Design System Education for University Teams

Design System Education for University Teams

Universities face significant challenges in creating cohesive digital experiences due to fragmented design processes, inconsistent branding, and inefficient collaboration workflows. Initially inspired by research during my time as a web designer at Embry-Riddle but independently developed for my graduate studies, this educational course teaches university employees to create and manage design systems using Figma. The course provides tailored instruction for different roles, helping streamline design processes, improve collaboration, and maintain brand consistency.

Project Overview

Project Duration:

6 Months

Platform:

Learning Management System (LMS), Web

Target Audience:

University/College Employees

Delivery Method:

Web-Based Resource, Workshop, Video-Based Learning, Self-Paced eLearning

Core Contributions:

Accessibility Compliance, Content Design, Consulting, Curriculum Development, Graphic Design, Instructional Design, Interface Design, Project Management, Multimedia Design, User Experience Design, Usability Testing and Analysis, Web Design

Key Deliverables:

Wireframes, Interactive Prototypes, Design System Documentation, Figma Component Library, Accessibility Guidelines, Course Syllabus, Modular Course Structure, Weekly Lesson Plans, Branding Templates, Instructional Videos, Step-by-Step Tutorials, WCAG Compliance Documentation, User Personas, Learner Personas, Stakeholder Presentation, Final Course Prototype

Design Process

Needs Analysis

As universities increasingly rely on digital platforms to engage with their constituents, the need for consistent, high-quality digital interfaces has become critical. Many institutions struggle with fragmented design processes, inconsistent branding, and inefficient team collaboration. Compounding these challenges is that many university employees tasked with digital design responsibilities are not trained designers. These issues result in increased development time, higher costs, and suboptimal user experiences for students, faculty, and staff.

The project’s main goals were to:

  1. Provide university employees with practical Figma skills for digital design collaboration.

  2. Create a structured learning environment for non-designers to develop technical competency.

  3. Deliver role-specific training that addresses diverse departmental needs.

  4. Build institutional capacity for maintaining brand consistency through design systems.

  5. Establish a foundation for accessibility compliance in all digital properties.

Learner Characteristics

Target Audience

  • Cross-functional professionals (IT specialists, marketing staff, administrative personnel) with varying design experience.

  • Digital content stakeholders responsible for university’s brand consistency and web presence.

  • Non-designer staff (project managers, content creators, department coordinators) working on collaborative initiatives.

  • Technical implementers (web developers, digital media specialists) collaborating with external design vendors.

Learner Motivations

  • Professional development within existing roles rather than career change.

  • Immediate application needs for ongoing digital projects.

  • Organizational pressure to improve efficiency and quality of digital assets.

  • Desire to contribute meaningfully to cross-functional teams despite not being designers.

  • Interest in reducing dependency on external vendors for minor design changes.

  • Motivation to overcome feeling overwhelmed by new tools and processes.

  • Need for practical skills that integrate with existing workloads.

Learning Preferences

Self-paced learning to accommodate busy schedules.

Practical, hands-on exercises with real-world applications.

Visual demonstrations with step-by-step guidance.

Collaborative activities that mirror actual work scenarios.

Role-specific training that addresses individual job responsibilities.

Quick-reference materials for on-the-job application.

Learning Objectives

  1. Explain the basics of Figma’s interface and how to use it collaboratively.

  2. Develop basic wireframes and interactive prototypes using Figma tools.

  3. Establish and maintain a university-wide design system with reusable components.

  4. Implement accessibility standards (WCAG) throughout the design process.

  1. Create comprehensive documentation for components and design specifications.
  2. Apply version control and change management procedures for design assets.
  3. Establish effective collaboration workflows between internal teams and external vendors.

Message Design

Design Principles

  • Structured for adaptive learning paths with scaffolded progression based on role and experience level.

  • Designed with cognitive load management through chunked content delivery.

  • Incorporated evidence-based adult learning theories including experiential learning, self-directed learning, and transformative learning approaches.

  • Implemented gamification elements to increase engagement and motivation.

  • Ensured accessibility compliance throughout all learning materials.

  • Created with flexible progression options to accommodate varying schedules.

Content Strategies

  • Video tutorials with synchronized transcripts and chapter navigation.

  • Scenario-based learning using university-specific examples.

  • Interactive exercises with immediate feedback mechanisms.

  • Team-based collaboration activities using Figma’s multiplayer features.

  • Role-play scenarios for handoff and feedback procedures.

  • Gamified challenges including scavenger hunts and timed activities.

Core Features

College and University Tailored Course

  1. Real-World Case Studies & Applications

    • The course includes higher ed-specific examples to make concepts more relevant.
    • Learners work on practical projects that directly apply to their institution’s design needs.
  2. Role-Based Learning Paths

    • Custom learning experiences for different university roles (e.g., marketing, IT, faculty).
    • Personalized content suggestions based on job function.
  3. Modular Learning Structure

    • The course is structured in self-paced, bite-sized modules to accommodate busy university professionals.
    • Learners can skip sections based on prior knowledge or revisit lessons as needed.

Team-Building Modules

  1. Built-in Collaboration & Teamwork Features

    • Learners can work in teams within the platform to simulate real-world collaboration.
    • Group-based exercises mirror how cross-functional university teams use Figma.
  2. Gamification & Progress Tracking
    • Learners earn badges for completing key modules.
    • Progress bars and leaderboards encourage participation.
    • Certificates for course completion to showcase on LinkedIn or professional portfolios.
  3. Integrated Support & Resources

    • Learners have access to cheat sheets, video transcripts, and reference guides.
    • Office hours and discussion boards provide direct instructor support.

Interactive Lessons

  1. Interactive Learning Activities
    • Hands-on Figma exercises embedded within lessons.
    • Scenario-based activities simulating real-world higher ed design challenges.
    • Quizzes and knowledge checks for self-assessment.
  2. Accessibility & Inclusive Design Integration
    • The platform supports screen readers, captioned videos, and accessible UI design.
    • Accessibility isn’t an afterthought—learners actively apply WCAG principles to their design work.

Task Sequence

  1. Module 1: Figma Fundamentals –
    Introduces learners to Figma’s interface, basic functions, and collaboration features. Includes interface navigation exercises, wireframing practice, and initial team collaboration activities.

  2. Module 2: Design System Architecture –
    Focuses on creating and organizing design system components with accessibility in mind. Covers component development, documentation standards, and implementation of WCAG guidelines.

  3. Module 3: Advanced System Integration –
    Addresses enterprise-level design system management, including version control, cross-team collaboration, and deployment procedures. Culminates in comprehensive integration exercises.

Learners progress through modules sequentially, with knowledge assessments determining if they can bypass introductory sections. Collaborative activities occur at designated checkpoints, balancing self-paced learning flexibility with structured team engagement. The system tracks individual and team progress, with gamified elements encouraging completion and participation.

Resource Materials

Design System Component Guide

This interface serves as the central hub for the university’s digital design language, integrating deeply with the “Role-Based Exercise Workbooks” and “Quick Reference Guides.” The component documentation is structured to help both designers and non-designers understand proper usage.

Interactive Figma Templates

The templates interface acts as a practical learning environment, bridging theory and application. The interface emphasizes practical application while maintaining consistent branding and accessibility standards, making it easier for university employees to create cohesive digital experiences.

Accessibility Audit Checklist​

The accessibility checklist is particularly valuable because it makes WCAG compliance accessible to non-technical team members while providing deeper technical insights for developers and designers.

Implementation Plan

  1. Conducted needs analysis through interviews with university stakeholders.

  2. Researched existing resources and identified gaps in Figma education for higher education.

  3. Developed learning objectives and course structure based on adult learning principles.

  4. Created module content with role-specific learning paths and interactive exercises.

  5. Implemented gamification elements and produced accessible video content.

  6. Built comprehensive resource library including templates and reference materials.

  7. Tested with representative users and refined based on feedback.

  8. Deployed final course with ongoing support resources including instructor office hours.

Evaluation Methods

Formative Assessments

Knowledge checks and practical exercises integrated throughout each module.

Team-Based Projects

Collaborative deliverables evaluated for quality, creativity, and effective teamwork.

Performance Simulations

Real-world scenarios requiring learners to demonstrate integrated skills in authentic design system challenges.

Learner Feedback

Structured surveys capturing satisfaction and perceived value at key completion points.

Usage Analytics

Data tracking for engagement metrics, completion rates, and feature utilization.

Implementation Evaluation

Real-world application assessment measuring how effectively learners apply course concepts in their daily work.

Results and Impact

Expected Outcomes

expected 25% improvement in product quality scores for teams using collaborative workflows

0 %

anticipated enhancement in decision-making through clearly defined roles and responsibilities

0 %

Reflection

Project Insights

Successes

  • Gamification elements increase engagement, particularly for non-designer learners.
  • The adaptive learning approach accommodates varying skill levels.

Areas for Growth

  • Future versions could include more advanced prototyping techniques for experienced designers.
  • Expanding the course to include integration with development workflows would strengthen the handoff process.