Who We Actually Are

We started in 2018 because too many design courses were teaching outdated software tricks instead of real problem-solving. Seven years later, we're still focused on helping people build careers through practical skills that matter in actual jobs.

Students collaborating on interface design concepts during practical workshop session
Our Approach

Learning Through Real Projects

Most programmes give you fictional briefs. We don't. You'll redesign actual interfaces, critique real apps, and work through problems that practicing designers face daily. One student spent three weeks fixing a checkout flow – not glamorous, but that's what got her hired at a mid-sized ecommerce company in Manchester. The work isn't always exciting, but it prepares you for what design work actually involves.

Design instructor reviewing wireframe prototypes with students at collaborative workspace
What Makes Us Different

Small Groups, Real Feedback

We cap classes at fourteen people. This isn't about exclusivity – it's because proper feedback takes time. You need someone to sit with your work and explain why a navigation structure confuses users or how your colour choices affect accessibility. Our autumn 2025 intake runs September through December, with sessions twice weekly. It's demanding, but graduates tell us the intensive format helped them build momentum they couldn't maintain alone.

Interface design documentation spread across desk showing user flow diagrams and research notes
Industry Reality

What Actually Happens After

We can't promise you a job. What we can do is help you build a portfolio that demonstrates real competence. About sixty percent of graduates from our 2024 cohorts found design roles within eight months – some as junior designers, others in adjacent positions like product coordinators. Several switched careers from unrelated fields. The common thread wasn't natural talent – it was willingness to revise their work based on critical feedback and keep applying after rejection.

Modern workspace showing design tools and interface sketches in development process
Beyond Software

Skills That Transfer

Figma changes. Prototyping tools evolve. What doesn't change is your ability to understand user needs, communicate design decisions, and collaborate with developers. We spend considerable time on stakeholder presentations, design documentation, and the unglamorous parts of the process. One graduate told us these "soft" skills helped her far more than technical abilities when she joined a cross-functional team at a Birmingham startup in early 2025.

Meet The Team

We're designers who still practice. Most of us consult or freelance alongside teaching, which keeps our knowledge current and our advice grounded in what's actually happening in the industry.

Isolde Blackwood, Lead UX Educator

Isolde Blackwood

Lead UX Educator

Twelve years building interfaces for fintech and healthcare platforms. Still consults part-time, which means she's constantly bringing current industry problems into the classroom. Known for brutally honest portfolio reviews that students initially hate but later appreciate.

What We Believe

These aren't corporate values pulled from a branding workshop. They're principles that shape how we structure programmes and interact with students.

Honesty Over Hype

Design isn't magic. It's research, iteration, compromise, and occasional frustration. We prepare you for the actual experience, not an idealised version. Some projects fail. Stakeholders reject good work. That's part of the profession.

Practice Beats Theory

You learn design by doing it badly, getting feedback, and trying again. We limit lecture time because sitting through presentations doesn't build skills. Most sessions involve active work – sketching, prototyping, critiquing, revising.

Context Matters

There's no universal "best practice" that works everywhere. Good design considers business constraints, technical limitations, and user needs simultaneously. We teach you to make informed tradeoffs rather than follow rigid rules.

Feedback Loops

Design improves through critique. We've built a culture where constructive criticism is normal and expected. Students review each other's work regularly – it's uncomfortable initially but essential for growth.

Evidence Over Instinct

Personal preference is fine for personal projects. Professional work requires justification. We emphasize research methods, usability testing, and data analysis – not because they're trendy, but because they help you make defensible decisions.

Long-Term Thinking

A three-month programme won't make you senior-level. Our goal is giving you foundation skills and learning habits that support continued development. Many graduates stay in touch years later, asking for advice as they progress.