This week’s class focused on prototyping — turning our designs into interactive, testable versions that simulate how the final product will work. We covered both the practical skills needed in Figma (like using variables, auto layout, and component libraries) and the foundational design principles that guide strong UI, such as Gestalt principles, typography hierarchy, spacing systems, and colour accessibility. We also discussed the importance of creating reusable design systems to keep our work consistent and scalable, and how prototyping connects back to earlier stages like wireframing and user flows. This session helped tie everything together — from research and ideation, through to a fully designed experience users can interact with.


Mastering Micro-Interactions

This article was a really useful and insightful read. It broke down what micro-interactions are — the small animations or responses you see when you click a button, receive feedback, or move through an interface — and why they matter so much in creating a smooth, enjoyable user experience.

Mastering Micro-Interactions: Small Details, Big Impact

David Supik explains how micro-interactions, when used well, can:

He also introduced some principles of animation in UX, like timing, easing, and consistency — which honestly, I found a bit overwhelming at first. There were also different types of micro-interactions discussed, and knowing when to use each one felt like a lot to take in. But I understand now that this is something I’ll probably get more comfortable with through practice.

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I definitely struggle with prototyping, and in the past I would usually avoid adding animations completely. But this article made me realise that micro-interactions aren’t just decoration — they actually enhance usability, help users understand what’s happening, and make the whole experience feel more polished. I’m starting to see that even though animation can be intimidating, it’s a skill I want and need to learn. I just need to be willing to try, fail, and improve over time. I’ll definitely be referring back to this article as I work more with Figma and build confidence in adding these subtle but impactful design touches.

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Comparing Apple’s HIG and Google’s Material Design

I read an interesting article called Apple’s Human Interface Guidelines vs Google’s Material Design Guidelines by Shivaniy, which compared two of the biggest design systems in UX. It broke down the different approaches that Apple and Google take when designing their digital experiences — and why they’ve made the choices they have.

Apple’s Human Interface Guidelines vs Google’s Material Design Guidelines

Apple’s Human Interface Guidelines (HIG) focus on being clean, minimal, and letting content shine. Everything feels really sophisticated, with lots of white space and subtle details.

Google’s Material Design is a lot more vibrant and playful, using bold colours, strong shadows, and motion to create a lively, dynamic feel. It's built around the idea of "material" and how things should feel tactile even on a flat screen.

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I really enjoyed reading this because it helped me understand how two huge companies can approach design so differently — and that both ways work, depending on what you're trying to create. I personally love how clean and polished Apple’s designs feel, but I also really like how Google uses colour to make things pop and feel more energetic. Reading this definitely made me realise how important it is to choose the right design style based on the project and the user, and that you can even combine elements of both if it suits the experience you're trying to create.

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