Before You Start Your UI/UX Journey

Starting a career in UI/UX design isn't just about learning tools or following trends. It's about understanding people, solving problems, and building products that actually work. Before you dive in, there are some things worth knowing.

This isn't another "10 steps to become a designer" guide. We've worked with hundreds of aspiring designers since 2019, and we've noticed patterns. Some people thrive immediately. Others struggle with basics that seem obvious in hindsight. The difference? Usually it's what they understood before they started.

Designer workspace with sketches and digital tools

What Actually Matters in UI/UX

Here's something we tell every new learner: the prettiest interface means nothing if users can't figure it out. We've seen portfolios packed with gorgeous mockups that wouldn't survive actual user testing.

UI/UX sits at the intersection of psychology, visual communication, and technical understanding. You don't need to be a master of all three on day one, but you should know they all matter. Some designers lean heavily on aesthetics and struggle with user research. Others understand behaviour but can't translate it into visual clarity.

The field moves quickly. What worked in 2024 might feel dated by late 2026. But core principles—hierarchy, consistency, feedback, accessibility—those don't change. Focus on fundamentals first, trends second.

The Learning Path Nobody Talks About

Most programmes show you a linear path. Learn Figma, then prototyping, then user research, then interaction design. In reality? You'll bounce between all of these constantly. You might design something, test it, realise your assumptions were wrong, and start over.

We structure our programmes starting in July 2026 with this reality in mind. You won't spend three months perfecting wireframes before touching user research. You'll do small projects that combine multiple skills, even when it feels messy at first. That's intentional.

And here's the uncomfortable truth: you'll probably create some terrible designs early on. That's normal. Every experienced designer has a folder of old work they're embarrassed by. The important thing is developing the judgment to recognize what works and what doesn't.

Rhiannon Ledger profile
Rhiannon Ledger
Product Designer

"I spent two months making everything pixel-perfect before realising I was designing for the wrong users entirely. Sometimes you need to fail faster."

Technical Requirements (The Honest Version)

You don't need a powerful computer to start. Figma runs in a browser. Most prototyping tools do too. An average laptop from the past three years will handle the workload fine. Your phone matters more—you'll need it for testing mobile designs.

Software-wise, you'll use industry-standard tools, but they're just tools. We've seen brilliant designers who barely touch advanced features and mediocre ones who know every keyboard shortcut. Understanding design principles matters more than mastering software.

Drawing skills? Helpful but not essential. Most UI/UX work happens digitally. Being able to sketch rough ideas quickly helps in early stages, but you're not creating fine art. We've worked with successful designers who can barely draw a stick figure.

Reality Checks Before You Commit

These aren't barriers to entry. They're just things we wish someone had told us when we started.

1

You'll Question Your Decisions Constantly

Good design involves countless micro-decisions. Should this button be blue or green? Where should this navigation go? Every choice affects the user experience. You'll learn to trust your judgment, but early on, it feels overwhelming. That's normal.

2

Users Will Surprise You

What seems intuitive to you might confuse everyone else. We teach user testing methods because designers need this reality check regularly. Your assumptions about how people use products are probably wrong. Testing reveals this quickly.

3

Feedback Can Feel Personal

You'll spend hours on a design, then watch someone struggle to use it in seconds. Or stakeholders will request changes that seem to undermine your entire concept. Separating your ego from your work takes practice. We address this specifically in our programmes.

4

The Industry Values Different Things

Some companies prioritize aesthetics. Others focus purely on data and metrics. Startups might value speed over perfection. Enterprises want consistency and documentation. Understanding these different contexts helps you adapt your approach. There's no single "right" way to design.

Common Misconceptions vs. Reality

We hear the same assumptions from new learners repeatedly. Here's what the work actually involves.

What People Think What It Actually Is Why This Matters
UI/UX is mostly about making things look nice Visual design is one component. Research, testing, information architecture, and interaction design take up more time Focusing only on aesthetics produces pretty but ineffective designs
You need to be artistic or creative You need problem-solving skills and empathy. Visual skills can be learned Analytical people often make excellent designers because they think systematically
There's a perfect design solution for every problem Most design involves trade-offs and constraints. You balance competing priorities Accepting constraints and working within them is a core skill
Learning the tools is the hard part Tools change constantly. Understanding why design decisions work is harder and more valuable Principle-based knowledge transfers across tools and stays relevant longer
UI and UX are interchangeable terms UI focuses on visual interface. UX covers entire user experience. They overlap but aren't identical Understanding the distinction helps you communicate with teams and clients
You'll work alone on designs You'll collaborate with developers, product managers, marketers, and users constantly Communication skills matter as much as design skills in most roles

Our programmes starting July 2026 address these misconceptions directly through project work. You'll experience the full design process, not just the glamorous parts. We think that's more useful than pretending it's all creative expression and beautiful mockups.