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UX Foundation

Kursavgift: kr 14 900 | Varighet: 2 dager


UX is a broad field, covering psychology, research, analysis, design and prototyping. You will dive deeply into each topic, immersing yourself in the key skills and concepts. You will surface briefly (for coffee) before diving again... and again...

We believe in learn-by-doing. So you will not be sitting through a two-day lecture. You will be on your feet, working in teams, getting hands-on practical experience. Because we know that people learn best when they get a chance to do it themselves.

We believe strongly in collaborative design: teamwork produces the best work. You will not be working solo. You will collaborate with your teammates on a genuine case study, to solve real design problems for a real company.

About Colman Walsh - instructor of this course
Colman Walsh is the owner and founder of UXTraining.com, a specialist provider of user experience training throughout Europe and North America. 
Colman started working as a UX designer in San Francisco in 1999.  Since then he has worked with blue-chip clients in New York, London and now Dublin. 
His expertise runs across the entire spectrum of UX: from research and strategy to design and prototyping. A fun and engaging presenter, Colman is an accomplished trainer, facilitator and workshop moderator.  Read more about Colman Watch Colman speaking


1. Product managers and heads of online looking for a more customer-centred approach to product development
2. Business analysts and project managers looking for a better way to define customer requirements
3. UX designers with some experience who want to take their interaction design skills to the next level
4. Software developers and designers who want to know more about usability and the user-centred design process
5. Start-up founders and business owners who believe UX can help grow their business
6. Anybody wishing to start or switch to a career in user experience design

Practical information

Duration: 09-17.30 both days


A two-day program that follows the lifecycle of a UX project

MODULE 1: Theory

What is user experience?
  • Functional, aesthetic and experience design
  • The design process
  • The remarkable benefits of the process
User experience in the digital age
  • Technology and complexity and usability
  • What is wrong with software design
  • Why UX became a necessity
User experience and the web
  • Active media v passive media
  • Alan Cooper and personas
  • Paradox of specificity
What we need to know about users
  • Goals, behaviours and context
  • Mental models

MODULE 2: Research

Planning your research
  • Deciding what you need to know
  • Hypothesis and assumptions
  • Bias and how to avoid it
Desk research
  • Benchmarking and heuristics
  • Task analysis
  • Third party research
Qualitative research
  • How to ask questions
  • Interviews and observation
  • Live usability test
Quantitative research
  • Online surveys
  • Card sorting
  • Analytics

MODULE 3: Research analysis

Harnessing your data
  • The process of triangulation
  • Identifying patterns
  • Insight versus proof
  • The elements of a persona
  • The pitfalls of personas
  • Personas v marketing segments
User scenarios and journeys
  • Defining user scenarios
  • Plotting a user journey
  • Visualising your requirements
From data to design
  • Defining your feature set
  • Prioritising your features
  • Lean UX and the Minimum Viable Product

MODULE 4: Interaction design

Structure and organisation
  • Mental models and concept models
  • Information hierarchy and interaction flow
  • Sitemaps and screenflows
Interfaces and navigation
  • Control, forgiveness and feedback
  • Conventions and design patterns
  • Storyboards and wireframes
Designing for mobile
  • Mobile mindsets
  • Content versus navigation
  • Tap targets
Lean UX and design sprints
  • Organising your sprint
  • Design exercises
  • Tips on facilitation

MODULE 5: Prototyping

Planning your test
  • Profiling your users
  • Recruiting participants
  • Creating a test script
Building a prototype
  • Minimum viable prototype
  • Prototyping tools
  • Building a prototype
The test setup
  • Desktop testing: hardware and software
  • Mobile testing: hardware and software
How to moderate a test
  • Allowing participants to relax
  • Giving instructions
  • Open-ended questions

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