Răzvan is a seasoned designer with over 10 years of experience in the creative industry, currently working as a Senior UX Designer at Endava. He is experienced in collaborating with multidisciplinary teams from early ideas to very polished user interfaces.
Apart from the daily job, Razvan is involved in many initiatives which aim to give back to the community from his knowledge, thus he is the first Figma Community Advocate in Romania, mentoring junior designers at ADPList and interviewing people working remotely at Remote Makers (side project).
You will be in good company throughout the course with Răzvan, teaching you Figma and design craftsmanship. Ah, and his favourite typeface is Söhne.
Razvan is also a recent alumni of the School, however, even during his year, he made a big impact dedicating extra time to help his colleagues and everybody in his year, giving them design tips and tricks.
Cristian is a self-taught product designer focused on product thinking and visual design, now working as a Product Design Lead for Romanian startup PROCESIO.
With in-depth experience working with big companies and startups, he has created both enterprise and customer-oriented products. He is very passionate about finding new working ways in Figma and about creating and managing complex design systems.
Along with being focused on product design, Cristian is exploring no-code/low-code product development, blockchain, and Defi.
He is a former alumni of Catalina, in 2017, and ever since, we’ve been appreciating his way of working, results and desire to give back his learnings and experience.
CONTENT
The following are chapters we’ll follow in this course. However, it is important to know that most of the time we’ll exercise and we’ll create moments of truth and aha that happen only by doing and learning.
Before the chapters and curricula itself, here are the main aspects we’ll be covering and following throughout this course:
1. Steal and reuse
There’s so many resources out there, that it is basically a waste of your time to start from scratch. Ok, we didn’t just say that, but we did. We’ll encourage you to copy interactions, design and use patterns and recipes. We’ll push to copy, reuse and not spend time to build things from scratch, though we’ll also do that.
2. Done is better than perfect
Yes, first draft is usually crappy, the second might be better, the third usually wins more points. The idea is that we’re not going to teach you perfection, we’re planning to give you the ability to become more comfortable showing things that are not yet finished.
3. The elegant and right way of working
We’re fast and messy when it comes to validating and getting to testing faster. However, we’re giving you also the corect and disciplined way of working long term. And, actually, on establoshed products, this elegant way of working, will be the faster way of working, as in time it will save you a lot of time.
Chapters:
1. Design Process Overview (from start to “finish”)
2. Organizing projects in Figma (creating pages, projects, naming convetions)
3. Design Basics:
• Typography (tips on size, weight, pairing, etc)
• Layout (grids, box model, negative space, alignment, etc)
• Colors (color picking, gradients, accessibility, subtility)
• Style (art direction, button styles, blur, overall look&feel, deconstructing styles)
• Elements (navigation, user input, settings, list cards, modals, tables, etc)
4. Tactics
• Low fidelity design
• High fidelity
5. Design Patterns
6. Design systems
7. Human Interface guidelines
• iOS
• Android
• Web
• Native vs responsive
8. Design review
9. Prototype methods
10. Developer handoff
FOR WHO IS THIS COURSE
For designers (product, UX, CX, SX, etc) who want to learn or improve their design and prototyping skills.
For product managers, product owners or project managers, entrepreneurs who need to learn how to fast build a prototype.
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