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Web design path: 59 days to beautiful, usable interfaces

Fifty-nine one-hour sessions, in four modules, to learn how to design web interfaces that are both beautiful and usable. No experience required: the first module opens no software at all, it teaches you to look. By the end, you will have designed a complete personal page from brief to polished mockup, critiqued it and improved it.

Web design, in two words

Interface design is not decoration: it is the craft of making a service understandable and pleasant to use. A well-designed page guides the eye to what matters, reads without effort, works from the keyboard, and stays legible in sunlight and in dark mode. These qualities are not a gift: they rest on a small set of rules — typography, color, spacing, hierarchy, contrast — that this path teaches one at a time, with examples taken from real sites.

The method, the same every day

TimePhaseWhat you do
20 minTheoryThe session's lesson (on the module's page), notes in the notebook.
30 minPracticeAnalyze a real site, or draw in Penpot: one exercise, one explicit success criterion.
10 minRecapThree lines in the notebook, then redo the day's exercise without notes.

The recap is the phase everyone skips, and it is the one that makes things stick: redoing from memory forces you to retrieve the information, and that retrieval is what anchors it. In design, it is also what turns a rule you read into a reflex.

The tools, all free (install on day 1)

No paid software, no subscription. A reasonably calibrated screen is enough; no tablet needed.

The golden rule

One hour every day beats seven hours on Sunday. If you miss a day, you do not catch up the next day: you shift everything by one day, and you trim module 4. Sessions are numbered Day 1 to Day 59, with no calendar dates: only the order and the regularity matter.

Learning with an AI, without letting it draw for you

This path is meant to be followed with an AI as a tutor, ideally a model running on your own machine (see your first local model): your screenshots and mockups never leave your computer. It saves you time when it makes you work, and wastes your time when it works in your place.

Every session ends with an "Agent tip" box: two to four lines on what an LLM agent (Claude Code, Kimi Code, OpenFox) can do for that task once you have done it by hand — the prompt to give, the trap to avoid, and the proof to demand. You learn by hand, and along the way you learn to delegate without being fooled.

The four modules

Each module is one page: sessions follow one another, each with its goal, its lesson, its step-by-step practice and its recap. Tick a module when all its sessions are done; your progress stays in your browser.

  1. See like a designer (days 1–14): typography, color, spacing, hierarchy, grids — by analyzing one real site a day.
  2. The tools and the rules (days 15–28): Penpot hands-on, wireframes, components, and WCAG accessibility in plain language.
  3. Responsive and systems (days 29–42): mobile-first, dark mode, design tokens, design systems, micro-interactions and prototyping.
  4. The project (days 43–59): a complete personal page, from brief to polished mockup, critiqued and iterated.

Recommended free resources

The end-of-path checklist

A box you cannot tick is not a failure: it is the list of what you will rework first, notebook open.