Design and 3D
How to learn web design from scratch
Web design is about how a person finds what they need on a page and does what they came to do. The design editor is only a pencil; what you actually learn is composition, typography, grids and working with users. Below is a six-month plan and a way to build a portfolio without clients.
In this article
A time benchmark#
If you study for an hour and a half to two hours five days a week, the first tidy designs appear in two to three months, and a portfolio you can use to apply for internships in about six months. This is a benchmark, not a promise: a lot depends on how many of your own pieces you make and critique. Pick one design tool and do not switch it mid-plan — the most widely used in the industry right now is Figma, which has a free plan; see how to learn Figma.
Month 1: composition and hierarchy#
Every screen answers the question "what matters most here?". Study the basic principles: proximity (related things sit together), alignment, contrast, repetition, white space. The exercise for the week: take three real pages, make black-and-white screenshots of them and mark where the eye lands first, second and third. Then redraw one page so that something else becomes the main thing.
Month 2: typography and colour#
Typography is most of the web. Work out size, weight, line height and line length; learn to build a type scale of five or six steps and use only those. Choose one or two typefaces, no more. Learn colour through roles — background, text, accent, error, success — and check text-to-background contrast against the WCAG guidelines so that people with low vision can use your design.
The result of the month: an article page built only with type and one accent colour, no images, that is still easy to read.
Month 3: grids, components and responsiveness#
A layout grid sets columns, margins and gutters, and thanks to it elements on different screens look like parts of one product. Build grids for desktop, tablet and phone and move the same design onto each. In parallel put together a small component library — buttons, input fields, cards, navigation — with states: default, hover, pressed, error, disabled.
It also pays to understand how a page is actually built. You do not have to become a developer, but knowing roughly what HTML and CSS can do — how boxes stack, what flexbox does — keeps your designs realistic and makes handoff easier.
Month 4: UX and research#
An interface is tested by people, not by taste. Study user scenarios, journey maps and usability testing. Test your design with five people you know: give them a task ("find the delivery options and place an order") and silently watch where they get stuck. Write down the problems and fix the design. This loop — task, observation, fix — is the core of the profession.
Months 5–6: three portfolio case studies#
Make three projects of different types: a landing page for a service, a small mobile app, and a redesign of an existing website with your reasoning. In each case study show not only the final screens but the path: the problem, the research, rough drafts, test results. Employers look at how you make decisions, not only at how pretty the result is.
How to tell a stage is done#
- You can explain why every element on a screen is exactly where it is.
- Every spacing and size comes from your grid and scale, not by eye.
- A stranger completes a task in your design without hints.
Step-by-step plan
- Month 1 — compositionProximity, alignment, contrast, repetition; analysing three real pages and redrawing one.
- Month 2 — typography and colourA type scale, one or two typefaces, colours by role and contrast; an article page without images.
- Month 3 — grids and componentsGrids for three screen widths, a component library with states.
- Month 4 — UXScenarios, a usability test with five people, fixing the design based on what you saw.
- Months 5–6 — portfolioThree case studies of different types with the problem, research, drafts and results.
Start learning this in your own space
The plan goes into your repository: tick off stages, keep notes — the change history shows how far you have come.
Sources
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Nielsen Norman Group — articlesUsability research and interface design principlesfree
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Material Design 3An open design system: grids, typography, componentsfree
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Apple Human Interface GuidelinesApple's interface design principlesfree
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WebAIM Contrast CheckerCheck text and background colours against WCAG contrast requirementsfree
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