Training course ” Basics of UX / UI design #users #design systems #prototyping»

Imaguru Coding Academy announces 4th set for the training course “Basics of UX / UI design #users #design systems #prototyping”.
If you are a designer, but without experience in UX/UI or use only ready wireframes. If you are a developer who wants to get acquainted with the product design. Just interested and want to learn new knowledge. Then we are waiting for you!

26 June 19:00 - 5 July 22:00

26 June - 05 July
Cycle of this event:
Weekly: T T
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19:00 - 22:00
Fabritsiusa str. 4
530 BYN

Training course ” Basics of UX / UI design #users #design systems #prototyping»

Event organizer: Imaguru Startup HUB

Imaguru Coding Academy announces 4th set for the training course “Basics of UX / UI design #users #design systems #prototyping”.
If you are a designer, but without experience in UX/UI or use only ready wireframes. If you are a developer who wants to get acquainted with the product design. Just interested and want to learn new knowledge. Then we are waiting for you!

UX / UI design is now one of the most promising areas. The development of a mobile application requires a balance between practicality, aesthetics and convenience. This is the main function oUX/UI design.

Imaguru Coding Academy announces 4th set for the training course “Basics of UX / UI design #users #design systems #prototyping”.

If you are a designer, but without experience in UX/UI or use only ready wireframes. If you are a developer who wants to get acquainted with the product design. Just interested and want to learn new knowledge.

Then we are waiting for you at the training, which will be held from 24 May to 05 July 2018 in Imaguru Startup Hub.

You will learn the skills, which are necessary to perform the role of UX/UI designer. You will create a full package of materials for the development of mobile applications and embed it in Store.

PROGRAM

  1. Intruduction
  • Distribution of roles in the product team.
  • Concept of service or product, MVS, MVP.
  • Existing and promising platforms and tasks: from console input to VR. The most successful and mass interfaces.
  • Practical part: selection and discussion of tasks.
  1. Service and product design: basics.
  • Related branches: service design, product design, design of the experience, interaction (interface) design, communication design. Research of the audience.
  • Full-cycle frameworks, (Google Ventures) Design Sprint.
  • Practical part: creating a draft design document of the application.
  1. Service and product design: design for people.
  • Analysis of the audience and competitors, work with open data.
  • The basics of questioning users.
  • Practical part: analysis of the audience and competitors, work with open data. Interview sessions.
  1. Service and product design: efficiency.
  • Evaluation of solutions: the use of proven solutions, expert evaluation, heuristics, testing, Analytics, questionnaires.
  • Overview of working tools.
  • Techniques User Stories (+US Mapping, +Customer Journey map) and JTBD.
  • Practical part: Sketches of the main screens.
  1. Service and product design: best practices.
  • An overview of the components of interfaces of modern applications.
  • Additional channels of communication with a user.
  • A brief overview of the Business Model Canvas, and other complex artifacts for complex products and services. Prioritization.
  • Practical part: correction of sketches for the standard components.
  1. Basics of testing interfaces, products and services.
  • Feedback loop.
  • Ethics and details in communication during the testing.
  • On real-world data and scenarios in the prototypes.
  • How to stay objective and avoid distortion in the interpretation of the results.
  • Practical part: creation the scenario of the testing. Updating of the main application screens and design document.
  1. (Very) rapid prototyping.
  • Rapid prototyping tools: POP; Marvel, InVision, Adobe xD, Apple Keynote.
  • Particular qualities of work in (large) teams.
  • GUI Animation, goals and objectives. A brief overview of the tools (Framer, Principle, AE).
  • Practical part: creating a clickable prototype.
  1. Design and prototyping of the application.
  • Guidelines: Apple Human interface guidelines, Google material design, Microsoft.
  • Patterns of the most successful services: Amazon, Facebook, Messengers, etc.
  • Difficulties in developing new models of behavior for the team and users.
  • Using ready-made templates or solutions in GUI design.
  • Practical part: redrawing the prototype according to the guidelines of the iOS/Material platform, the template or in an individual style.
  1. Session of the testing prototypes and work on the bugs.
  • The practical part is built around the real cycle of mobile application development: from the data collection and research of the audience to the transfer of the project to development.
  • Lectures are devoted to general practices, which are used in the development of any product (service), regardless of the platform.

You must have your own computer.

Course teacher: Maxim Okolo- Kulak

Skills required: complete this tutorial video using sketch, Adobe XD, Figma or any other tool https://www.youtube.com/watch?v=85bZ31VuFT0&vl=en (or https://www.youtube.com/watch?v=gA_hFHkhqFM).

If the task caused difficulties – try to go through 5-7 more such lessons.

Training schedule: 24 May – 5 July (24.05; 29.05; 31.05; 5.06; 7.06; 12.06; 14.06; 19.06; 21.06; 26.06; 28.06; 5.07) from 19.00 to 22.00.

The cost of training530 rubles.

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