Sorting Flow Problems from Visual Problems in Everyday Apps
The first UI/UX exercise needs no Figma at all. Pick an app you open every day, such as a food delivery app or a digital wallet, and complete one small task in it: sign up, change your address, or find an old transaction. Count the steps, and mark every moment your thumb pauses because you are unsure what to tap next.
Then split those notes into two columns. Complaints about a winding sequence, a feature buried in an unexpected menu, or a confirmation that never shows up go in the UX column, since they concern order and logic. Complaints about tiny text, a main button coloured the same as every other button, or an icon whose meaning is unclear go in the UI column, since they concern how the screen looks. Don Norman popularised the term user experience in 1993 while working at Apple, and ever since, UX has meant the whole experience of using a product, with UI as the part you see and touch.
The exercise sounds simple, yet this is where a designer's way of looking at products starts to form. Learners who sort problems this way know which layer they are working on when they later build a user flow or pick a palette. Repeat the drill on three different apps during the first week and compare what you found.
You know this stage has stuck once a glance at any app tells you whether its problem lives in the flow or in the visuals.