Design Thinking in Practice

Real stories from the frontlines of user experience work. We share what we've learned building interfaces that actually work for people, not just look pretty in presentations.

Quick Lessons from the Field

Things we've learned the hard way so you don't have to. Short, practical bits you can actually use tomorrow.

Stop Asking Users What They Want

Watch what they do instead. I've seen dozens of user interviews where people say one thing and their behaviour shows something completely different. Your job isn't to be a waiter taking orders.

Typography Does Heavy Lifting

You can fix a mediocre design with better type choices. Can't fix bad typography with anything else. Spend time here. It matters more than most designers think.

Mobile First Actually Means Mobile First

Not "we'll squeeze it down later." Start with the smallest screen. Forces you to figure out what actually matters. Desktop version becomes easier, not harder.

Join Our Autumn 2025 Masterclass

Six weeks working on real client projects with direct feedback. We start with research, move through prototyping, and end with something you can actually show employers. Limited to eight people because proper mentoring takes time. Applications open in July.

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Team collaborating on user interface design project

How We Actually Teach Design

Forget lectures and theory slides. You learn by doing, getting feedback, and doing it again. Here's how that works in practice.

1

Start with Real Problems

Week one, you get a brief from an actual business. Not a made-up scenario from a textbook. Real constraints, real deadlines, real consequences if you miss the point.

2

Research Before Pixels

Nobody opens Figma for at least two weeks. You talk to users, map journeys, find the actual problem you're solving. Most juniors want to jump straight to mockups. That's how you build the wrong thing beautifully.

3

Critique Sessions That Matter

Every Thursday, everyone presents. We tear it apart constructively. You learn more from seeing others get feedback than from your own reviews. Takes thick skin but that's part of the job.

4

Ship Something Real

Final project goes live. Real users interact with it. You see what works and what doesn't. Nothing teaches humility like watching someone struggle with your "intuitive" interface.

Tools and Resources We Actually Use

The software and frameworks that earn their place in our daily workflow. No fluff, no sponsored recommendations.

Prototyping Kit

Figma for high-fidelity work, but honestly? Paper, sharpies, and a phone camera still solve most problems faster. Digital tools come later in the process than you think.

Research Methods

User interviews, usability testing, analytics review. In that order. You need all three. One alone gives you blind spots big enough to drive a truck through.

Design system components and patterns library

Component Libraries

Build your own before reaching for Material or Bootstrap. Understanding why those systems work matters more than knowing how to implement them. Steal principles, not pixels.

Accessibility Checkers

WAVE and axe DevTools catch the obvious stuff. But you still need to actually use a screen reader yourself. Automated tools miss context. Your judgement can't be automated yet.