What the course will teach you

This was the hardest question to answer: I knew what I wanted to share, but not how to make it clear. And I still don’t — that’s why I ask for your feedback.

You’ll find a feedback button at the top and bottom of each lesson. The more feedback I get, the better this course becomes.

Disclaimer

Just so you know — this is an opinionated course. Not because I think I’m right, but because I’ve seen too many problems without clear answers.

Same thing applies to psychology, medicine, even laws — there’s rarely one clear answer.

I’ll be sharing my vision. Doesn’t mean it’s the only one — or even the final one. I believe the best way to learn is to teach.

I see this course as a living project. I’ll keep expanding it throughout 2025 — with new insights, feedback, and practical solutions.

Let’s dive in.

Forget about UI and UX

Everyone’s seen the same articles explaining the difference between UI and UX. They usually throw in a line like: “Design isn’t art — it should solve business problems.”

Dig a little deeper, and you’ll find yourself in a jungle of roles: UX researcher, UX designer, UX copywriter, usability analyst, accessibility specialist, interaction designer, visual designer, UX strategist… it never ends.

Just to be clear — this is my personal take. I’m not here to lay down universal truths. And yeah, I know — making a UI/UX course while saying “Forget about UI and UX” might sound a bit ironic. That’s the point.

Sure, it might sound counterintuitive. Let’s flip the perspective.

I used to be a developer, talked a lot with customers, even ran projects. And I’ve come to this: we spend way too much time arguing over terminology, best practices, and UX laws — and end up missing the bigger picture.

And every rule has its exception. Sometimes you go with a worse solution — because context leaves you no choice. I've ranted plenty about what Twitter (or X, whatever) is doing, Their design choices often look bizarre — but they have reasons. We just don’t see them.

Let's check out what people mean by UI and UX.

What is UI?

UI stands for User Interface. Here are some definitions from some resources:

In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur.

Wikipedia

User interface (UI) design is the process designers use to build interfaces in software or computerized devices, focusing on looks or style.

Interaction Design Foundation

A user interface (UI) is the point of communication between a person and a machine. It's what you see, hear, say, and touch in order to give instructions to a device or receive information back from it.

Adjust.com

What is UX?

UX stands for User Experience. Here are some definitions as well:

User experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency.

Wikipedia

"User experience" encompasses all aspects of : highlightthe end-user's interaction with the company, its services, and its products.

NNGroup

User experience (UX) is any interaction a user has with a product. The goal of UX is to meet the user's needs and create easy, relevant, efficient experiences.

Baymard

After reading all these definitions, it starts to feel strange that we still separate UI and UX as if they’re entirely different jobs.

UI is “the space where interactions happen.”
UX is “how users experience that interaction.”

So wait — one person draws the space, and another decides if it’s usable?

How can you design a good interface if you only know how to draw nice components — but not where to put them, what they should say, or how they work for real people?

From personal experience

I worked mostly in small companies. At best, we had “a designer” who made Figma prototypes and handled everything.

In a larger company, there was a “UX discovery” department. Designers created prototypes, then a UX designer ran usability tests — and the design might change. But even then, most of us could run tests ourselves. We just split tasks when we had the time and resources.

In one company where I worked for years, both the CEO and CTO understood how products are made. They could write code, test features, and tell whether the design looked good and worked well. Of course, no one knows everything — but in my experience, splitting design roles too much doesn’t really help.

There are exceptions — people who draw illustrations, ads, or 3D models. They don’t need to worry about WCAG or CTA placement. They just do something else entirely.

Don’t think about the roles

It doesn’t matter if you’re a designer, developer, or something else — this course is based on one simple idea: you need to see the bigger picture from multiple angles.

Let me ask you: does your app need to be accessible?

What if I say no — because it’s made for a government system used only by trained professionals, who passed medical exams and have no cognitive or sensory impairments? Do you still need to design it for people who can’t use a keyboard or read small text?

Here’s another example: A customer urgently asks to see some business data. What do you do — design a complex visualization system, or ask if they’re fine with a CSV export devs can ship in an hour?

You could spend weeks designing the perfect data view. But what if they just needed a simple table — and didn’t say it clearly?

It’s not about roles. It’s about thinking in context.

Image taken from Portera's article

Back to the course

Yes, this is a UI/UX course — but I called it that only because it’s a familiar term. I actually use different words throughout the course. I’m not sure they’re always technically correct — but then again, definitions vary everywhere.

The first word is usability. In short, it’s the abstract measure of how easy and efficient your interface is to use. How fast people can complete tasks. How usable your product is for a specific audience, in specific situations.

The second one is visuals.
Yes, it does matter how an interface looks and feels — at least because of the aesthetic-usability effect:

Users often perceive aesthetically pleasing design as design that's more usable.

In this course, we’ll take an app with lots of features — but poor usability and visuals — and redesign it step by step using best practices and common sense.

First, you’ll learn the basics: usability heuristics, core UX laws, and design principles.

Then we’ll apply them to solve real business problems and turn a messy interface into something people actually enjoy using.

I chose a real, existing app — one that’s been around for years — because it shows real-life features with real-life problems. That’s way more useful than building a fake app from scratch.

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