Digital Product Design for K-12 Students
Empowering the Next Generation of UX Designers Through Industry Standards
Overview
I took on the task of developing a Digital Product Design Curriculum for K-12 students; specifically for my 6th-8th grade middle school students. As an educator and developing UX designer, I saw an opportunity to bridge the gap between design thinking and real-world applications by guiding students through hands-on, project-based learning that mirrors professional UX workflows.
- Role: UX Designer, Curriculum Developer, Educator
- Duration: 6 Weeks
- Tools Used: Figma, FigJam, Design Thinking Frameworks
- Audience: 6th–8th Grade Students, Ages 10–14
As educators, we have the opportunity to provide students with early exposure to industry standard tools by teaching with Figma and FIgJam. In fact, FigJam and Figma are free for K-12 educators and students, making them accessible tools for schools to integrate design thinking into their curricula. This comes at an especially convenient time as Google plans to discontinue Jamboard by the end of 2024. Educators, designers, and artists may be looking for effective alternatives for digital collaboration. Google even named FigJam as one of the tools they will integrate into the Google Workspace.
Problem Statement
How might we empower students to design their own digital products using industry-standard design principles ?
Students today are digital natives, which indicates a familiarity with digital products such as apps, websites, and other technology. These students may adapt to new technology rapidly, but they have never been taught how these products are designed. The public school system lacks a structured curriculum around product design, which robs students of the opportunity for early exposure to design thinking. Students should have the opportunity to explore User Experience and User Interface principles, research methodologies, and prototyping skills. I designed this curriculum to address this disparity in exposure.
Design Process & Curriculum Structure
I approached the curriculum development using human-centered design principles (HCD)— a process that UX professionals use in the industry. Each phase of the curriculum was structured around the Design Thinking Framework:
- Empathize — Understanding the user’s needs
- Define — Identifying core design challenges
- Ideate — Brainstorming solutions creatively
- Prototype — Designing and iterating on a solution
- Test — Gathering feedback and refining the final product
Implementation: Teaching UX Through Real-World Applications
Each week focused on a different stage of the UX process, allowing students to engage in hands-on learning and create their own digital apps.
💡 Week 1: Introduction to UX Design & Design Thinking
- Students were introduced to what UX design is, why it matters, and where they see it daily.
- Using FigJam, students practiced designing their onboarding screens using Figjam native elements.
- Students also practiced designing according to Duolingo Brand guidelines.
In Week 1, we focused on introducing students to the concepts of UX/UI Design. We started with a product design journal where students defined user experience, discussed favorite apps, how apps can create a positive user experience, and brainstormed the app their group wants to build.
📊 Week 2: User Research & Defining the Problem
- Students conducted mini-interviews with peers to understand common frustrations with technology.
- Learned how to create problem statements to define user needs.
In Week 2, students conducted user interviews with classmates and gathered secondary research online to inform their design plans. Students brainstormed ideas for app, and user flows they might incorporate based on peer insight.
🎨 Week 3: Wireframing & Ideation
- Students sketched low-fidelity wireframes for the app their groups wanted to build, including potential screens and user flows
- Used Figma to digitize their wireframes and experiment with layout and navigation.
🛠 Week 4: Prototyping & Usability Testing
- Students built interactive prototypes in Figma.
- Conducted peer usability testing and iterated on their designs based on feedback.
🚀 Week 5–6: Final Project & Presentation
- Each student designed a functional prototype of their own digital product.
- Students presented their work, explaining their design decisions, user research insights, and iteration process.
Key Features of the Curriculum
- Hands-on Learning with Real Tools — Instead of just theory, students worked directly in Figma & FigJam, the same tools used in industry.
- Project-Based Approach — Students completed their own digital product design, creating a portfolio-worthy case study.
- Industry Alignment — Curriculum was structured to mirror UX job workflows, preparing students for future opportunities.
Outcomes & Student Impact
📌 80% of students said they gained a new understanding of how digital products are created.
📌 60% of students expressed interest in tech & design careers for the first time.
📌 All 24 students successfully designed interactive prototypes in teams, many of which solved real user problems they identified.
💡 Key Student Quote:
“My team got to design our trivia app similar to one of our favorite apps, Trivia Crack. I didn’t realize how much work it takes to make an app..”
Reflection & Takeaways
In today’s digital age, it’s important for students to learn skills that will prepare them for a career, and UX/UI Design is one of many possible career paths. Providing early exposure to design principles and industry standard tools has increased my youth’s interest in the UX Design field. Using FigJam has been an easy and fun way to get my 6th-8th grade students interested in UX/UI design. Building a digital product design curriculum for middle school students reinforced my belief that UX education should start earlier.
By breaking down complex industry concepts into tangible, engaging activities, students were able to think like designers, problem-solve creatively, and develop digital literacy skills that extend beyond UX.
In future iterations, I plan to:
- ✔️ Incorporate more accessibility-focused lessons to teach inclusive design principles.
- ✔️ Develop an advanced version of the course to introduce high-fidelity prototyping & UI animations.
- ✔️ Explore collaboration with EdTech platforms to scale the curriculum beyond my classroom.
What I learned from this experience:
- ✅Accessibility is key: FigJam’s intuitive interface and drag-and-drop functionality make it perfect for all ages.
- ✅ Hands-on learning works: Designing avatars within FigJam’s native components taught students how designers work within their company’s pre-set design system. ✅
- ✅ Early exposure matters: Introducing UX design early fosters creativity and opens doors to future opportunities in tech.
One other exciting activity I have been working on with the students is designing their own avatars in FigJam. FigJam only allows for designing using preset shapes and lengths. My students and I had to navigate creating avatars using FigJam’s native components! Together we crafted a design system within FigJam and introduced the students to the life of a UX Designer. Once we refine the design process, I’ll be sure to share that next!
Conclusion: Designing the Next Generation of UX Thinkers
The Student Digital Product Design Curriculum isn’t just about learning UX — it’s about empowering students with the ability to analyze digital experiences, think critically, and innovate. By bringing industry-standard design principles into the classroom, this curriculum bridges education and real-world digital product creation.
Teaching UX to students means preparing them to shape the future of technology — not just consume it.