Graphic Design & Illustration · Guide
UX vs UI design: what is the difference?
UX is how it works. UI is how it looks and feels to operate. Most jobs ask for both, and knowing which part you enjoy decides which skills to build first.
The Nextversity teamGraphic Design & Illustration schoolUpdated August 10, 20265 min read

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The short answer
UX is how it works. UI is how it looks and feels to operate.
UX design decides that the checkout should have three steps rather than five, and what happens when a payment fails. UI design decides what the buttons look like, how the error message is presented, and what the loading state does.
In practice most jobs ask for both, and the labels matter less than knowing which part of the work you enjoy.
What UX design actually involves
- Research. Talking to people who use the thing, watching where they get stuck.
- Flows and structure. What screens exist, what order they come in, what happens when something goes wrong.
- Wireframes. Low-fidelity layouts that test the structure before anyone picks a color.
- Testing. Putting a prototype in front of five people and watching them fail at things you thought were obvious.
- Arguing for the user. Often with people who have deadlines and other priorities.
Very little of this is visual. It is closer to problem definition than to drawing, and the Nielsen Norman Group is the standard reference for how it is practiced.
What UI design actually involves
- Layout and hierarchy. What is read first, where the eye goes.
- Typography. Sizes, weights, line lengths, and a scale that holds together across a product.
- Color and contrast, including accessibility. The W3C's accessibility initiative sets the standards worth designing to.
- Components and states. What a button looks like when hovered, pressed, loading, disabled.
- Design systems. Making a set of parts a whole team can build from.
- Handoff. Specs a developer can build from without guessing.
This is where the craft and the tool skill live, and where Figma does most of its work.
Where they overlap
Constantly, and messily.
A confusing screen might be a flow problem (UX) or a hierarchy problem (UI). A failed checkout might be too many steps or an invisible button. Good designers move between the two without noticing the boundary, which is why most listings say "UX/UI designer" and mean one person.
A beautiful screen that solves the wrong problem is still wrong. A screen that solves the right problem and is unusable is also wrong. The split is a job-ad convenience, not a real wall.
Which one suits you
UX might suit you if you enjoy asking why, like talking to people, are comfortable with ambiguity, and find satisfaction in simplifying something tangled.
UI might suit you if you notice spacing, care about type, enjoy craft and repetition, and get satisfaction from a component set that behaves consistently everywhere.
Both, honestly, if you are starting out. Learn the UX thinking first because it prevents expensive mistakes, then build the UI craft because that is what gets shown in a portfolio.
What about product design?
Increasingly the label that has replaced both. A product designer is expected to do research, flows, visual design and often a bit of strategy. Larger companies split roles further; smaller ones expect one person to do it all.
Do not let the title confuse the decision. Learn the work, and apply for whatever it is called locally.
What a portfolio needs to show
Whichever side you lean to, a UX/UI portfolio has to show thinking, not just screens:
- The problem. What was wrong, and how you knew.
- The flow. What you decided the structure should be.
- The screens. Well built, consistent, with real content rather than lorem ipsum.
- The prototype. A link somebody can click.
- What you would do next. Shows judgment and honesty.
Two case studies at that depth beat ten screenshot galleries.
Where to start
The UX/UI design course covers both halves: research and flows, then the visual craft in Figma. There is a primer on Figma itself if the tool is new to you, and a route into UX from scratch if this is a career change.
One subscription opens the whole Graphic Design & Illustration school, which is where the visual fundamentals live too.
UX decides what to build. UI decides how it feels to use. Learn both, lean into whichever one you keep thinking about.
Questions people ask
What is the difference between UX and UI?
UX design decides how a product works: the flows, structure and logic. UI design decides how it looks and feels to use: layout, type, color, states and interactions.
Can one person do both?
Yes, and most job listings expect it, especially in smaller teams. Larger organizations sometimes split them, and specialists exist at both ends.
Which pays more, UX or UI?
It varies by market and seniority more than by discipline. Research-heavy UX roles and design-system-heavy UI roles both exist at senior levels, and the split is not a reliable predictor of pay.
Do UX designers need to draw?
No. UX work is flows, structure, testing and reasoning. Visual craft matters far more on the UI side, and even there it is layout and type rather than drawing.
Which should I learn first?
Learn the UX thinking first, because a beautiful screen that solves the wrong problem is still wrong. Then learn the UI craft, which is where the tool skills live.