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Level 1
UI Fundamentals
Level 2.1
Component Systems
Level 2.2
Advanced Prototyping + AI
Level 3
Leadership & Handoff
Case Study 04 Accenture Song MX Ongoing · 2026

Digital Makers

My Role
Program Designer & AI Coach
Timeline
Feb – Sep 2026
Team
13 Coaches
Cohort
13+ Designers
The challenge

Growing design talent from the inside out

4
Curriculum levels built from scratch — fundamentals to leadership
13
Coaches across specializations: UI, prototyping, AI, handoff
13+
Junior and mid-level designers (CL7–CL11) in the cohort
2
Curriculum levels with AI tools embedded as a first-class skill
My contribution
Program Designer & AI Coach
  • Co-designed the full program architecture alongside Gabo Arrieta and Suhey Trejo
  • Lead coach for Level 2.2 — AI integration and advanced prototyping
  • Lead coach for Level 3 — leadership, handoff, and AI-assisted creation
  • Responsible for embedding generative AI tools (Figma Make, prompting, Vibe Coding) into the curriculum
  • Active member of the evaluation committee for participant assessments
Context

Accenture Song Mexico recognized a gap: its junior and mid-level design talent needed a structured path to grow — not through ad hoc training, but through a deliberate, coach-led curriculum built by the senior designers who know the work best.

Digital Makers was designed as that path. A 3-level program (with an additional split level) that takes designers from the absolute basics of UI — color, type, grids — through component systems, advanced prototyping, AI integration, and finally to the leadership and handoff skills that make a designer valuable to any product team.

The program is not an external training buy — it's built in-house, by practitioners, for practitioners. Every session is designed to be directly applicable to real project work. And the curriculum is structured so that each level builds on the previous one, culminating in a formal evaluation before a committee.

Program architecture

A structured progression
from craft to leadership.

Each level builds on the last. The curriculum was designed so that no session exists in isolation — every topic connects forward and backward across the program.

Level 1
UI Fundamentals
Color theory, typography, grids, Atomic Design, low-fi wireframing
Feb – Mar 2026 · 8 sessions · ~9 participants
Level 2.1
Component Systems
Component creation, design tokens, variant states, Auto Layout, versionado
Apr – Jun 2026 · 9 sessions · ~13 participants
Level 2.2
Advanced Prototyping + AI
WCAG accessibility, AI for visual exploration, Figma Make, Vibe Coding
Jun – Aug 2026
Ernesto leads AI modules
Level 3
Leadership & Handoff
Executive storytelling, design tokens → code, Storybook, final committee evaluation
Aug – Sep 2026
Ernesto leads AI + handoff
L1
UI Fundamentals
Craft Before Systems
February – March 2026 · 8 sessions
Coaches:
Isaac Pérez, Mariana Águila, Itzel García

The foundation layer. Before designers can build components, they need to understand the raw material — why color combinations work, how typography creates hierarchy at scale, how grids create spatial consistency across breakpoints.

Session topics
  • Color theory — hex palettes, primaries, secondaries, tints & shades
  • Typography scales for web — sizes, weights, line-height systems
  • Iconography — usage rules, sizing, optical consistency
  • Grids — desktop, mobile, and tablet column systems
  • Spacing systems — padding and margin logic across components
  • Low-fidelity wireframing — structure before aesthetics
  • Atomic Design — atoms, molecules, components, templates, pages
Core focus
Atomic Design as mental model
Introducing Atomic Design at Level 1 is a deliberate choice — it gives designers a shared vocabulary for component thinking before they start building. Every subsequent level builds on this foundation.
2.1
Component Systems
From Elements to Systems
April – June 2026 · 9 sessions
Coaches:
Fernanda Rodríguez (lead), Gustavo León, Ana Elena Contreras

Where raw craft becomes scalable system thinking. Participants build real components — not just visually, but with proper states, tokens, and responsiveness — and learn how to version and maintain a design system over time.

Session topics
  • Component creation — buttons, radios, checkboxes, search, pickers
  • Navigation components — nav bars, tooltips, switches
  • Design tokens → code — bridging Figma to development
  • Variant states — default, hover, active, disabled, error
  • Responsive design with Auto Layout — fluid components across breakpoints
  • Micro-interactions — animation principles for UI components
  • Versionado and change control — managing a living design system
  • Design system scalability — governance and contribution patterns
Level 2.1 Evaluation — June 19, 2026
Each participant presents their capstone project (5 min, Figma slides) before the full coaching committee. The evaluation tests not just craft quality, but the ability to explain design decisions and defend component choices — a skill that prepares them for Level 3's executive storytelling module.
Core focus
Design tokens as the bridge to code
Teaching tokens at Level 2.1 is strategic: by the time designers reach Level 3's Storybook module, they already understand why tokens exist. The handoff conversation becomes fluent rather than foreign.
Full Curriculum Architecture
Program Design · 2026
2.2
Advanced Prototyping + AI
Prototype, Access, Augment
June – August 2026
Coaches:
Grecia Rayme, Ana Elena Contreras, Ernesto Olivera

The level where design craft meets emerging practice. Participants go beyond static components into high-fidelity interactive prototypes, learn WCAG accessibility as a non-negotiable skill, and are introduced to AI as a genuine design accelerator — not a shortcut.

Session topics
  • Advanced prototyping — complex interactions, conditional logic, variables
  • WCAG accessibility — color contrast ratios, focus states, keyboard navigation
  • AI for visual exploration — generating UI concepts, layouts, and style directions
  • AI in digital product — from ideation to advanced prototype generation
  • Figma Make — AI-assisted rapid prototyping directly in Figma
  • Vibe Coding — design-driven code generation as a product methodology
Ernesto leads · AI modules
AI as a first-class design skill
The AI module is not a demo session — it is a structured methodology. Designers learn to prompt with intent, evaluate AI output critically, and integrate generated assets into production-ready design workflows. The goal is fluency, not novelty.
AI Module — Session Design & Curriculum
AI Coaching · 2026
L3
Leadership & Handoff
Design That Moves Organizations
August – September 2026
Coaches:
Gabo Arrieta, Suhey Trejo, Ernesto Olivera, Ehékatl Hernández, Gustavo León

The capstone level. Design decisions only create value if they can be communicated, defended, and handed off properly. Level 3 equips designers with the skills to present work to executives, write documentation that developers can actually use, and ship with confidence.

Session topics
  • UI's role in decision-making — framing design as a business tool
  • Storytelling for UI at executive level — presenting to stakeholders who don't read screens
  • Argumentation and business alignment — defending design decisions with data and rationale
  • UI documentation and naming conventions for handoff
  • Front-end fundamentals — HTML, CSS, JavaScript for designers
  • Design tokens → code — closing the loop from Figma to production
  • Introduction to Storybook — component libraries designers can navigate
  • AI-assisted creation — Vibe Coding as production methodology
Program culmination
Final presentations before committee and Madrinas
Level 3 closes with a formal evaluation before the full coaching committee and senior design leadership ("Madrinas"). Participants present their work end-to-end — from their Level 1 foundations to their Level 3 handoff documentation — making a case for their own growth as designers.
Evaluation Framework — Final Committee Assessment
Program Design · 2026
AI design practice

Generative AI as
a design discipline.

Levels 2.2 and 3 carry a continuous thread: treating AI tools not as novelty features, but as methodology. Designers learn when to use generative AI, how to direct it, and how to evaluate its output — skills that change how a team approaches its entire toolkit.

This thread runs through three distinct practices, each with its own curriculum, exercises, and evaluation criteria.

Embedded in curriculum
L 2.2AI visual exploration, Figma Make, Vibe Coding foundations
L 3AI-assisted creation, Vibe Coding as production methodology
AI tools appear in 2 of 4 curriculum levels — not as an add-on elective, but as a core assessed skill at each level.
Figma Make
Level 2.2
Figma's native AI prototyping layer. Designers learn to generate UI components, layouts, and interactions from natural language — then evaluate, edit, and integrate the output into their design files with intent.
  • Prompting for specific component states and variants
  • Evaluating AI output against design system constraints
  • Rapid concept generation for stakeholder alignment
Prompting for Designers
Level 2.2
Structured prompting methodology adapted for visual communication. Designers learn how to specify aesthetic intent, interaction behavior, and brand constraints in language that generative AI can act on reliably.
  • Prompt anatomy: role, context, constraint, output format
  • Iterative refinement — going from concept to production-ready direction
  • Visual style prompting — communicating aesthetics in language
Vibe Coding
L 2.2 + L 3
Design-driven code generation as a product methodology. Designers learn to generate, evaluate, and ship real interface code using AI — bridging the gap between design files and running products without needing to become engineers.
  • From Figma frame to live HTML/CSS in a single session
  • Reading and editing AI-generated code with confidence
  • Vibe Coding as a presentation and prototyping tool at Level 3
Outcomes & projections

What Digital Makers
is building.

4
Curriculum levels designed from scratch — from UI fundamentals to executive storytelling and handoff
13
Coaches across specializations — program developed and run entirely in-house by senior practitioners
13+
Designers in the cohort across CL7–CL11 levels, growing their craft in a structured, coach-led path
2/4
Curriculum levels with AI tools embedded as assessed skills — generative AI as a design discipline, not an add-on
Teaching compounds expertise
Designing a curriculum forces a kind of clarity that project work rarely demands. You cannot teach something you only half-understand. Building Digital Makers sharpened my own grasp of UI fundamentals, component systems, and what makes AI integration actually stick — because I had to make it teachable.
AI as a first-class design skill
Embedding AI tools in the curriculum — rather than mentioning them as optional extras — changes how the entire cohort thinks about their toolkit. When Figma Make and Vibe Coding are assessed skills rather than side experiments, designers build genuine fluency instead of anxious familiarity.
Community of practice beats training
The coach model means knowledge stays in the organization. Thirteen senior designers teaching their own craft — not an external trainer who leaves — creates a living community of practice. The designers who graduate Digital Makers become the next generation of coaches.
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