UX Design Foundations: From Zero to First Portfolio Piece
A hands-on starting point for anyone curious about UX design. No prior experience required — just a willingness to think about people and problems.
Gothermyx organises its learning programs around how designers actually work — from framing a problem to shipping a final interface. Each program combines recorded lectures, live feedback sessions, and hands-on project work in a fixed sequence, so participants build understanding step by step rather than collecting disconnected skills.
Each program at Gothermyx follows a sequential delivery model — content appears in the order it needs to be understood. A session on visual hierarchy, for example, comes after participants have already worked through layout grids and spacing principles, not before. That ordering is intentional and shapes how much the material sticks.
Programs vary in length, intensity, and assumed starting point. Some are built for people with no prior design background; others assume familiarity with standard tools and skip foundational explanations entirely. The level marker on each program card is there to help you identify where you fit before you commit.
Seat counts are kept small enough that instructors can respond to individual questions during live sessions. When a cohort fills, the program closes until the next cycle opens.
Four programs are running this cycle. Each one has a fixed schedule, a stated difficulty level, and a defined seat limit.
A hands-on starting point for anyone curious about UX design. No prior experience required — just a willingness to think about people and problems.
For designers who already know the basics and want to produce interfaces with real visual consistency — design systems, component libraries, and all.
A focused course on research craft for designers and researchers who want their findings to land with product teams, not sit unread in a shared drive.
A senior-level course covering the full product design cycle — from shaping ambiguous problems to shipping with engineering and measuring what happened after.
Participants regularly ask the same set of questions before enrolling. The answers below reflect how the programs actually run, not how they are marketed.
Each program has a set weekly rhythm — usually two to three sessions per week with asynchronous material released between them. Attendance at live sessions is tracked but not mandatory; however, participants who miss more than two consecutive live sessions in a row typically find the project work harder to complete without the context those sessions provide.
Most programs use Figma as the primary design tool. A free Figma account is sufficient for beginner and intermediate programs. Advanced programs may require a paid plan for specific prototyping features — this is stated clearly on the individual program page before enrolment.
Participants who complete all project submissions receive a certificate of completion from Gothermyx. The certificate records the program name, duration, and completion date. It is a record of participation and project completion — it does not carry formal academic accreditation.
Torben has been working in product design for eleven years, with most of that time spent on consumer-facing applications. He runs the intermediate and advanced programs and focuses his sessions on the gap between visual decisions and user behaviour data.
Darragh teaches the beginner-level programs and the user research modules that run across all levels. His background is in cognitive psychology, and he brings that perspective into how he structures explanations — starting with why users behave the way they do before addressing how to design for it.