Design

Product Design

Take a product from problem framing and research through strategy and metrics to a validated prototype, defending every decision with evidence.

6 Weeks5 Sessions/WeekIn PersonIntermediate
Problem FramingProduct MetricsUsability Testing

What you'll be able to do

Graduates can take a product from problem framing and research through strategy, scope and metrics to a validated prototype, and can defend every decision with evidence.

  • Frame a problem, map a business model and analyse a competitive field
  • Plan and run discovery research and turn it into evidenced insight
  • Set a vision, prioritise a backlog and define an MVP with an explicit out-of-scope list
  • Define metrics and write a product brief that engineers and stakeholders can both use
  • Structure a product at scale and move quickly from sketch to wireframe to prototype
  • Run usability tests and experiments, and act on the results
  • Work with engineers through sprints, handoff and design QA
  • Design AI features responsibly, including for uncertainty and failure
  • Present a product case study

Who it's for

  • UI/UX designers moving into product ownership and strategy
  • Product managers and business analysts working with design teams
  • Founders and early product hires defining what to build
  • Designers who can build interfaces but not justify them commercially

Prerequisites

  • Working familiarity with Figma, or completion of the UI/UX Design course
  • No coding required

Tools and technologies

FigmaFramesAuto layoutComponentsVariablesStylesFile structureDev modeRICEMoSCoWKanoHEARTAARRRResearch and synthesis tooling with AI assisted clusteringAI generated wireframe variantsProduct requirements documentationAnalytics or experimentation tooling

Target roles

Product DesignerSenior UI/UX DesignerAssociate Product ManagerDesign Lead in a small teamFounding designer

Course curriculum

6 modules · 5-6 weeks

  • 01
    What product design is

    Product design against UI design and product management, what the role owns, career paths, product teardown by business intent

  • 02
    How products live and die

    Discovery, delivery and growth; product market fit; why features go unused; the build trap

  • 03
    Business models

    Subscription, freemium, marketplace, advertising, transaction fee and enterprise models; unit economics; how the model shapes the interface

  • 04
    Framing the problem

    Jobs to be done, problem statement structure, the opportunity solution tree, feature requests against problems

  • 05
    Market and competitors

    Direct, indirect and substitute competition; feature against positioning comparison; competitor matrix; finding the gap

  • 06
    Planning research

    Question led research, matching method to question, sample size, bias, ethics and consent

  • 07
    Interviews and observation

    Semi structured interviews, the five whys, contextual inquiry, facilitation practice

  • 08
    Surveys and numbers

    Survey design, question types and scales, sampling and sample size, reading percentages honestly

  • 09
    Making sense of it all

    Affinity mapping, thematic analysis, quantifying qualitative data, insight statements, AI assisted clustering

  • 10
    Who you are designing for

    Segments, personas and jobs to be done stories; choosing a primary segment; evidence attached to claims

  • 11
    Vision and strategy

    Vision against strategy against roadmap, positioning statements, strategy as choosing what not to do

  • 12
    Prioritisation

    RICE, impact against effort, MoSCoW, the Kano model, defending a ranking with evidence

  • 13
    Defining the MVP

    Minimum and viable, vertical slicing, writing what is out of scope, scope creep

  • 14
    Metrics

    North Star metric, the HEART framework, the AARRR funnel, leading and lagging indicators, vanity metrics

  • 15
    The product brief

    Product requirements document structure, acceptance criteria, writing for engineers and for stakeholders

  • 16
    Figma for product work

    Frames, auto layout, components, variables and styles; file and page structure

  • 17
    Structure at scale

    Object oriented UX, object maps, sitemaps, navigation models, separating onboarding, core loop and settings

  • 18
    Wireframing fast

    Crazy eights and sketching, low fidelity wireframes, speed over polish, AI generated wireframe variants

  • 19
    Interface craft and content

    Empty, loading, error, offline, first run and permission states; content design and UX writing; bilingual interfaces

  • 20
    Prototyping to learn

    Fidelity matched to the question, Wizard of Oz prototyping, concept testing against usability testing

  • 21
    Testing with people

    Usability, concept and preference testing; task scenarios; facilitation; severity rating and fix lists

  • 22
    Experiments

    A/B testing, hypothesis and control, sample size and significance, feature flags and staged rollouts

  • 23
    Working with engineers

    Agile and sprints, dev mode and handoff, design QA, estimating and negotiating scope, design debt

  • 24
    Onboarding, growth, and ethics

    Activation and first run, retention loops, notifications, dark patterns, bandwidth, device and trust constraints

  • 25
    Designing AI features, and the case study

    AI product patterns, designing for uncertainty, confidence, citation, correction and undo, failure states, privacy and consent

  • 26
    Problem, research, and evidence review

    Evidence review, tracing every claim to a source

  • 27
    Strategy and scope review

    Strategy, MVP scope and metrics review

  • 28
    Structure and flows review

    Object map, sitemap, flows and wireframe critique

  • 29
    Interface and validation review

    Interface critique, prototype walkthrough, usability test results

  • 30
    Final pitch

    Product case study pitch, brief, Figma file and prototype submission

Deliverables

#CheckpointSubmission
1Session 5Problem statement, business model map, competitor matrix
2Session 10Research plan, findings, survey results, target segment
3Session 15Strategy, backlog, MVP scope, metrics, product brief
4Session 20Flows, wireframes, key screens, working prototype
5Session 30Case study PDF, product brief, Figma file, pitch

Assessment

40%The five checkpoint deliverables
20%Critique participation, assessed on the quality of feedback given
25%Final case study, product brief, Figma file and prototype
15%Final pitch and questioning

Project week is structured entirely as review and critique. Each of the four review sessions gates the next stage of the project. Session 26 requires every claim in the project to be traced to a source.

Out of scope

  • Frontend coding and implementation
  • Branding and identity design
  • Visual and interface fundamentals such as colour, typography and layout systems, which are covered in the UI/UX Design course, and engineering delivery management, which is covered in IT Project Management

Enquire about this course

Ask about the next cohort, schedule or prerequisites and our team will get back to you.

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