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Design and User Experience

Making things people can actually use. A portfolio decides everything here, which makes the degree matter less than anywhere else.

Last reviewed 6 August 2026.

What the job is actually like

Watching people use things and noticing where they hesitate. Sketching, prototyping, and revising after feedback that is sometimes hard to hear. Working closely with engineers on what is feasible, and defending decisions with reasons rather than taste. Considerably less time in a design tool than beginners expect, and considerably more time in conversation and research.

This suits you if

  • You notice bad design constantly and can articulate exactly why it is bad
  • You can separate criticism of your work from criticism of you
  • You are genuinely curious about people, not only about visuals

Probably not, if

  • You want to make things that look impressive regardless of whether they work
  • You need decisions to be settled; here they reopen constantly

A roadmap

Lengths are what this typically takes alongside other commitments, not a promise. The "prove it" line matters more than the timeline — that is what someone hiring will look at.

  1. Principles before tools

    Hierarchy, contrast, spacing, typography, and above all accessibility. Learn why an interface works, not which button to press in a tool.

    Typically
    Two to three months
    Prove it
    Critiquing an existing interface in writing, with specific reasoning rather than "it feels cluttered".
  2. One tool, fluently

    Figma is the practical default. Fluency means components, auto layout and prototyping — enough to iterate at the speed of a conversation.

    Typically
    One to two months
    Prove it
    Rebuilding an existing product screen and improving one specific thing about it.
  3. Research and testing

    Talking to users without leading them, and watching people use your designs. Five people will reveal most of the problems. This is what separates designers from decorators.

    Typically
    Two to three months
    Prove it
    A usability test write-up showing what you learned and what you changed as a result.
  4. Real problems, not redesigns of famous apps

    Design something for an actual organisation with actual constraints — a local business, a college society, a charity. Constraints are what make a portfolio piece credible.

    Typically
    Three to six months
    Prove it
    Two or three case studies showing the problem, your process, the trade-offs, and what you would do differently.
  5. Working with engineers

    Enough HTML and CSS to understand what is cheap and what is expensive, and how to hand over work that survives implementation.

    Typically
    One to two months
    Prove it
    A handoff an engineer did not have to come back with questions about.

What AI has changed

Producing visuals, variations and plausible layouts is now fast and cheap, which removes much of the production work junior designers were once hired for. What has not been automated is knowing which problem is worth solving, sitting with a confused user and understanding their confusion, and defending a decision with evidence. A portfolio of attractive screens is consequently worth much less than it was; a portfolio showing research, reasoning and a changed mind is worth more. Show your thinking, not your output — the output is the part that is now cheap.

Common mistakes

  • A portfolio of unsolicited redesigns of famous apps, with no real constraints. Everyone has these.
  • Showing final screens without the reasoning. The reasoning is the actual product.
  • Ignoring accessibility, which is both a legal issue and a craft issue.
  • Learning the tool before the principles, then producing tidy things that do not work.
  • Taking feedback personally, in a field built entirely on revision.

Design is the path where formal qualifications matter least and evidence matters most. Nobody hiring will ask what you studied if the case studies are good, and no degree will rescue a portfolio that shows only screens.

Two or three deep case studies beat a gallery of twenty images, every time. The work is in showing how you thought.

This is one view, not the answer

Career advice is opinion shaped by a moment in time, and this page says which moment. Weigh it against people actually doing the job now — their account of the last six months is worth more than any guide.