Zero to portfolio in twelve months.
An hour or two a day, six phases, 36 milestones. Tick them as you go: your progress is saved in this browser, so you can close the tab and come back any time.
Twelve months, one path
- Weeks 1–4 · Open your eyesSwipe file, Figma basics, 30 real-world photos. Your eye wakes up first.
- Months 2–3 · FoundationsColour, type, layout. Copy 10 great designs pixel by pixel.
- Months 4–5 · Tools & craftPen tool, auto layout, a 30-day challenge. Your hands catch up.
- Months 6–8 · Real projectsA brand, a poster series, an app redesign, each with real research.
- Months 9–10 · Pick a laneBrand, UI, motion, packaging: go deep in one.
- Months 11–12 · Go proPortfolio site, 30 applications, your first paid project.
Every day, about 70 minutes
Look
Add to your swipe file. Dissect one piece: what, how, why.
Make
Copy, remix or create. Always finish something, however small.
Share
Post it, ask one question, give feedback to someone else.
Open your eyes
Goal: start seeing design everywhere and get comfortable in Figma. Read chapters 01–02.
The foundations
Goal: understand colour, type and layout deeply. Read chapters 03–05. Copy a lot.
Tools & craft
Goal: get fast and clean in your tools. Tools don't make designers, but slow tools hold them back.
Real projects
Goal: three portfolio-grade projects, each with research, process and final work. Read chapter 06.
Pick your lane
Goal: go deeper in one specialisation. Generalists get you started; a speciality gets you hired.
Go pro
Goal: package the work, show it to the world and land your first paid work.
Eight books that made designers
Read in this order. Number one is the most important design book for a beginner.
The Non-Designer's Design Book
Robin WilliamsThinking with Type
Ellen LuptonRefactoring UI
Wathan & SchogerThe Design of Everyday Things
Don NormanInteraction of Color
Josef AlbersGrid Systems in Graphic Design
Josef Müller-BrockmannLogo Design Love
David AireySteal Like an Artist
Austin KleonTools, mostly free
| Job | Start with (free) | Industry standard |
|---|---|---|
| Layout, UI, everything | Figma (free plan) | Figma |
| Vector & logos | Figma, Inkscape, Affinity (now free from Canva) | Adobe Illustrator |
| Photo editing | Photopea (runs in the browser) | Adobe Photoshop |
| Print & editorial | Affinity, Scribus | Adobe InDesign |
| Motion | Figma Smart Animate, Rive (free tier), Jitter | After Effects |
| Colour | Coolors, Adobe Color, Realtime Colors, the WebAIM contrast checker | Same, plus Pantone guides for print |
| Type | Google Fonts, Fontshare, Fonts In Use | Adobe Fonts, independent foundries |
| Inspiration | Are.na, Savee, Cosmos, Behance, Mobbin | Same, plus books and the real world |
| Learning (video) | Figma's YouTube, The Futur, Flux Academy, Satori Graphics, CalArts Graphic Design on Coursera (financial aid available) | — |
Speak designer
- Hierarchy
- The order in which the eye notices things. Biggest and boldest first.
- Whitespace
- Empty space around and between things. Not necessarily white.
- Grid
- Invisible columns and rows that things align to.
- Kerning
- Space between two specific letters.
- Tracking
- Even spacing across a whole word or line.
- Leading
- Space between lines of text (line-height).
- Hue / Saturation / Value
- Which colour, how intense, how light or dark.
- Contrast ratio
- How different text and background are in lightness. 4.5:1 minimum for body text.
- Vector
- Graphics made of maths (paths), so they scale to any size. Logos are always vectors.
- Raster
- Graphics made of pixels (photos). They go blurry when enlarged.
- Moodboard
- A collage that captures the feeling of a project before designing.
- Brief
- A one-page agreement on the problem, goal, audience and deliverables.
- Brand guidelines
- The rulebook for how a brand looks: logo use, colours, type, tone.
- Bleed
- Extra image beyond the trim edge in print, so nothing white peeks out after cutting.
- Mockup
- Your design placed on a realistic object (phone, bag, billboard).
- Wireframe
- A rough black-and-white layout sketch, all structure and no style.
- Design system
- Reusable components and rules so a big product stays consistent.
- Case study
- A portfolio story: problem → process → solution → result.
You don't need talent to start. You need to start to get the talent.
— the whole idea of this guide
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