Design and UX
Graphic design and illustration
Graphic design is communication through composition, type and image, and it predates every screen it now appears on. Logos, posters, packaging, social graphics, editorial layouts and illustrations all draw on the same fundamentals of contrast, grid and hierarchy. This topic covers that craft and its working toolchain, including Photoshop, Illustrator, InDesign, Affinity and Procreate, for designers whose output is an image rather than an interface.
Why this topic exists: Composition, 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.
Graphic design takes a message and decides how it should look so that the right reader notices the right thing first. The Interaction Design Foundation puts hierarchy, layout, typography and colour at the core, with balance, repetition and awareness of the audience's culture close behind, and SFIA describes the skill as applying visual concepts across print and digital media alike. It is the oldest craft in this silo, and its principles pass straight into UI and visual design. What differs is the output, which here is a finished image, page or object instead of a working screen.
What graphic designers produce
- Identity work: logos, palettes, type choices and the guidelines that keep them consistent, usually for a brand team.
- Editorial and print: magazines, annual reports, books, posters and packaging, laid out on a grid and prepared for the printer.
- Marketing graphics: social posts, banners, adverts and email headers, made in large numbers and many sizes.
- Illustration: drawn images from icons and diagrams to editorial pictures and children's books, by hand or on a tablet.
- Information graphics: charts, maps and diagrams where clarity counts for more than style.
Raster or vector
Two kinds of file sit beneath almost every job. Raster images are grids of pixels, suited to photographs and painting and edited in tools such as Photoshop; they blur when enlarged. Vector artwork stores shapes as mathematical paths, suited to logos, icons and lettering and drawn in tools such as Illustrator; it scales to any size. A logo handed over only as a small raster file is a problem the client will meet within a year.
Type, stock and the rights behind them
Much of a graphic designer's material is licensed, not made. A typeface is software sold for particular contexts, so making artwork on the desktop, serving the font to web browsers and embedding it in an app can each need their own grant, as the font licensing entry sets out. Photographs and illustrations arrive under a stock licence, and royalty-free means a single payment covers repeated use while the terms still limit what that use may be. Licence types are set against each other in the design assets pillar, and marketplaces we have reviewed sit on the digital assets page.
The beginner's mistake is reaching for effects before fundamentals: drop shadows, gradients and five typefaces on one poster, where two weights of one family and a clear grid would have said more. Template tools such as Canva have put layout within everyone's reach, which raises the value of a designer able to say why a layout works.
Where the craft leads
Experienced graphic designers move towards brand design, art direction, publishing and packaging, or across into interface work, where the same eye for hierarchy meets the added question of what happens when someone clicks. Illustrators more often build a recognisable personal style and work on commission. Slide decks as an everyday office task are covered under presentations, which is where most non-designers first meet these principles.
Next to this topic
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 with the reason each one matters here.
- Stock licence
Stock media is graphic design's raw material.
- Font licensing
Type is licensed, not owned.
- Royalty-free
What the label does and does not permit.
Tools of the trade
- Adobe Photoshop
Raster editing's standard.
- Adobe Illustrator
Vector illustration.
- Canva
Template-first design.
Frequently asked
- Must a graphic designer be able to draw?
- Not for most graphic design, which depends on composition, type and judgement more than on drawing. Sketching ideas quickly on paper helps everyone, though. Illustration is different: there, drawing is the core skill and deserves years of practice.
- Should I learn Adobe or Affinity applications?
- Look at the work you want. Agencies and print suppliers that exchange files daily often expect Adobe formats, while many freelancers and small studios work happily in Affinity. The principles carry over between them, and moving between them takes weeks, not years. Read local vacancy listings before committing.
- What should a graphic design portfolio show?
- A few projects explained from brief to result: the problem, the options you tried, why you chose the final direction and how it was used. Show range across print and screen if you want general roles, or depth in one area such as packaging or identity if you want to specialise. Reasoning persuades more than volume.
Courses in the directory
1,114 courses are filed here; the top 6 by our ranking, details and the provider link on each course page.
Last reviewed 26 September 2026 · Getting Digital
