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Design and UX

Design on a screen is several trades that share one portfolio review. Some people spend their week watching users struggle, some decide how a flow behaves, some set type and colour, some keep a component library honest, and some model and animate in three dimensions. This hub divides the field along the lines its reference bodies draw, maps each part onto the job title that owns it, and shows where a career changer, a developer or a marketer should start.

Ask ten designers what they do and you will hear ten answers, because design in digital work is a cluster of practices rather than one skill. At one end sits evidence: finding out who uses a product, what they are trying to achieve and where they fail. At the other sits craft: the letterform, the colour ramp, the rig on a character's shoulder. In between are decisions about structure and behaviour, the shared kit that keeps a large product consistent, and the obligation to make all of it usable by people who navigate with a keyboard, a screen reader or a magnifier. This hub treats all of that as one field with eleven parts, and each part has its own page.

How the reference bodies slice it

No single authority owns the map, so we read three and let them check each other. Nielsen Norman Group files its articles under areas such as Research Methods, User Testing, Information Architecture, Interaction Design, Visual Design, Prototyping and Accessibility, a practitioner's view organised by the question in front of you. The Interaction Design Foundation's literature runs wider, into colour theory, Gestalt perception, graphic design, service design and design thinking, closer to how a school would teach it. SFIA 9, a skills framework employers often draw on when writing job descriptions, groups six skills under user-centred design: user research, customer experience, accessibility and inclusion, UX analysis, UX design and UX evaluation. It files graphic design under content management and animation development under systems development, a quiet reminder that visual craft and motion are often hired outside the UX team altogether.

TopicRole that carries most of itClosest NN/g or SFIA area
UX researchUX researcherResearch Methods, User Testing; SFIA user research
UX and interaction designProduct designerInteraction Design, Information Architecture; SFIA UX design
UI and visual designUI designerVisual Design
Design systemsProduct or UI designer with a front-end partnerDesign Patterns
AccessibilityEvery role, plus a specialist in larger teamsAccessibility; SFIA accessibility and inclusion
Prototyping and design toolsProduct designerPrototyping
Graphic design and illustrationGraphic designerSFIA graphic design
3D, animation and motion designMotion designerSFIA animation development
Web designWeb designerWeb Usability, Navigation
Design assets and licensingAnyone who ships a fileOutside the UX maps; the site's licensing pages
Design thinking and service designService designer or product leadDesign Process, Customer Journeys; SFIA customer experience

The role column shows where the weight falls, not a fence. In a small company one person holds four of those titles before lunch; in a large one the researcher may never open a layout file. Job advertisements blur the edges further, and a request for a UX/UI designer usually means a product designer expected to carry visual craft as well.

What a portfolio proves that a certificate cannot

Design is one of the few fields in digital work with no gatekeeping exam that recruiters filter on. What gets read is the case study: a real problem, what you learnt about the people who had it, the options you rejected and why, what broke when someone tried your prototype, and what you changed afterwards. A certificate shows that you finished a syllabus. A portfolio shows judgement, and judgement is what a hiring manager is paying for. Three well-argued projects beat twelve polished screens, because a screen without its reasoning tells a reviewer only that you can operate a tool.

The right first door depends on the work you already do, since each background arrives holding half of one topic.

  • Career changers do best on a structured route that forces finished projects. Google's UX Design certificate is the one such programme we list: it runs from research and wireframes to tested prototypes and ends in three portfolio pieces, which matter more than the credential it awards.
  • Developers begin with design systems and accessibility, where code and design already share a vocabulary, then learn enough visual design to stop guessing about spacing and type. The build side lives under web development.
  • Marketers begin with UX research and web design, because landing pages fail for the same reasons interfaces do, then add graphic design for the assets they commission. Campaign work sits in the marketing silo, with content marketing as the closest neighbour.
  • Founders and no-code builders begin with web design and licensing, since a bought template or typeface is usually their first design decision. The builders themselves are covered under no-code and low-code.

The glossary entries this silo leans on, from design system to font licensing, each take a position instead of only defining a term. When a project needs ready-made material, the design assets pillar explains what a licence permits and digital assets lists the marketplaces we have examined.

The field, part by part

Each topic says why it exists and what it rests on; the order is the order a newcomer would take.

  1. UX researchInterviews, usability tests, surveys, analytics and when to use which: NN/g's Research Methods and User Testing topics; SFIA User research; the fourth course of Google's UX programme.
  2. UX and interaction designInformation architecture, flows, patterns and the behaviour of interfaces: NN/g's Interaction Design and Information Architecture topics, IxDF's UX and HCI literature, SFIA User experience design.
  3. UI and visual designLayout, typography, colour, hierarchy and the craft of the screen: NN/g's Visual Design topic, IxDF's UI design, colour theory and Gestalt literature.
  4. Design systemsTokens, components, documentation and governance so that many hands ship one product: the site's design-system concept, IxDF's brand-guidelines literature, and the meeting point with front-end code.
  5. Accessibility in designWCAG's four principles and conformance levels, assistive technology and inclusive design: NN/g's Accessibility topic, SFIA Accessibility and inclusion, W3C WAI.
  6. Prototyping and design toolsFigma, Sketch, Adobe XD and the prototyping loop from paper to clickable: NN/g's Prototyping topic; Udemy's Design Tools shelf; the third and fifth courses of Google's UX programme.
  7. Graphic design and illustrationComposition, type, image and print, and the Adobe and Affinity toolchain: SFIA Graphic design; IxDF's graphic design literature; Udemy's largest design shelf after 3D.
  8. 3D, animation and motion designModelling, rigging, rendering and motion in Blender, Maya, 3ds Max, ZBrush, After Effects and Cinema 4D: SFIA Animation development; Udemy's largest design shelf.
  9. Web designLayout for the browser, responsive design, WordPress themes and the hand-off to code: Udemy's Web Design shelf; the programming field owns the build.
  10. Design assets and licensingTemplates, stock media and fonts, and the licences that decide what you may do with them: the site's design-assets concepts and the /digital-assets/ partner picks.
  11. Design thinking and service designProblem framing, ideation and the end-to-end service: IxDF's design-thinking and service-design literature; NN/g's Design Process and Customer Journeys topics; SFIA Customer experience.

Concepts to know

Glossary entries of this field.

  • Design system

    A design system is a versioned set of tokens, coded components and usage rules that a team builds interfaces from, so an interface decision is made once and then imported rather than redrawn on every screen.

  • Font licensing

    Font licensing sells permission for one named context of use at a time, so installing a family to make artwork, serving it to browsers, embedding it in software and using it on air are separate purchases rather than one.

  • Royalty-free

    Royalty-free is a pricing arrangement in which one payment replaces the per-copy, per-view and per-year fees a licence could otherwise charge, and it decides nothing else about how the asset may then be used.

  • Stock licence

    A stock licence is the permission you buy when you download an asset, naming who may use it, inside which products, at what scale and until when, while copyright stays with whoever made it.

  • Template

    A web template is a pre-built layout sold as permission to use it in one end product, delivered either as flat files you adapt or as a theme wired into a content management system and its release cycle.

Certifications that test it

Vendor exams and free certificates; facts, cost and the preparation path are on each page, and the certifications hub has them all.

Neighbouring fields

  • Digital Marketing

    Campaign creative and landing pages are design work; the design field owns the craft, this hub the channel it runs in.

  • Programming and Software Development

    Design systems and web design hand off to front-end code; the programming field owns the build.

Frequently asked

Is UX design the same as UI design?
No, though job advertisements often merge them. UX work decides what a product does and how someone moves through it: structure, flows, states and the evidence behind them. UI work decides how each screen looks and reads: type, colour, spacing and visual hierarchy. Small teams hire one person for both, larger teams separate them, and a strong portfolio shows which side you lead with.
Do I need to code to work in design?
Not to get hired, but it helps more every year. Knowing how layout, components and states are built lets you design things a developer can ship without rework, and it makes systems and accessibility work far easier. Reading HTML and CSS is a useful minimum; writing production code is optional.
Which design tool should I learn first?
Start with the one used by the teams you hope to join, which for interface work is frequently Figma. Tools change every few years, while the ideas underneath them, such as frames, components, constraints and prototype links, carry across. For print and illustration the Adobe and Affinity applications are common ground, and for 3D Blender is the usual free starting point.
How many projects should a design portfolio show?
Fewer than most people include. Three case studies that each explain a problem, the research behind it, the decisions and what testing changed will carry an application further than a gallery of finished screens. Include one project where the first idea failed, because how you recovered tells a reviewer more than a clean success.
Is design thinking a job or a method?
Mostly a method. Few advertisements ask for a design thinker, but many expect product designers, service designers and product managers to run its loop of understanding, framing, generating ideas, prototyping and testing. The design thinking and service design page covers where the method helps and where it becomes workshop theatre.

Courses in the directory

3,798 courses are filed here; the top 6 by our ranking, details and the provider link on each course page.

Browse the directory shelf

Last reviewed 26 September 2026 · Getting Digital