Description

UX Design and Web Usability: Analyse Usage, Prototype and Test

Design interfaces that are understood without explanation and tested before development begins

  • 2 days — 14 h
  • In-person or virtual
  • Foundation
  • Up to 6 participants

A website can follow the brand guidelines to the letter and still be painful to use: overlong forms, ambiguous labels, journeys that force users to backtrack, a primary action lost somewhere on the page. Teams then settle the matter on personal opinion, often late in the project, when corrections are expensive.

Two days to put in place an approach that can be applied from the scoping stage onwards: observe real usage, map journeys, prototype quickly and test with genuine users. Each participant works on an interface from their own organisation and leaves with a tested prototype and a prioritised list of corrections.

Learning objectives

  • Gather evidence of real usage through interviews and observation
  • Map a user journey and identify its breaking points
  • Apply usability principles to screens and forms
  • Build a clickable prototype from a wireframe
  • Run a user test and make use of the results

What makes this programme different

User tests are run during the session on the prototypes produced
Each participant works on an interface from their own organisation
Corrections are ranked by expected gain and implementation effort

Programme

1Understanding users

Replacing opinions with observations

  • Conduct an interview without leading the answers
  • Observe a real task on the existing interface
  • Build user profiles from the findings
  • Identify the priority tasks

2Journeys and information architecture

Knowing where you are and where you are going

  • Map a journey step by step
  • Identify breaking points and drop-offs
  • Organise content and menu wording
  • Define the priority entry points

3Usability principles and wireframing

Screens that speak for themselves

  • Apply the rules of legibility and visual hierarchy
  • Design short forms and useful error messages
  • Handle loading states and empty states
  • Take accessibility and mobile use into account

4Testing and deciding

Confronting the prototype with real usage

  • Prepare a test protocol and its instructions
  • Observe without guiding the participant
  • Rank the issues identified by severity
  • Present the results to stakeholders

Who is it for

Web project managers, digital marketing managers, designers and developers who design or improve a website or application.

Prerequisites

Be involved in the design or improvement of a digital interface.

Dates & locations

36 scheduled dates between November 2026 and December 2027. Seats are confirmed in the order enquiries are received.

November 2026

December 2026

January 2027

February 2027

March 2027

April 2027

May 2027

June 2027

September 2027

October 2027

November 2027

December 2027

None of these dates suit you? We open additional sessions on request, and any programme can be run privately for your team.

Practical details

Before the programme
Online positioning questionnaire. Your development objectives are shared with the trainer, who tailors the practical case studies to your context.
Teaching methods
Theoretical input, workshops and practical case studies. Digital course materials and method sheets provided.
Assessment
Multiple-choice tests and role-play exercises. Assessment of learning at the start and end of the programme, with immediate and 60-day follow-up evaluations.
After the programme
One year of access to the e-learning platform. Self-assessment of the skills acquired and a 30-day follow-up session with your trainer.
How to register
Registration online or on the basis of a quotation.
Lead time
11 working days after confirmation of registration.
Accessibility
Accessible to people of determination. Contact our accessibility coordinator to design a suitable solution: contact@mpf-academy.ae
Start dates
Rolling intake: in addition to the scheduled sessions, this programme can start on request.