Design Mentoring
Teaching designers to think, not just to design
Education
- I started mentoring almost as soon as I started designing. After my first design course in 2015, the school’s founder asked me back to mentor the next group.
- Reviewing student work grew into years of teaching: curricula, webinars, assignments and learning materials.
- More than 700 students went through my groups and 1:1 sessions, from first time in Figma to working Junior and Middle designers.
- Instruction
- Practice
- Understanding
- Reasoning
- Independence
Students learn tools, but the job needs thinking
Most beginners arrive asking “What should I do?”. Knowing Figma or CJM doesn’t help when the task is messy and nobody tells you the steps.
- Theory, theory, theory, exam: by the time people practise, they’ve forgotten why.
- Two students in one group need opposite things, but get the same lesson.
- One big critique at the end comes too late to act on.
- Too much criticism at once makes people afraid of the next try.
- People treat a method as the process, not as a tool for a specific decision.
I learned to see where each person really is, not just their level
- Reviewed hundreds of student projects and saw where people got stuck again and again.
- Looked at six dimensions per student: product thinking, visual craft, tools, UX, independence and communication.
- Tried different formats over the years and kept what moved people forward.
Insights
Thinking is the core skill
Turning chaos into structure, a problem, options and a decision you can explain.
Seeing comes before theory
People understand a principle once they’ve noticed the difference themselves.
One level isn’t enough
Strong UI can come with weak product thinking, and vice versa.
Motivation is fragile
Feedback must be specific, but not crushing.
Hypotheses
- H1
If practice comes first (about 20% theory, 80% doing), people understand the theory because they have something to attach it to.
Curriculum - H2
If each person gets a next step sized for where they are, they keep moving instead of getting stuck.
Strategies - H3
If feedback is a loop of small reviews, not one final verdict, people act on it right away.
Feedback - H4
If feedback always says what works, what to fix and what improved, people stay motivated to try again.
Motivation
How I set up the teaching
There’s no universal process. With experienced students, the question moved from “what’s the right method?” to “what do I need to learn to make this decision?”.
How the programme worked
Tools change. The ability to think stays.
Everything from UI to career, held together by product thinking.
- UX
- UI
- Research
- Information architecture
- Figma
- Prototyping
- Motion
- Design systems
- Portfolio
- Communication
- Career
- Chaos
- Structure
- Problem
- Information
- Options
- Decision
- Solution
Do, see, understand, do again
A course is a product too: users, flow, pace and drop-off points.
- Do
- See
- Understand
- Do again
- 01
Tools
- Frames
- Text
- Color
- Figma basics
- 02
Visual craft
- Composition
- Typography
- Spacing
- Visual hierarchy
- 03
Interface
- Components
- Auto Layout
- Screens
- Responsive layouts
- 04
Experience
- User flows
- Information architecture
- Scenarios
- Prototypes
- 05
Product thinking
- Research
- Evidence
- Decomposition
- Decisions
- Metrics
- 06
Professional practice
- Handoff
- Communication
- Presentation
- Portfolio
- CV and interviews
Different starting points, different next steps
Knowing the gap is half the job. The other half is a step the person can actually take.
Give momentum
- Reference
- Reproduce
- Result
- Questions
- Experiment
Repeat a result one to one. The fear of the tool goes away, then independence comes step by step.
Make the next step smaller
- Button
- Component
- Section
- Page
- Flow
Smaller scope, clearer tasks, more short tries, so the person keeps moving.
Ask why
- Why?
- For whom?
- What happens before?
- What happens after?
- What supports this?
Questions instead of answers, and taking apart real products to see the decisions behind screens.
Widen the system
- Design systems
- Development
- Metrics
- Research
- Handoff
Not “draw better”, but prototyping, motion, HTML/CSS/JS basics and talking to engineers.
Several short reviews instead of one final critique
Each round small enough to act on, each review building on the last.
- Attempt
- Feedback
- Reflection
- Iteration
- Review
Written
Comments right in Figma, next to the element.
Video
5 to 30 minute reviews that show the reasoning, not just the verdict.
Iterative
Short reviews along the way, not one at the end.
Shared
Students learned from reviews of each other’s work too.
Let people see the difference before explaining it
Change this, move that, align these. V2, V3, V4, and then the theory.
- Correction
- Repetition
- Pattern recognition
- Explanation
- Principle
- Independent use
Fix the work, protect the motivation
Specific enough to act on, never a stream of criticism.
- 01What worksSo the person knows what to keep.
- 02What to improveSpecific, and only what matters now.
- 03What got betterCompared with their own last version, not with others.
The real result is a different way of thinking
- 700+ students over 10+ years, online, offline and 1:1.
- People moved from “what should I do?” to explaining the problem, the options and their choice.
- 700+
- students online, offline and 1:1
- 10+ years
- in design education
- Beginner → Middle
- different experience levels
“I designed 10 screens.”
“I noticed users struggle with this flow, read reviews and discussions, tried a few approaches and picked this one because…”
- OutputReasoning
- InstructionsDecisions
- ScreensScenarios
- MethodsTools
- ExecutionOwnership
Many students went on to their first design jobs. That’s their achievement. My part was helping them learn how to think about the work.
The best result of mentoring is when the mentor isn’t needed anymore
- Teaching made me understand my own decisions: if I can’t explain it simply, I don’t get it yet.
- Give direction, not answers. Adapt to the person. Question the tools.
- The same habits now shape how I work with product teams and how I grow other designers.
