Product Design (online)

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Product Design (online)

3 months duration
11 modules
Updated Apr 23, 2026
Design
Product Design (online)
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Course Overview

Get to know what this course is all about and what you'll learn

Course Description

Master the complete product design workflow from user research to high-fidelity interface creation with this comprehensive UI/UX program. Learn to design intuitive digital experiences through UX principles, user flows, wireframing, and usability testing, while developing polished visual interfaces using Figma, Miro, and Whimsical. This hands-on course combines design thinking, user psychology, and interface craftsmanship to prepare you for modern product design roles.

Through real-world projects across web and mobile contexts, you'll develop expertise in UX strategy, UI design systems, prototyping, and user testing while building a portfolio that demonstrates your ability to create human-centered, aesthetically refined, end-to-end product solutions. By completion, you'll confidently research, design, and prototype digital products that deliver clear value to users and stakeholders.

What You'll Learn

This comprehensive program develops your expertise across the complete product design workflow through integrated modules that connect UX strategy, UI craftsmanship, and user-centered problem-solving. You begin with foundational product design principles, learning how to align user needs with business goals while understanding product design as the overarching discipline that unifies UX and UI.

You progress into User Experience design, mastering research methods, user journey mapping, and usability principles that guide intuitive digital experiences. You learn to identify user pain points, structure information effectively, and design flows that make products easy, relevant, and delightful to use. Interface design skills follow as you develop competency in layout, hierarchy, typography, and interaction patterns using tools such as Figma, Miro, and Whimsical to create polished, responsive interfaces for modern digital platforms.

Design Thinking becomes the program’s core methodology, teaching you to empathize with users, define clear problem statements, generate creative ideas, and build low- to high-fidelity prototypes that bring concepts to life. Through structured testing and iterative refinement, you learn how to validate solutions and translate user insights into functional digital products that balance aesthetics with usability.
This comprehensive approach ensures you understand not just how to create attractive interfaces, but how to design purposeful, human-centered product experiences that scale across devices and user contexts.

Each module blends theory with real-world application, culminating in portfolio projects where you research, design, prototype, and test complete product solutions from concept to final UI delivery. This program serves aspiring product designers, new UI/UX practitioners, startup founders shaping digital products, and professionals transitioning into design-driven roles.
Prerequisites include basic computer literacy and an interest in digital creativity. Upon completion, graduates are prepared for roles such as product designer, UI/UX designer, interaction designer, and user experience researcher.

The 3-month program combines interactive workshops, hands-on projects, design critiques, and collaborative sessions, supported by flexible pacing and expert guidance. Students earn a professional certificate demonstrating proficiency across the modern product design toolkit—from user research and UX strategy to high-fidelity UI design and prototype testing.

Course Curriculum

11 modules • Learn at your own pace • Hands-on experience

Course Modules

Establishes what product design is and how it differs from (and includes) UI and UX. Covers the design process, the principles that guide good design, and the workspace setup — Adobe Figma, Adobe XD, and the plugins you will use across the rest of the program.

What you'll learn

  • Define product design and articulate how it relates to UX and UI design.
  • Walk through the design process from discovery to launch at a high level.
  • Identify the kind of app you will design across the program and who it is for.
  • Set up Adobe Figma and Adobe XD with the recommended plugins.
A deep dive into the five-stage design thinking framework — Empathize, Define, Ideate, Prototype, Test. Frames design as an iterative, user-centered, solution-based way to tackle ill-defined problems, with each stage feeding back into the others.

What you'll learn

  • Explain why design thinking is iterative and user-centered, not linear.
  • Run each of the five stages: Empathize, Define, Ideate, Prototype, Test.
  • Use techniques like Crazy 8s during ideation to generate breadth before depth.
  • Decide when low-fidelity vs high-fidelity prototypes are the right call.
  • Feed test insights back into prototype iterations.
How to frame the problem before any pixels move. Covers writing a clear problem statement (background, affected people, organizational impact) and authoring a Product Requirement Document that captures why a product should exist, who it is for, and how it will be used.

What you'll learn

  • Write a problem statement that scopes a discovery and gains stakeholder buy-in.
  • Identify the three components every problem statement needs: background, affected people, organizational impact.
  • Distinguish a PRD from a BRD and a TRD.
  • Capture the Why / Who / What / When / How of a product in a PRD.
  • Use ideation + validation to pressure-test the problem before committing to design.
The systematic study of target users and competing products. Introduces qualitative methods for uncovering motivations and needs, plus competitive/market research for sizing the opportunity and finding positioning gaps.

What you'll learn

  • Describe what UX research is and where in the design process to apply it.
  • Pick between qualitative and quantitative methods based on the question being asked.
  • Plan and run user interviews that produce usable insights.
  • Run a competitive research pass to find feature gaps and positioning opportunities.
  • Synthesize raw research notes into design-ready findings.
Translate research into a shared picture of the user. Builds the four-quadrant empathy map — Says, Thinks, Does, Feels — and uses it to surface gaps in what the team actually knows about the people it is designing for.

What you'll learn

  • Explain how an empathy map externalizes user knowledge across a team.
  • Populate the Says, Thinks, Does, and Feels quadrants from research notes.
  • Spot holes in user data by what the empathy map cannot fill in.
  • Use the empathy map to drive design decisions, not as a one-off artifact.
Turn aggregated research into a small set of fictional characters that represent the real target audience. Covers what goes into a persona (bio, occupation, habits, goals, pain points) and how to use personas to make decisions instead of decorating a deck.

What you'll learn

  • Draft a user persona grounded in interview and survey data, not invention.
  • Capture the right fields: name, occupation, bio, habits, goals, frustrations.
  • Use personas to drive user-centered decisions across the team.
  • List the concrete benefits — clearer audience, better flow, faster decisions.
The structural design of shared information environments. Covers how to organize content so users can find what they need, build navigation that lets them move between screens without effort, and map user flows that connect goals to screens.

What you'll learn

  • Define information architecture and its role in product design.
  • Organize content so people can find what they came for fast.
  • Build a navigation structure for both web and mobile.
  • Map user flows that connect a goal to the screens that achieve it.
  • Spot the symptoms of bad IA — abandonment, support tickets, lost conversions.
From flows to screens. Low-fidelity wireframing in Figma + Adobe XD, building reusable components, getting sizing and spacing right, and running early user testing on the wireframes before any pixels get polished.

What you'll learn

  • Translate user flows into low-fidelity wireframes.
  • Build reusable components and apply consistent sizing and spacing.
  • Pick between paper, low-fi, and mid-fi based on what you need to learn.
  • Run a usability test on wireframes and act on the findings.
Build a design system that scales — colors, type, spacing, buttons, cards, inputs — and learn how components, variants, and states work in Figma and Adobe XD. Closes with Adobe Fonts setup and the most useful plugins for design-system work.

What you'll learn

  • Explain what a design system is and why it matters beyond a style sheet.
  • Create components in Figma and Adobe XD: buttons, cards, typography, inputs.
  • Use variants and component states for hover, active, disabled, error.
  • Set up Adobe Fonts and the plugins designers actually use day-to-day.
  • Document a design system so engineers can implement it without follow-up.
High-fidelity work on top of the design system. Covers responsive thinking for web vs mobile, grid systems and alignment, the golden ratio, working with images, and a bonus pass on creating simple icons + introducing app interactions and animations.

What you'll learn

  • Adapt designs between web and mobile breakpoints without breaking the system.
  • Use grid systems, alignment, and the golden ratio to balance layouts.
  • Produce high-fidelity prototypes from the wireframes.
  • Work with images — cropping, masking, optimization for design files.
  • Draw simple icons and introduce basic interactions and motion.
The last mile: turn high-fidelity screens into interactive prototypes in Figma, Adobe XD, and Protopie. Mock the work up for presentation in Photoshop, run a show-and-tell, and publish a credible online portfolio across Dribbble, Behance, and Medium.

What you'll learn

  • Build an interactive prototype in Figma and Adobe XD.
  • Use Protopie for richer micro-interactions and conditional flows.
  • Produce design mockups for presentation with Photoshop, XD, and Figma.
  • Run a "show and tell" that pitches the design, not just the screens.
  • Publish work on Dribbble, Behance, and Medium so recruiters can find it.