UI/UX Case Study, Columbia Engineering Bootcamp Final Team Project

Everyone Had The Content. Nobody Had The Order.

A four-person team builds a learning platform for people trying to break into UI/UX, and immediately runs into the same problem every new designer faces: too many directions, not enough runway to chase them all.

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Role Team Lead, Design & Frontend
Timeline Final Project, Columbia Bootcamp
Tools Figma, HTML/CSS, user interviews
Status Coded prototype, built but not deployed

"We weren't short on ideas. We were short on time. Figuring out which ideas earned a place in the MVP was the real design problem."

01

The Problem

For our final group project, the brief was open: pick a product, design it, and code it ourselves. That last part mattered, since it asked all four of us to translate our own Figma file into a working site, the muscle that separates a designer who can spec something from one who understands what it costs to build.

We chose to build for people just outside the field looking in, aspiring UI/UX designers who know they want in but don't know where to start. There's no shortage of UI/UX content online, tutorials, blog posts, bootcamp ads, but very little of it is sequenced. We set out to build UI/UX Nest: a guided starting point, not another firehose of scattered resources.

Mark Pabustan: Team Lead Melica Dehghani Deb Kim Tara Jarzabkowski
02

Research & Discovery

We ran interviews and a short survey with people either learning UI/UX on their own or actively considering it, to find out where they got stuck. One answer came back again and again, in different words but the same shape: people didn't need more material, they needed to know where to start and what order to learn things in. It was a small, informal round on a fixed bootcamp timeline, not a validated study, but the pattern held consistently enough that finding a starting point became the spine of the whole product instead of one feature among many.

Most common blocker

Not a lack of resources, but no clear starting point among the resources that already exist.

What they asked for

A structured learning path, something that told them what to learn first, second, and after that.

Scope beyond "UI/UX basics"

Several wanted help that went past theory, into building a portfolio and resume.

Learning style

People learn differently, some wanted to watch, some wanted to read, neither alone was enough.

03

Define & Ideate

With four people, a self-chosen concept, and no client to draw a line for us, scope creep showed up immediately. Everyone had a feature they were excited about, and most of them were genuinely good ideas. The real question was fit: which ideas served "help someone find their starting point," and which were exciting tangents that would eat the time we didn't have.

Kept in the MVP Cut for time
Step-by-step curriculum with video + written summaries
Live tutoring via video calls
Portfolio & resume guidance built into the path
Mock interview practice
Career Paths: role breakdowns, responsibilities, and pay ranges
Practice exams / knowledge retention testing
Reserved for a future iteration, see below
Networking page pointing to events & communities
Every cut feature solved a real problem. None of them solved "where do I even start," which is the one problem the MVP had to solve completely.

Sorting features this way turned an emotional argument, whose idea gets cut, into a practical one: does this serve the starting point, or a more advanced stage we don't have time to build well. That question didn't make every disagreement painless, but it gave us a shared standard to argue against instead of arguing against each other.

04

Design Decisions

A curriculum that's a path, not a library

The core deliverable became a phased curriculum, a sequence of phases, each broken into topics, each topic paired with a short video and a written summary of that same video. The pairing was deliberate. Research told us people learn differently, some want to watch, some want to read a quick recap, and building both into every topic meant neither type of learner had to settle.

1

Introduction to UI/UX

The absolute starting point: what the field is, how UI and UX differ, and the vocabulary everything after this builds on.

Video + summary
2

Core concepts & tools

Design principles and a first hands-on pass at Figma, the tool nearly every later step assumes familiarity with.

Video + summary
3

Portfolio & resume

Turning what was just learned into something a hiring manager can evaluate.

Guided steps
4

Career Paths

A breakdown of the roles inside a UI/UX team, what each one actually does, and what it pays, so a learner can see where they might fit before picking a specialty.

Role reference

Wireframes first

Before any color or type decisions, we blocked out every page in the product at low fidelity, the homepage, topic grids, individual tutorial and concept pages, and the job-description page that would later become Career Paths. Every image was a gray box and every label read "Topic 1." We were testing structure, not style.

Lo-fi wireframe of the UI/UX Nest homepage, with placeholder hero art, an About Us block, and gray placeholder cards under UI/UX Tutorial and Job Preparation headings
Lo-fi wireframe of the Figma Tutorials overview page, a four-card grid of gray placeholder thumbnails labeled Topic 1 with Learn More buttons
Lo-fi wireframe of an individual Figma tutorial page, with a placeholder video block, two Title and body columns, and a More Resources list
Lo-fi wireframe of the UI/UX Concepts overview page, the same four-card grid pattern with early photo placeholders mixed in among the gray boxes
Lo-fi wireframe of an individual Concept page, with Back and Next Concept navigation, a placeholder video block, two Title columns, and a More Resources list
Mid-fidelity grayscale wireframe of the Job Descriptions page, showing a User Researcher entry with description, main tasks, a salary range slider, a Day-in-the-Life video block, and a mentorship carousel

UI/UX Topics and UI/UX Concepts shared one wireframe shape early, which made it obvious the two could share a single template in code. The job-description wireframe did the same setup work for what became Career Paths.

From wireframes to the built product

Once the structure held up, we moved into hi-fi. The gray boxes became real thumbnails and screenshots, the placeholder type became Monda and Audiowide, and the topic grid picked up the color coding described below.

UI/UX Nest homepage, showing the Who We Are and What We Do intro, featured tutorial thumbnails, and Portfolio Building and Resume Preparation callout cards
UI/UX Nest UI/UX Topics page, a ten-item curriculum grid with color-coded cards for User Research, Ideation Process, Information Architecture, Prototyping, Usability Testing, Design Principles, Typography, Color Theory, Portfolio Building, and Resume Preparation
UI/UX Nest Figma Tutorials overview page, a six-card grid covering Design Basics, UI Elements, Wireframing, Creating a Design System, Prototyping/Animations, and Responsive Design, each with a thumbnail, summary, and Learn More button
UI/UX Nest individual topic page for UI Elements, showing the embedded video tutorial with Previous and Next topic navigation above and three written summary blocks below

Job prep started as two ideas: a reference for roles and pay, and a networking page pointing to communities and events. The networking half got cut for time in the scope pass above. What got built instead was Career Paths, one page per role, each with a plain-language description, main responsibilities, a salary range, and a short "day in the life" video from someone working in that role.

Hi-fi Career Paths overview page, grouping roles into UX Designer/Architect, UI Designer/Developer, UX Researcher, and UX Writer/Content Strategist tracks
Hi-fi UX Designer career page, with a description, main responsibilities, a salary range slider, a day-in-the-life video, and a pull quote
Hi-fi UI Developer career page, matching the UX Designer layout with its own day-in-the-life video and salary range
Hi-fi User Researcher career page, following the same layout with its own day-in-the-life video and salary range

Color as a wayfinding system, not decoration

Once the curriculum had multiple phases and topics, the real risk had nothing to do with visual dullness. It was a learner losing track of where they were. We assigned a distinct color to each topic area and carried it consistently across every related screen, the topic card, the video page, the written summary. That gave a learner a quiet, constant answer to "where am I in this," without needing a progress bar to spell it out every time.

A style system built to hold four people together

Because four people were building different pages at the same time, the style system had to work as infrastructure, not decoration. Without a shared visual language locked down early, each teammate's section would have drifted, slightly different blues, different type hierarchies, different button shapes. The system gave everyone the same rules to code against.

Color system
Main
Sky Blue #30ABF0
Deep Teal #06405A
Neutrals
Black #111111
Gray #777777
White #FFFFFF
Highlight palette
Purple
Lavender
Gold
Tan
Brown
Taupe
Teal
Sage
Typography
Big Shoulder Inline Display 100pt · Logo only
H1 Headline: Monda 56pt · Regular
H2 Headline: Monda 48pt · Regular
H3 Headline: Monda 40pt · Regular
60: Audiowide 60pt · Topic numbers, 10% letter spacing
Subtitle: Inter Medium 32pt · 5.5% letter spacing
Quotes: Inter Light 32pt · Italicized
Body: Inter Light 24pt · 150% line height
List items: Inter Light 16pt · Small list items only
Illustration & icon style
2D pop art illustration
Retro chic & artistic
Bold & approachable
Counterbalance for dense content

Sky blue carries buttons and active states, deep teal grounds the layout, and the four highlight pairs give each curriculum topic its own quiet color cue. Monda handles headlines, Audiowide stamps the topic numbers, Inter Light carries body copy. The pop art illustrations counterbalance a page with a lot of information on it.

Splitting design and code without losing consistency

Because we each had to code our own sections, I coded the video and curriculum pages myself, then went back through every teammate's code afterward to check it against a shared structure, naming conventions, component patterns, the handful of decisions that keep four people's code from reading like four different sites stitched together. As team lead, my job was less about having the loudest opinion in the room and more about making sure everyone's ideas made it into the product fairly, while still holding the line on what the MVP needed to be.

05

Putting It in Front of People

We tested the prototype with people in roughly the same position as our original interviewees, and the findings validated the two biggest structural bets we'd made.

The same testing surfaced three of the features we'd cut for scope, live tutoring, mock interview practice, and a way to connect with other learners, as things people wanted next. We took that as confirmation rather than a miss. Those ideas were already good, and now we had real user signal pointing at them as the right next phase, not the right first one.

06

Where This Landed

Honest framing

This was a bootcamp final project on a fixed timeline, not a shipped product, so there's no deployment or usage data here. What follows is the process: real interviews that shaped a genuine prioritization decision, a built and reviewed codebase across four people, and usability testing that confirmed both what we built and what we were right to defer.

What I'd do differently: set an explicit scope budget before ideation started, not during it. The ledger above worked, but we built it reactively, after feature ideas had already multiplied and people were attached to them. Naming the budget up front would have made the cuts feel like a plan we'd agreed to, rather than a negotiation we had to have in the moment, every time.