Week 1 · Days 1–5
Understand the user
- Select a narrow campus problem
- Conduct short consent-based interviews
- Define user tasks and success criteria
- Sketch the main user flow
A problem brief and user-flow sketch grounded in interview notes.
Design & Business · Beginner
Turn a student problem into a tested interactive prototype, with a clear user flow, reusable components and an evidence-based case study.
Your starting point
Students from any stream interested in product design; coding is not required.
Your one-month learning plan
Each week has five teaching days: 10 guided hours and 5 hours of independent practice. The last week includes project review and the final demonstration.
Week 1 · Days 1–5
A problem brief and user-flow sketch grounded in interview notes.
Week 2 · Days 6–10
Wireframes for one complete task flow.
Week 3 · Days 11–15
A linked prototype with a small reusable component set.
Week 4 · Days 16–20
A revised prototype and case study showing evidence behind design choices.
Your final project
Design a five-to-seven-screen experience for discovering a club and submitting interest. Test the core flow with three volunteers and show the resulting revisions. Deliver an interactive prototype and short case study.
Problem framing, flow clarity, prototype usability, documented feedback and an individual explanation of a design revision.
Students should explain their own decisions, show their work and document limitations. Any certificate conditions are agreed with the college before the batch begins.
Keep learning
References for preparation and continued practice. These resources support the syllabus; their publishers do not endorse this training.
For departments & placement cells
Share your students’ background, preferred course and dates. We’ll help shape a one-month batch around your college’s timetable and lab facilities.
Batch size, delivery arrangements, fees and any completion certificate requirements are agreed with your college before enrolment.