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Path 03 · UI and UX

Design to understand. Verify to improve.

Ten open rooms, no account. One story throughout: help a person learn without making them guess. Observe, structure, design, test and explain your decisions.

Completed evidence0%
Completed evidence0%
0/10 completed rooms · 0/50 completed items

Room 01 · 25 min

Start with the problem

UX

Turn an intuition into an observable problem before drawing a solution.

In progress
01Understand

The mental model

UX starts by understanding a situation, not by opening a design tool. We observe what a person is trying to do, what blocks them and where it happens. A hypothesis is a proposal to test, never evidence by itself.

Precise anchors

Observation
A fact described without interpretation: action, context, words or visible result.
Need
The progress a person is trying to make, beyond the feature they request.
Hypothesis
A provisional explanation or solution that can be confirmed or falsified.
Success criterion
An observable signal that shows whether the problem is improving.
02Produce

Use your own words and connect ideas through cause or consequence. A good sentence lets another person check what you understood.

Observable rubric

  • Facts are separated from interpretations.
  • The brief can be used without another meeting.
  • The criterion measures a change in use, not only a technical delivery.

A strong example will appear after your first attempt: try to build your own reasoning first.

03Verify
Control questionWhich sentence is a UX hypothesis?
Transfer questionA stakeholder asks, “add a motivation button”. What do you do first?
Room statusThe room remains open: complete all five exercises above.

Room status

Competency matrix

Each row counts completed rooms that genuinely require that skill. Progress represents produced evidence, not passive reading.

To finish: complete all five exercises in every one of the 10 rooms.
Explain
0/10
Design
0/7
Diagnose
0/8
Verify
0/10
Deliver
0/6