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Designing a genuinely usable interface
A usable interface is recognised by one thing: the user reaches their goal without wondering where to click. It is built through research, content organisation and visual hierarchy, then verified by testing.
Research precedes drawing
Design begins by watching someone perform the task the way they do it today. The interview reveals the real vocabulary, observation reveals the gestures nobody mentions, and usability testing reveals the gap between the designer's intent and the user's reading. Those three materials define the problem to solve. Drawing comes afterwards, and it goes quickly because the structuring decisions are already made.
- An interview to gather the vocabulary users actually employ
- Observation in context, to see the real gestures
- A written definition of the problem, agreed before any mock-up
- A visual hierarchy that makes the main path obvious
- A test with five people, which surfaces most of the friction
What a component must anticipate
The loading state
A screen showing it is working keeps the user. The same screen frozen makes them reload the page.
The empty state
The first visit happens with no data: that is the moment to explain the service and offer the first action.
The error state
A message naming the cause and offering the next step turns a block into one extra step.
The success state
An explicit confirmation closes the action. Without it, the user starts over and creates a duplicate.
The design programme, block by block
Research, information architecture and accessibility each occupy a whole block. The hour count states how much weight design gives to what precedes drawing.
| Teaching block | Year | Hours | Credits |
|---|---|---|---|
| Research and framing | 1 | 200 h | 20 |
| Information architecture | 1 | 180 h | 18 |
| Interface design | 1 | 220 h | 22 |
| Accessibility and real constraints | 2 | 180 h | 18 |
| Component systems | 2 | 180 h | 18 |
| Cross-curricular base | 1-2 | 120 h | 12 |
| Workshop and placement | 2 | 120 h | 12 |
Questions about design
How many people should I test with?
Five representative users reveal most of a journey's friction. A test's value depends less on numbers than on the fidelity of the task set: you have people perform the real task, with real data.
Do I need drawing skills?
Interface design rests on grid, typography and hierarchy, which are learned as rules. Freehand drawing belongs to another craft; here, quality comes from structure and consistency.
How does it connect with front-end work?
The programme carries a front-end basics block in its cross-cutting base, precisely so the mock-up transfers without loss. The documented component system is where the two crafts meet.
Explore next
- Digital accessibilityContrast, keyboard navigation, screen readers, low bandwidth: accessibility checks and how to fold them into everyday work.
- Component systemsDesign tokens, component libraries, documentation and hand-off to development: building an interface system that holds at scale.
- Writing for the webWeb writing techniques: information first, headings that answer, short sentences, the words readers use, clear calls to action.
- Search visibilityKeyword research, answering content, technical optimisation and internal linking: the organic search method applied to a small company.
- Online advertisingAuction mechanics, audiences, ad creative, daily budget, attribution and acquisition cost: running a measurable campaign.
- Community managementEditorial line, realistic calendar, phone-shot content production, moderation, handling sensitive situations and a measured monthly report.