key idea: watching YouTube videos alone won't make you a designer. Design is a practical skill; every lesson here has you design something in a real editor, with steps that check themselves. ## Pages - Home: https://learnuiux.org/ - UI UX design roadmap 2026: https://learnuiux.org/roadmap - Free UI UX design course (Foundations): https://learnuiux.org/free-course - Learn Figma free (25 lessons): https://learnuiux.org/learn-figma-free - How to learn UI UX design for free: https://learnuiux.org/how-to-learn-ui-ux-design - Free UX games: https://learnuiux.org/games - Bootcamp with mentors (UX UI Open): https://www.uxuiopen.com/ ## Part 1: Foundations (Units 1–6, free) ### Unit 1: Your AI design studio Set up your tools, learn how AI works, write briefs and start your design journal. Start free: https://www.uxuiopen.com/free-course/your-ai-design-studio - 1.1 Make something in two minutes: https://www.uxuiopen.com/free-course/your-ai-design-studio/first-design - 1.2 Set up your studio: https://www.uxuiopen.com/free-course/your-ai-design-studio/setup - 1.3 How AI makes things: https://www.uxuiopen.com/free-course/your-ai-design-studio/how-ai-works - 1.4 Brief AI like an art director: https://www.uxuiopen.com/free-course/your-ai-design-studio/prompting - 1.5 Build your design assistant: https://www.uxuiopen.com/free-course/your-ai-design-studio/assistant - 1.6 Keep a design journal: https://www.uxuiopen.com/free-course/your-ai-design-studio/journal - 1.7 Use AI responsibly: https://www.uxuiopen.com/free-course/your-ai-design-studio/responsible-ai - 1.8 Project: Same brief, three tools: https://www.uxuiopen.com/free-course/your-ai-design-studio/project ### Unit 2: Seeing like a designer Perception, Gestalt, critique and taste. Mood boards, and judging AI output. Start free: https://www.uxuiopen.com/free-course/seeing-like-a-designer - 2.1 How people see: https://www.uxuiopen.com/free-course/seeing-like-a-designer/how-people-see - 2.2 How we group what we see: https://www.uxuiopen.com/free-course/seeing-like-a-designer/gestalt - 2.3 Weight, balance and contrast: https://www.uxuiopen.com/free-course/seeing-like-a-designer/weight-and-contrast - 2.4 Critique like a designer: https://www.uxuiopen.com/free-course/seeing-like-a-designer/critique - 2.5 Build your taste: https://www.uxuiopen.com/free-course/seeing-like-a-designer/taste - 2.6 Judge AI output like a pro: https://www.uxuiopen.com/free-course/seeing-like-a-designer/judging-ai - 2.7 Project: Redesign with reasons: https://www.uxuiopen.com/free-course/seeing-like-a-designer/project ### Unit 3: Typography Anatomy, pairing, scale and readability on screen. Start free: https://www.uxuiopen.com/free-course/typography - 3.1 The parts of a letter: https://www.uxuiopen.com/free-course/typography/anatomy - 3.2 Choosing a typeface: https://www.uxuiopen.com/free-course/typography/choosing - 3.3 Size, scale and hierarchy: https://www.uxuiopen.com/free-course/typography/scale - 3.4 Spacing: line length, leading and letter spacing: https://www.uxuiopen.com/free-course/typography/spacing - 3.5 Pairing typefaces: https://www.uxuiopen.com/free-course/typography/pairing - 3.6 Type on screens, for everyone: https://www.uxuiopen.com/free-course/typography/screens - 3.7 Judge AI typography: https://www.uxuiopen.com/free-course/typography/judging-ai - 3.8 Project: Typeset a page with a type system: https://www.uxuiopen.com/free-course/typography/project ### Unit 4: Color Colour theory, palettes, meaning and contrast, and building a colour system. Start free: https://www.uxuiopen.com/free-course/color - 4.1 How color works: https://www.uxuiopen.com/free-course/color/how-color-works - 4.2 Color harmony: https://www.uxuiopen.com/free-course/color/harmony - 4.3 Color, mood and meaning: https://www.uxuiopen.com/free-course/color/meaning - 4.4 Contrast and accessible color: https://www.uxuiopen.com/free-course/color/contrast - 4.5 Building a UI palette: https://www.uxuiopen.com/free-course/color/palettes - 4.6 Color systems and dark mode: https://www.uxuiopen.com/free-course/color/systems - 4.7 Judge AI color: https://www.uxuiopen.com/free-course/color/judging-ai - 4.8 Project: A color system for a brand: https://www.uxuiopen.com/free-course/color/project ### Unit 5: Layout, space and hierarchy Grids, spacing, alignment and composition across screen sizes. Start free: https://www.uxuiopen.com/free-course/layout - 5.1 Grids: https://www.uxuiopen.com/free-course/layout/grids - 5.2 Spacing systems: https://www.uxuiopen.com/free-course/layout/spacing - 5.3 Alignment: https://www.uxuiopen.com/free-course/layout/alignment - 5.4 Hierarchy through layout: https://www.uxuiopen.com/free-course/layout/hierarchy - 5.5 Responsive layout: https://www.uxuiopen.com/free-course/layout/responsive - 5.6 Composition and cropping: https://www.uxuiopen.com/free-course/layout/composition - 5.7 Judge AI layouts: https://www.uxuiopen.com/free-course/layout/judging-ai - 5.8 Project: A responsive page, properly built: https://www.uxuiopen.com/free-course/layout/project ### Unit 6: Design thinking and AI problem framing Human-centred design, the Double Diamond, and framing problems before asking AI for answers. Start free: https://www.uxuiopen.com/free-course/design-thinking - 6.1 What design thinking is: https://www.uxuiopen.com/free-course/design-thinking/what-is - 6.2 Understand people: https://www.uxuiopen.com/free-course/design-thinking/research - 6.3 Make sense of research: https://www.uxuiopen.com/free-course/design-thinking/synthesis - 6.4 Frame the right problem: https://www.uxuiopen.com/free-course/design-thinking/framing - 6.5 Generate and choose ideas: https://www.uxuiopen.com/free-course/design-thinking/ideate - 6.6 Prototype and test: https://www.uxuiopen.com/free-course/design-thinking/test - 6.7 A one-day mini sprint: https://www.uxuiopen.com/free-course/design-thinking/sprint - 6.8 Project: From problem to tested prototype: https://www.uxuiopen.com/free-course/design-thinking/project ## Part 2: Graphic and brand (Units 7–10, bootcamp) ### Unit 7: Graphic design and composition Composition, grids and visual rhythm in posters, covers and social graphics. - 7.1 What a graphic has to do - 7.2 Focal point and visual weight - 7.3 Grids for posters and social graphics - 7.4 Contrast, scale and rhythm - 7.5 Type and image together - 7.6 One idea, many formats - 7.7 Judging AI-made graphics - Project: An event campaign: poster and social set ### Unit 8: Brand identity Logos, colour, type, imagery and voice, built into one identity system. - 8.1 What a brand is (and isn't) - 8.2 Strategy first: purpose, audience, personality - 8.3 Logos: types, sketching and testing - 8.4 Brand colour and type - 8.5 Imagery, icons and voice - 8.6 From pieces to a system: guidelines - 8.7 AI in branding: explore, judge, own - Project: A brand identity for a small business ### Unit 9: Packaging and physical products Labels, boxes and unboxing for real products on real shelves. - 9.1 What packaging has to do - 9.2 Structures and dielines - 9.3 The front of the pack - 9.4 Back of pack: information that must be right - 9.5 Labels on round things - 9.6 Print, colour and finishes - 9.7 Unboxing and the box's second life - 9.8 AI mockups and real prototypes - Project: Packaging for a real product ### Unit 10: Motion graphics Animating type, logos and graphics for brands and social. - 10.1 What motion is for - 10.2 Timing and easing - 10.3 Principles that make motion feel alive - 10.4 Keyframes, timelines and sequencing - 10.5 Moving type - 10.6 Logos that build themselves - 10.7 Loops for social and product - 10.8 Motion for everyone, and AI motion tools - Project: A motion kit for a brand ## Part 3: UX: understanding people (Units 11–14, bootcamp) ### Unit 11: Research planning and methods Planning research, choosing methods and running interviews that get honest answers. - 11.1 Why research, and which kind - 11.2 Write a research plan - 11.3 Find the right people - 11.4 Run a great interview - 11.5 Watch, don't just ask - 11.6 Usability testing - 11.7 Surveys and analytics - 11.8 Research with AI, ethically - Project: A research study, start to finish ### Unit 12: Synthesis and defining the problem Turning notes into patterns, personas and journey maps, and one clear problem. - 12.1 From data to insight - 12.2 Coding and tagging your data - 12.3 Affinity mapping and themes - 12.4 Personas and jobs to be done - 12.5 Journey maps and service blueprints - 12.6 Framing the problem - 12.7 Prioritising opportunities - 12.8 Sharing findings, with AI and without bias - Project: A synthesis package ### Unit 13: Information architecture and flows Site maps, navigation, user flows and wireflows. - 13.1 What information architecture is - 13.2 Organising content - 13.3 Card sorting - 13.4 Labels that work - 13.5 Navigation patterns - 13.6 Sitemaps and tree testing - 13.7 User flows - 13.8 States, search and AI - Project: An IA and flows package ### Unit 14: Ideation and AI product strategy Generating and choosing ideas, and deciding what an AI product should do. - 14.1 Diverge, then converge - 14.2 Techniques for better ideas - 14.3 AI as an ideation partner - 14.4 Evaluate ideas and test assumptions - 14.5 When AI fits, and when it doesn't - 14.6 Design AI experiences people trust - 14.7 Prioritise and plan the smallest test - 14.8 Measure success and build responsibly - Project: An AI product strategy brief ## Part 4: UI and AI workflow (Units 15–20, bootcamp) ### Unit 15: Figma fluency Frames, auto layout, components, variants and a tidy file. - 15.1 The canvas, frames and layers - 15.2 Auto layout - 15.3 Hug, fill, fixed and constraints - 15.4 Components and instances - 15.5 Variants and component properties - 15.6 Styles and variables - 15.7 Prototyping in Figma - 15.8 Collaboration and handoff - Project: A component-built, prototyped flow ### Unit 16: UI craft Buttons, forms, cards and screens, with every state designed. - 16.1 Spacing and rhythm - 16.2 Typography for interfaces - 16.3 Colour in interfaces - 16.4 Buttons and controls - 16.5 Forms that work - 16.6 Cards, lists and tables - 16.7 Icons, images and depth - 16.8 Polish and critique - Project: A polished screen set ### Unit 17: Design systems and AI tokens Tokens, libraries and documentation, and how AI tools use your system. - 17.1 What a design system is - 17.2 Design tokens in tiers - 17.3 Naming, modes and theming - 17.4 Component architecture - 17.5 Documentation and usage guidelines - 17.6 Governance, contribution and versioning - 17.7 Tokens to code - 17.8 AI and design systems - Project: A two-brand design system starter ### Unit 18: Accessibility and inclusive design Contrast, focus, screen readers and inclusive design, checked against WCAG. - 18.1 Why accessibility, and how WCAG works - 18.2 Colour and contrast, properly - 18.3 Text size, zoom and reflow - 18.4 Keyboard, focus and skip links - 18.5 Screen readers, semantics and annotations - 18.6 Forms, errors and cognitive accessibility - 18.7 Touch targets, gestures and motion - 18.8 Testing, audits and AI checkers - Project: An accessible reservation flow ### Unit 19: Prototyping and motion with AI Clickable prototypes, transitions and micro-interactions, with AI to speed things up. - 19.1 Fidelity: how real should it be? - 19.2 Components that react - 19.3 Logic and state in prototypes - 19.4 Motion that explains - 19.5 Smart animate, properly - 19.6 AI prototyping tools - 19.7 Testing prototypes - 19.8 From prototype to product - Project: A tested, specified prototype with AI ### Unit 20: AI agents in the canvas Working with AI agents inside your design tools, and staying in charge. - 20.1 What AI agents are - 20.2 Context is everything - 20.3 MCP: how agents reach your tools - 20.4 Briefing agents for design work - 20.5 Reviewing agent edits - 20.6 Agents and design systems - 20.7 Automating the boring parts - 20.8 The designer's role and ethics - Project: An agent-ready file and a reviewed agent run ## Part 5: AI apps and new devices (Units 21–25, bootcamp) ### Unit 21: Designing AI products Expectations, errors, uncertainty and control in AI features. - 21.1 What makes AI products different - 21.2 How LLMs work, for designers - 21.3 System prompts and behaviour - 21.4 AI interaction patterns - 21.5 Structured output and tools - 21.6 Grounding and retrieval - 21.7 Quality, cost, latency and safety - 21.8 Strategy, metrics and the AI feature spec - Project: Design an AI feature, end to end ### Unit 22: Wearables and XR Glanceable screens for watches, and interfaces for glasses and headsets. - 22.1 Designing for the body - 22.2 Smart glasses UX - 22.3 Building for Meta glasses - 22.4 VR fundamentals - 22.5 Spatial UI design - 22.6 WebXR and VR APIs - 22.7 AI in XR - 22.8 Prototyping and testing XR - Project: A hands-free assistant and a VR class ### Unit 23: Voice, AI devices and robots Voice, light and touch for AI pins, speakers and robots that talk back. - 23.1 Designing for voice - 23.2 Conversation design - 23.3 Building with ElevenLabs - 23.4 How voice agents work - 23.5 Dictation-first design - 23.6 AI music and sound with Suno - 23.7 AI devices and robots - 23.8 Testing voice experiences - Project: A voice experience for Crumb Club ### Unit 24: Usability testing and evaluation Planning and running usability tests, and turning results into fixes. - 24.1 Evaluation strategy: what to measure, and when - 24.2 Usability testing AI features - 24.3 Benchmarks and UX metrics for AI - 24.4 Evals for LLM features - 24.5 LLM as judge, and human rating - 24.6 Red-teaming and safety testing - 24.7 Experiments and A/B tests - 24.8 Reporting and acting on findings - Project: An evaluation of an AI feature, from plan to readout ### Unit 25: Ship and present Polishing your work, handing it off, and presenting it with confidence. - 25.1 Choose and scope your final project - 25.2 Plan an AI-assisted workflow - 25.3 Design the core experience - 25.4 Build with AI coding tools - 25.5 Add the AI feature - 25.6 Test and iterate - 25.7 Ship it - 25.8 Present and pitch - Project: Your final project: an AI-assisted product, shipped and presented ## Part 6: Agentic Design (Units 26–29, optional, bootcamp) ### Unit 26: Get hired with AI The job market and its roles, an AI-assisted search, case studies, an AI-friendly portfolio and resume, and interviews. - 26.1 The design job market and its roles - 26.2 An AI-assisted job search - 26.3 Case studies that get read - 26.4 An AI-friendly portfolio - 26.5 Build your portfolio with AI - 26.6 Deploy with Vercel or Cloudflare - 26.7 An AI-friendly resume - 26.8 Interviews and portfolio reviews - Unit project ### Unit 27: Human-AI interaction (HAX) Trust, explainability, uncertainty, feedback, correction and control: the craft of the relationship between a person and a model. - 27.1 What makes an AI interface different - 27.2 Trust, and how to calibrate it - 27.3 Explainability that earns its space - 27.4 Showing uncertainty honestly - 27.5 Feedback worth collecting - 27.6 Correction and recovery - 27.7 Control, defaults and consent - 27.8 Putting it together: a HAX review - Unit project ### Unit 28: Agentic UX design Designing software that acts for people: autonomy levels, approvals, delegation, status and stepping in mid-flight. - 28.1 From assistant to agent - 28.2 Levels of autonomy - 28.3 Approvals people can actually give - 28.4 Handing work over - 28.5 Making invisible work legible - 28.6 Pause, steer, stop, undo - 28.7 Earning a longer leash - 28.8 A flow from trigger to report - Unit project ### Unit 29: Prompt engineering for design Prompts that produce usable design work: frameworks, structure, Claude for design tasks, Figma Make, images and testing. - 29.1 Why prompts fail - 29.2 Frameworks worth knowing - 29.3 Structure the prompt, structure the output - 29.4 Claude for design work, task by task - 29.5 Building designs with Figma Make - 29.6 Prompting with pictures - 29.7 Testing prompts - 29.8 Your prompt library - Unit project ## Learn Figma free (25 lessons) ### Lessons 1 to 7: Find your way around The canvas, frames, shapes, text, colour, the pen and constraints, in a real editor in your browser. - 1. The canvas: https://www.uxuiopen.com/learn-figma-free/canvas - 2. Frames and layers: https://www.uxuiopen.com/learn-figma-free/frames-and-layers - 3. Shapes and the properties panel: https://www.uxuiopen.com/learn-figma-free/shapes - 4. Text: https://www.uxuiopen.com/learn-figma-free/text - 5. Colour, images and effects: https://www.uxuiopen.com/learn-figma-free/colour-and-effects - 6. Pen and vectors: https://www.uxuiopen.com/learn-figma-free/pen-and-vectors - 7. Constraints and layout grids: https://www.uxuiopen.com/learn-figma-free/constraints ### Lessons 8 to 14: Build Wander's design kit Auto layout, styles, components, variants and variables, building the kit for Wander, a travel app. - 8. Auto layout: https://www.uxuiopen.com/learn-figma-free/auto-layout - 9. Auto layout in depth: https://www.uxuiopen.com/learn-figma-free/auto-layout-in-depth - 10. Colour and text styles: https://www.uxuiopen.com/learn-figma-free/styles - 11. Components: https://www.uxuiopen.com/learn-figma-free/components - 12. Variants: https://www.uxuiopen.com/learn-figma-free/variants - 13. Variables and modes: https://www.uxuiopen.com/learn-figma-free/variables - 14. The sticker sheet: https://www.uxuiopen.com/learn-figma-free/sticker-sheet ### Lessons 15 to 19: Design Wander's screens Grids, hierarchy, accessible colour, icons and navigation across Wander's screens. - 15. Grids, spacing and containment: https://www.uxuiopen.com/learn-figma-free/layout-and-spacing - 16. Visual hierarchy: https://www.uxuiopen.com/learn-figma-free/hierarchy - 17. Colour and accessibility: https://www.uxuiopen.com/learn-figma-free/colour-and-accessibility - 18. Icons and images: https://www.uxuiopen.com/learn-figma-free/icons-and-images - 19. Navigation: https://www.uxuiopen.com/learn-figma-free/navigation ### Lessons 20 to 23: Prototype and test Prototyping, smart animate, overlays and scrolling, then test Wander and iterate. - 20. Prototyping basics: https://www.uxuiopen.com/learn-figma-free/prototyping - 21. Smart animate and interactive components: https://www.uxuiopen.com/learn-figma-free/motion - 22. Overlays and scrolling: https://www.uxuiopen.com/learn-figma-free/overlays-and-scrolling - 23. Test and iterate: https://www.uxuiopen.com/learn-figma-free/test-and-iterate ### Lessons 24 to 25: Hand off and showcase Hand Wander off to developers and turn it into a portfolio case study. - 24. Hand off to developers: https://www.uxuiopen.com/learn-figma-free/hand-off - 25. Final project: your case study: https://www.uxuiopen.com/learn-figma-free/final-project ## Free UX games - Pip's Big Day: Pip has eight errands and a phone full of broken apps. Fix each screen with Fitts, Hick, contrast and more. https://www.uxuiopen.com/play/pips-big-day - Your first week at Sleepify: Play a junior designer's week: interview users, frame the problem, catch ideas, prototype and test. https://www.uxuiopen.com/game - Sprout Ships It: Make seven real product calls, from the first interview to launch day, and watch Sprout grow. https://www.uxuiopen.com/play/sprout-ships-it - Dark Pattern Detective: Eight ordinary looking interfaces, each hiding one manipulation. Find it before your leads run out. https://www.uxuiopen.com/play/dark-patterns - Test Flight: Run ten usability tests on an airline prototype: watch, diagnose the principle, fix the flow, retest. https://www.uxuiopen.com/play/test-flight - Handoff: Your checkout goes to developers tomorrow. Fix eight review comments in a real-feeling Figma file. https://www.uxuiopen.com/play/handoff