Elements.

LEARN A PRACTICE. MAKE IT YOURS.

A clearer way
through design.

Start with your work. Try a decision, see what changes, then take the principle into a new situation.

196 elements4 levels30 units
OBSERVE. FRAME. MAKE. REPEAT.

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196 lessons

Designer

Build the foundations of research, craft, accessibility and delivery.

Understand people8 lessons
  1. Ob

    Observation

    Watching people do a real task, in the place and way they normally do it.

    Use it when people describe a task one way, but the results suggest they do it differently.

    Five-step lesson
    Start
  2. Iv

    Interviewing

    Talking one to one with people to understand what they did, and why.

    Use it when you need to know why people do what they do, not just what they do.

    Five-step lesson
    Start
  3. Cx

    Context of Use

    Mapping what must be true in a person’s day and surroundings for a task to work.

    Use it when a task works in testing but fails in people’s real days.

    Five-step lesson
    Start
  4. Er

    Evidence Review

    Checking what is already known about a question, and how strong that evidence is.

    Use it when a claim gets repeated so often that nobody checks where it came from.

    Five-step lesson
    Start
  5. Rx

    Reflexivity

    Noticing how your role, hopes and background shape what you see and report.

    Use it when you’re studying something you designed, chose or want to succeed.

    Five-step lesson
    Start
  6. Sy

    Synthesis

    Turning many research notes into a few clear explanations of what people need.

    Use it when you have pages of notes and no clear picture of what they mean.

    Five-step lesson
    Start
  7. Mm

    Mental Models

    The explanation people carry in their heads of how something works.

    Use it when people expect a different result from the one they get.

    Five-step lesson
    Start
  8. Ta

    Task Analysis

    Breaking a task into its steps, decisions and conditions, to see the work it really takes.

    Use it when a workflow looks simple on paper, but people struggle or invent workarounds.

    Five-step lesson
    Start

After this unit

Find the real problem · 2–4 weeks

Human factors: fit the task to the person · about 45 minutes of reading

Frame the problem6 lessons
  1. Pf

    Problem Framing

    Finding the problem behind a request before you commit to a solution.

    Use it when you’re handed a solution, like a feature or a redesign, and asked to build it.

    Five-step lesson
    Start
  2. Od

    Outcome Definition

    Describing the change for people that would count as success, before deciding what to build.

    Use it when success is defined as shipping something rather than as a change for people.

    Five-step lesson
    Start
  3. Am

    Assumption Mapping

    Listing the beliefs a plan depends on, then sorting them by importance and evidence.

    Use it when a plan feels certain but rests on beliefs nobody has tested.

    Five-step lesson
    Start
  4. Cn

    Constraint Mapping

    Listing a project’s limits and checking which are real and which were simply inherited.

    Use it when the team keeps saying “we can’t”, and nobody remembers why.

    Five-step lesson
    Start
  5. Pr

    Prioritization

    Choosing what gets attention now and what must wait or stop.

    Use it when you need to choose which tasks or projects come first within a fixed amount of time.

    Five-step lesson
    Start
  6. Cm

    Concept Modeling

    Drawing an idea as its parts and the links between them, so its logic can be checked.

    Use it when people agree on an idea but describe how it works differently.

    Five-step lesson
    Start

After this unit

Find the real problem · 2–4 weeks

Prototyping: test a new direction · about 30 minutes of reading

Explore options7 lessons
  1. Id

    Ideation

    Generating many different ways to solve a problem before choosing one.

    Use it when you need several different ways to solve a problem before choosing a concept.

    Five-step lesson
    Start
  2. An

    Analogy

    Borrowing how something works in another field to solve your problem.

    Use it when your own field has run out of ideas and you need a useful mechanism from another field.

    Five-step lesson
    Start
  3. Co

    Co-creation

    Shaping ideas together with the people a decision affects.

    Use it when the people affected know things you don’t, and parts of the decision are still open.

    Five-step lesson
    Start
  4. Sc

    Scenario Building

    Testing an idea against the different situations people might be in, not just the ideal one.

    Use it when a design works in the demo, and you need to know where it breaks.

    Five-step lesson
    Start
  5. Pt

    Prototyping

    Making a rough version of an idea to learn something before you commit to building it.

    Use it when you’re about to build something and still have an open question about it.

    Five-step lesson
    Start
  6. Sd

    Storyboarding

    Drawing an experience as a sequence of scenes, from the person’s point of view.

    Use it when an idea is hard to explain with screens alone, or needs to be seen in context.

    Five-step lesson
    Start
  7. D&

    Divergent & Convergent Thinking

    Two modes of thinking: widening the options, then narrowing them with clear reasons.

    Use it when a group adds and rejects ideas at the same time, or chooses before exploring.

    Five-step lesson
    Start

After this unit

Test a new direction · 2–4 weeks

Prototyping: test a new direction · about 30 minutes of reading

Interaction foundations7 lessons
  1. Ix

    Interaction Design

    Designing what people see before, during and after each action they take.

    Use it when you are designing a whole action, from what someone sees before it to what they can do after it.

    Five-step lesson
    Start
  2. Af

    Affordances & Signifiers

    What an object lets people do, and the cues that show them how to do it.

    Use it when people miss an action that’s available, or try one that isn’t there.

    Five-step lesson
    Start
  3. Ld

    Cognitive Load

    The mental effort a task takes, and reducing the effort that doesn’t help people’s goal.

    Use it when a simple task feels exhausting, or people must compare or remember too much at once.

    Five-step lesson
    Start
  4. Rc

    Recognition Support

    Keeping options and information visible, so people don’t have to remember them.

    Use it when people must remember codes, earlier details, or where they left off.

    Five-step lesson
    Start
  5. Fb

    Feedback Design

    Showing people what happened after an action, right away and in words they understand.

    Use it when an action already works, but its response is missing, late or too brief for people to notice.

    Five-step lesson
    Start
  6. Fm

    Form Design

    Designing forms so each question is needed, clear and easy to answer.

    Use it when people abandon a form, leave answers blank, or call to ask what a question means.

    Five-step lesson
    Start
  7. Re

    Error Recovery

    Helping people notice and fix a mistake without losing their work or starting over.

    Use it when a mistake or failure erases people’s work, or they can’t tell how to fix it.

    Five-step lesson
    Start

After this unit

Fix a confusing form · 2–4 weeks

Human factors: fit the task to the person · about 45 minutes of reading

Visual foundations7 lessons
  1. Vh

    Visual Hierarchy

    Using size, weight, contrast and position to show what matters most.

    Use it when people miss the most important thing, or a page feels cluttered.

    Five-step lesson
    Start
  2. Ty

    Typography

    Choosing and setting type so text is easy to read and its structure is clear.

    Use it when text is hard to read, or styles look inconsistent from page to page.

    Five-step lesson
    Start
  3. Gr

    Grid Systems

    A shared structure of columns, margins and spacing that keeps layouts consistent.

    Use it when layouts lack alignment, or every page uses different spacing.

    Five-step lesson
    Start
  4. Cr

    Color Systems

    Giving colors consistent roles across a product, so each color means one thing.

    Use it when the same color means different things, or brand colors fail contrast checks.

    Five-step lesson
    Start
  5. Ic

    Iconography

    A consistent set of icons that people can recognize without guessing.

    Use it when people misread icons, or icons look inconsistent across screens.

    Five-step lesson
    Start
  6. Rl

    Responsive Layout

    Adapting a layout to different screen sizes and zoom levels, using real content.

    Use it when a design breaks on small screens, or zoom and long text hide important controls.

    Five-step lesson
    Start
  7. Pg

    Perceptual Grouping

    How people see things as related based on closeness, similarity and shared borders.

    Use it when labels seem attached to the wrong things, or related information feels scattered.

    Five-step lesson
    Start

After this unit

Find the real problem · 2–4 weeks

Typography: compose readable pages · about 45 minutes of reading

Information and content7 lessons
  1. Ia

    Information Architecture

    Organizing and naming information so people can find and understand it.

    Use it when people can’t find things, or the structure follows your company’s departments.

    Five-step lesson
    Start
  2. Cd

    Content Design

    Writing the words in an experience so people can understand them and act.

    Use it when people misread instructions, or messages don’t say what to do next.

    Five-step lesson
    Start
  3. Pl

    Plain Language

    Writing so the intended reader can find, understand and act on information the first time.

    Use it when people misread instructions, or specialist words block a common task.

    Five-step lesson
    Start
  4. Nv

    Navigation Design

    Designing how people move through a place or product, know where they are and get back.

    Use it when people get lost or can’t get back, or menus grow with every new feature.

    Five-step lesson
    Start
  5. Cs

    Card Sorting

    Asking people to group and name topics, to learn how they think about them.

    Use it when your categories follow internal teams, and you don’t know how people group things.

    Five-step lesson
    Start
  6. Tt

    Tree Testing

    Testing whether people can find things using only a menu’s words, before any visual design.

    Use it when people pick the wrong category, or you need to test labels before building pages.

    Five-step lesson
    Start
  7. Cu

    Content Audit

    Reviewing all existing content to decide what to keep, fix, merge or remove.

    Use it when content is duplicated, out of date or unowned, or a redesign needs a starting inventory.

    Five-step lesson
    Start

After this unit

Make navigation findable · 2–4 weeks

Information: make a structure people can find their way through · about 45 minutes of reading

Inclusive foundations8 lessons
  1. Ac

    Accessibility

    Designing so people with disabilities can perceive, understand and use the experience.

    Use it when an experience works only for people who see, hear, move or think in one way.

    Five-step lesson
    Start
  2. Kn

    Keyboard Navigation

    Making every action work with a keyboard alone, in a logical order.

    Use it when people can’t operate a control with keys, or the Tab key jumps around the page.

    Five-step lesson
    Start
  3. Fo

    Focus Management

    Controlling where keyboard focus goes after something changes on screen.

    Use it when focus disappears after a dialog closes, or lands somewhere unexpected.

    Five-step lesson
    Start
  4. Ss

    Semantic Structure

    Marking headings, lists and regions in the code, so assistive tools can read the structure.

    Use it when screen reader users can’t find sections, or a visual heading isn’t marked as one.

    Five-step lesson
    Start
  5. Na

    Accessible Naming

    Giving every control a name that says what it does and matches what people see.

    Use it when a screen reader announces just “button” or “link”, or voice commands don’t match labels.

    Five-step lesson
    Start
  6. Au

    Accessible Authentication

    Designing sign-in and account recovery that don’t depend on memory, copying or puzzles.

    Use it when people get locked out, can’t paste a code, or face a puzzle to sign in.

    Five-step lesson
    Start
  7. Cg

    Cognitive Accessibility

    Designing for people’s different needs for understanding, memory and attention.

    Use it when a simple-looking task stumps some people, or your research leaves out cognitive disabilities.

    Five-step lesson
    Start
  8. Ma

    Multimodal Alternatives

    Offering important information and controls through more than one sense or method.

    Use it when information is only in sound or only in color, or an action works only one way.

    Five-step lesson
    Start

After this unit

Fix a confusing form · 2–4 weeks

Leadership: give a creative team ownership · about 45 minutes of reading

Test and deliver8 lessons
  1. Ut

    Usability Testing

    Watching people try real tasks with your design, without help, to find what gets in their way.

    Use it when you need to know whether people can actually use what you’ve designed.

    Five-step lesson
    Start
  2. Ct

    Concept Testing

    Showing people an early idea to learn whether and where it fits their lives.

    Use it when you have an idea and need to know if it’s worth building, before designing details.

    Five-step lesson
    Start
  3. Dc

    Design Critique

    Reviewing a design against its goal, so the designer knows what to change and why.

    Use it when reviews turn into opinions, or the feedback is too vague to use.

    Five-step lesson
    Start
  4. Ds

    Design Specification

    Describing a design precisely enough that others can build it as intended.

    Use it when designs are handed off showing only the ideal case.

    Five-step lesson
    Start
  5. Ip

    Implementation Partnership

    Working closely with engineers to make design and technical choices together.

    Use it when a design is too costly to build, or designers and engineers disagree.

    Five-step lesson
    Start
  6. Qr

    Quality Review

    Checking the built product the way people will actually use it, before release.

    Use it when a design was approved, and the built version is about to reach people.

    Five-step lesson
    Start
  7. Cl

    Continuous Learning

    Continuing to learn from a product after release, and acting on what you learn.

    Use it when a product has launched, and the team moved on without checking what happened.

    Five-step lesson
    Start
  8. Sr

    Screen Reader Evaluation

    Using a screen reader to check whether people can complete a whole task by listening.

    Use it when automated checks pass, but people who use screen readers still get stuck.

    Five-step lesson
    Start

After this unit

Repair a frustrating journey · 2–4 weeks

Leadership: support a growing design team · about 30 minutes of reading

Senior practitioner

Work with complex systems, evidence and emerging technologies.

Research in depth8 lessons
  1. Rs

    Research Planning

    Planning which questions to study, and how, based on the decisions they inform.

    Use it when a decision is coming, and the team has many questions but no plan for them.

    Five-step lesson
    Start
  2. Pa

    Participant Recruitment

    Finding research participants whose situations can actually answer your question.

    Use it when research keeps hearing from the same kind of people, or key groups are missing.

    Five-step lesson
    Start
  3. Io

    Informed Consent

    Making sure people understand what taking part involves, and can freely say no, now or later.

    Use it when research records people, collects personal stories, or involves people who may feel they can’t refuse.

    Five-step lesson
    Start
  4. Da

    Diary Studies

    Asking people to record their experiences over days or weeks, close to when they happen.

    Use it when an experience unfolds over days, and interviews miss what happens in between.

    Five-step lesson
    Start
  5. Sv

    Survey Design

    Writing survey questions that measure what you intend, and reading answers within the sample’s limits.

    Use it when you need answers from many people, and the wording could sway them.

    Five-step lesson
    Start
  6. Qc

    Qualitative Coding

    Tagging research notes and quotes with themes, so patterns can be found and checked.

    Use it when research material is too scattered to compare, or themes can’t be traced to evidence.

    Five-step lesson
    Start
  7. Pn

    Research Personas

    Profiles of distinct user groups, based on research into their goals and behavior.

    Use it when teams describe users by age or stereotype, or can’t agree who they’re designing for.

    Five-step lesson
    Start
  8. Jm

    Journey Mapping

    Mapping a person’s experience over time, across every place and team they deal with.

    Use it when an experience crosses teams or companies, and each one sees only its own part.

    Five-step lesson
    Start

After this unit

Plan a trustworthy research round · 2–4 weeks

Research: plan and make sense of a round · about 45 minutes of reading

Evidence and experiments8 lessons
  1. Ex

    Experiment Design

    Planning a fair comparison to find out whether a change caused a result.

    Use it when you have a proposed change and need a fair comparison to find out whether it causes a result.

    Five-step lesson
    Start
  2. Me

    Measurement

    Choosing what to count so you can see whether things are getting better for people.

    Use it when the team reports numbers, but nobody knows whether people are better off.

    Five-step lesson
    Start
  3. Ra

    Research Triangulation

    Checking a claim against different sources and methods before trusting it.

    Use it when sources seem to disagree, or an important claim rests on one method.

    Five-step lesson
    Start
  4. Ec

    Evidence Confidence

    Matching how strongly you state a claim to how strong the evidence is.

    Use it when you need to judge how strongly a study or report supports a claim before using it in a decision.

    Five-step lesson
    Start
  5. Ea

    Exploratory Data Analysis

    Looking at data from many angles to find patterns before settling on an explanation.

    Use it when you have data, and you’re tempted to trust an average or the first explanation.

    Five-step lesson
    Start
  6. Hy

    Hypothesis-led Problem Solving

    Stating your best explanation early, then testing it against evidence that could prove it wrong.

    Use it when you have competing explanations for a problem and need to decide what evidence would rule one out.

    Five-step lesson
    Start
  7. Ph

    Plan–Do–Check–Act

    A four-step cycle for improving something: plan a change, try it small, check the result, then act.

    Use it when you are improving a working process through repeated small trials, using each result to choose the next adjustment.

    Five-step lesson
    Start
  8. He

    Heuristic Evaluation

    Inspecting a design against a set of usability principles to find likely problems.

    Use it when you need a quick usability check before testing, or reviews are too vague to use.

    Five-step lesson
    Start

After this unit

Solve a recurring problem · 2–4 weeks

Problem solving: break down a hard question · about 45 minutes of reading

Interaction behavior8 lessons
  1. At

    Attention Management

    Deciding when and how a product interrupts people, so attention goes to what matters.

    Use it when alerts interrupt important work, or people ignore alerts because there are too many.

    Five-step lesson
    Start
  2. Pd

    Progressive Disclosure

    Showing what most people need first, and keeping advanced options one step away.

    Use it when rare options crowd a common task, or details hide the main decision.

    Five-step lesson
    Start
  3. St

    State Modeling

    Listing every condition something can be in, and the events that move it between them.

    Use it when a design shows only the success path, or a product shows states that contradict each other.

    Five-step lesson
    Start
  4. Mo

    Motion Design

    Using movement to show what changed and where things went, with restraint.

    Use it when changes on screen are hard to follow, or animations slow people down.

    Five-step lesson
    Start
  5. Tc

    Transition Choreography

    Coordinating several moving parts in one transition, so people can follow what happened.

    Use it when several things change at once, and people lose track of what moved where.

    Five-step lesson
    Start
  6. It

    Interaction Prototyping

    Building a working version of an interaction to test how it behaves, not just how it looks.

    Use it when a click-through demo hides behavior you need to test, like typing, dragging or timing.

    Five-step lesson
    Start
  7. Sn

    Situation Awareness

    Helping people understand what’s happening now, what it means, and what comes next.

    Use it when people see lots of data but can’t tell what’s happening or what needs attention.

    Five-step lesson
    Start
  8. Em

    Emotional Design

    Designing for how an experience makes people feel: their confidence, trust and stress.

    Use it when an experience works but feels cold, stressful or intimidating at an important moment.

    Five-step lesson
    Start

After this unit

Find the real problem · 2–4 weeks

Emotion: give an experience a fitting personality · about 45 minutes of reading

Physical interaction6 lessons
  1. Ie

    Input Ergonomics

    Making controls easy to hit and use, given real hands, devices and situations.

    Use it when people tap the wrong control, or an action needs more precision than they have.

    Five-step lesson
    Start
  2. Pe

    Physical Ergonomics

    Fitting products and spaces to people’s bodies: their reach, strength, posture and movement.

    Use it when a design assumes everyone can reach, see or handle the same things.

    Five-step lesson
    Start
  3. Wl

    Workload Assessment

    Measuring the effort a task demands of people over time, not just its speed.

    Use it when people finish tasks quickly but feel exhausted, or a faster workflow may be harder to sustain.

    Five-step lesson
    Start
  4. Ri

    Robot Intent Legibility

    Making a robot’s goal clear to people early, through how it moves and signals.

    Use it when people share space with a robot and need to predict where it’s going.

    Five-step lesson
    Start
  5. Rh

    Robot Handoffs

    Coordinating how an object passes between a person and a robot, so neither side drops it.

    Use it when a robot and a person pass an object, and it’s unclear who’s holding it.

    Five-step lesson
    Start
  6. Sx

    Spatial Interaction

    Designing where people and systems are placed, and how they move, in a shared space.

    Use it when people share a space with machines or screens, and position affects whether it works.

    Five-step lesson
    Start

After this unit

Find the real problem · 2–4 weeks

Robotics: make movement and handoffs legible · about 45 minutes of reading

Information models6 lessons
  1. Tx

    Taxonomy Design

    A consistent set of categories, and rules for filing and tagging things in them.

    Use it when things are tagged inconsistently, or new topics don’t fit the categories.

    Five-step lesson
    Start
  2. Se

    Search Design

    Designing search so it understands people’s words and leads them to useful results.

    Use it when search returns irrelevant results, or people hit “no results” and give up.

    Five-step lesson
    Start
  3. Ce

    Content Modeling

    Defining reusable types of content, their parts, and how they connect.

    Use it when the same information is rewritten in many places, and the copies drift apart.

    Five-step lesson
    Start
  4. Lo

    Localization

    Adapting a product to another language and region, including formats, length and reading direction.

    Use it when a product is entering another language or region, or a translated version feels wrong.

    Five-step lesson
    Start
  5. Dv

    Data Visualization

    Turning data into charts that make the important comparison easy and accurate.

    Use it when a chart hides the answer, or people misread a trend or comparison.

    Five-step lesson
    Start
  6. Tb

    Data Table Design

    Laying out tables so people can read, compare and act on rows of data.

    Use it when people compare records in a table and misread values or lose their place.

    Five-step lesson
    Start

After this unit

Make navigation findable · 2–4 weeks

Information: make a structure people can find their way through · about 45 minutes of reading

Visual expression6 lessons
  1. Ar

    Art Direction

    Setting the purpose and point of view for images, so visuals carry the message.

    Use it when images feel random, or a campaign needs a clear visual direction.

    Five-step lesson
    Start
  2. Bp

    Brand Personality

    The consistent character of a brand, shown through its voice, visuals and behavior.

    Use it when the product and the marketing feel like different companies, or the tone keeps changing.

    Five-step lesson
    Start
  3. Xt

    Expressive Typography

    Using the shape, size and arrangement of letters to express an idea, not just say it.

    Use it when a message needs a distinct visual voice, or type should carry meaning beyond the words.

    Five-step lesson
    Start
  4. Vr

    Visual Reference Building

    Collecting visual examples and naming the specific quality to borrow from each one.

    Use it when you have a visual brief and need to turn references into specific choices about space, hierarchy or rhythm.

    Five-step lesson
    Start
  5. Oc

    Output Curation

    Selecting and editing many options into a set that works as a whole.

    Use it when you have many strong pieces, but together they look inconsistent.

    Five-step lesson
    Start
  6. Cc

    Creative Coding

    Writing code that produces visuals or behavior, and changing its rules to explore ideas.

    Use it when you are making a visual through code and need to understand how a rule changes its movement, variation or form.

    Five-step lesson
    Start

After this unit

Find the real problem · 2–4 weeks

Craft: build an expressive visual system · about 45 minutes of reading

Creative practice7 lessons
  1. Fl

    Idea Fluency

    The habit of producing many ideas quickly before choosing one.

    Use it when the team keeps stopping at the first plausible answer.

    Five-step lesson
    Start
  2. Av

    Attribute Variation

    Creating new versions of an idea by changing one of its attributes at a time.

    Use it when you have an existing concept and want to explore how changing its user, timing, material or medium could improve it.

    Five-step lesson
    Start
  3. Fr

    Forced Connections

    Combining your problem with an unrelated object or idea to spark new concepts.

    Use it when familiar references keep producing familiar ideas.

    Five-step lesson
    Start
  4. Ib

    Incubation

    Working hard on a problem, stepping away, then returning to it with fresh eyes.

    Use it when you keep repeating the same approaches, or a hard question needs a fresh look later.

    Five-step lesson
    Start
  5. Dn

    Design Sprints

    A fixed period, often five days, in which a team goes from a key question to a tested prototype.

    Use it when an important question keeps getting debated, and the team needs evidence fast.

    Five-step lesson
    Start
  6. Ab

    Abductive Reasoning

    Proposing a plausible way to produce the result you want, so it can be tested.

    Use it when today’s solution is reaching its limits, and you need a different way to get the result.

    Five-step lesson
    Start
  7. Tz

    TRIZ Contradictions

    A method for solving problems where improving one thing seems to make another worse.

    Use it when a trade-off seems unavoidable, and the team is about to settle for a compromise.

    Five-step lesson
    Start

After this unit

Turn ideas into evidence · 4–6 weeks

Ideas: change the parts and find new connections · about 45 minutes of reading

Human control of AI6 lessons
  1. Aa

    Automation Allocation

    Deciding which parts of a job people do and which parts machines do.

    Use it when a team plans to automate a whole workflow, or automation created new supervision work.

    Five-step lesson
    Start
  2. Uc

    Uncertainty Communication

    Showing how sure a prediction is, in a way that helps people decide what to do.

    Use it when a prediction looks more certain than it is, or people don’t know what a score means.

    Five-step lesson
    Start
  3. Ho

    Human Override

    Giving people a clear, timely way to stop, change or reverse an automated action.

    Use it when a person must pause, stop or reverse a specific automated action before it causes harm.

    Five-step lesson
    Start
  4. Ao

    AI Onboarding

    Teaching people what an AI feature does well, where it fails and how to use it.

    Use it when people can’t find good uses for an AI feature, or expect too much after a demo.

    Five-step lesson
    Start
  5. Ae

    AI Failure Recovery

    Helping people finish their task when an AI gives a wrong or useless result.

    Use it when an AI gives a plausible but wrong answer, or retrying just produces more of the same.

    Five-step lesson
    Start
  6. Cv

    Conversational Interaction

    Designing the turns of a typed or spoken conversation, including how it recovers from mistakes.

    Use it when people use dialogue to get things done, and conversations lose track or leave people unsure.

    Five-step lesson
    Start

After this unit

Design an AI workflow people control · 2–4 weeks

AI: share work and keep useful control · about 45 minutes of reading

AI workflows and data6 lessons
  1. Pm

    Prompt Design

    Writing instructions for an AI that state the task, context, limits and the result you want.

    Use it when the AI’s output is inconsistent or unsuitable, or a repeated AI task needs a reliable specification.

    Five-step lesson
    Start
  2. Ag

    Agent Workflow Design

    Designing how an AI agent plans, acts, checks its progress and hands work back to people.

    Use it when an AI acts across tools or many steps, and people can’t tell what it has done.

    Five-step lesson
    Start
  3. As

    AI Co-design

    Using AI as a creative partner to widen options, while people keep the direction.

    Use it when you’re exploring ideas with generative AI, and its suggestions narrow or pull off course.

    Five-step lesson
    Start
  4. Ev

    AI Evaluation

    Testing an AI’s behavior against clear expectations, across the cases it will really face.

    Use it when an AI feature works in demos but varies in use, or a change needs comparing.

    Five-step lesson
    Start
  5. Mt

    Multimodal Interaction

    Designing interactions that combine speech, touch, gesture or images into one clear exchange.

    Use it when people combine speech, touch or gestures, and the system must work out what they mean.

    Five-step lesson
    Start
  6. Dt

    Data Provenance

    Recording where data came from and how it was changed, so others can trace and check it.

    Use it when nobody can tell where a number came from, or whether its source has changed.

    Five-step lesson
    Start

After this unit

Design an AI workflow people control · 2–4 weeks

AI: design and evaluate the whole workflow · about 45 minutes of reading

Reason through problems6 lessons
  1. Sm

    System Mapping

    Drawing the causes and effects around a problem to find the loop that keeps it going.

    Use it when you need a first map of the people, actions and links behind a problem that keeps returning.

    Five-step lesson
    Start
  2. Cj

    Causal Loop Modeling

    Drawing how causes and effects feed back into each other, to see why problems grow or return.

    Use it when you already have a system map and need to trace how a response changes the problem over time.

    Five-step lesson
    Start
  3. Ir

    Issue Trees

    Breaking a big question into smaller ones that don’t overlap and together cover everything.

    Use it when a problem is too big to tackle, or the team keeps talking past each other.

    Five-step lesson
    Start
  4. Mn

    Means–Ends Analysis

    Comparing where you are with the goal, choosing a step that closes the gap, and when that step needs something first, making that the next goal.

    Use it when a goal feels far away, or the obvious first step depends on something not yet true.

    Five-step lesson
    Start
  5. Dj

    Design Judgment

    Making a deliberate choice when evidence and criteria don’t settle it, and saying why.

    Use it when several good options remain, and more evidence won’t arrive in time.

    Five-step lesson
    Start
  6. Pb

    Premortem

    Imagining that a plan has already failed, then listing why, so you can prevent it.

    Use it when a plan is about to start, and people seem confident or quiet about the risks.

    Five-step lesson
    Start

After this unit

Choose under uncertainty · 1–2 weeks

Problem solving: break down a hard question · about 45 minutes of reading

Find and prevent failures8 lessons
  1. Fa

    Failure Analysis

    Studying how an experience can fail, who notices and how people recover.

    Use it when a service can fail silently and you need to decide who should notice, act and help the affected person recover.

    Five-step lesson
    Start
  2. Fw

    Five Whys

    Asking “why” step by step, with evidence at each step, to trace a problem to its cause.

    Use it when one specific failure needs an evidence-backed chain of causes, starting from what happened.

    Five-step lesson
    Start
  3. Fs

    Fishbone Analysis

    A diagram that sorts the possible causes of a problem into categories before you choose one.

    Use it when the causes are still uncertain and you need to widen the investigation across people, process, place and tools.

    Five-step lesson
    Start
  4. Ft

    Fault Tree Analysis

    A diagram that traces which combinations of events could cause a failure.

    Use it when a serious failure may need several events to happen together and you must check which safeguards prevent it.

    Five-step lesson
    Start
  5. Ck

    Counterfactual Reasoning

    Asking whether a specific change would have altered an outcome, step by step.

    Use it when you’re reviewing an incident and choosing which fix to make.

    Five-step lesson
    Start
  6. Ed

    Eight Disciplines

    A structured process for a serious problem: contain it, find the cause, fix it and prevent it.

    Use it when a serious problem has reached customers and you need to coordinate containment, a confirmed fix and prevention.

    Five-step lesson
    Start
  7. Po

    Pareto Analysis

    Ranking the causes of a problem by how much each contributes, to find the few that matter most.

    Use it when a problem has many causes, and every team wants its own fixed first.

    Five-step lesson
    Start
  8. Th

    Theory of Constraints

    Improving a whole process by finding and fixing its slowest step.

    Use it when work piles up somewhere, and speeding up other steps doesn’t help.

    Five-step lesson
    Start

After this unit

Solve a recurring problem · 2–4 weeks

Improvement: prevent recurring problems · about 45 minutes of reading

Systems and delivery7 lessons
  1. Rp

    Release Planning

    Planning how a change reaches people in stages, with a way to learn and a way back.

    Use it when a change will reach many people at once, and you’re not sure how it will go.

    Five-step lesson
    Start
  2. Or

    Operational Readiness

    Preparing the people and systems that keep a service working after launch.

    Use it when a launch is close, and nobody has planned what happens when things go wrong.

    Five-step lesson
    Start
  3. Sb

    Service Blueprinting

    Mapping the work behind an experience, from what customers see to the staff and systems behind it.

    Use it when the experience promises something, and you’re not sure the work behind it can deliver.

    Five-step lesson
    Start
  4. So

    Service Recovery

    Fixing a service failure for the person, telling them it’s fixed, and preventing it happening again.

    Use it when a failure leaves people without a resolution, or support keeps handling the same problem.

    Five-step lesson
    Start
  5. To

    Design Tokens

    Named, reusable values for design decisions like color, spacing and type, shared by design and code.

    Use it when design values drift between tools and code, or themes need to change consistently.

    Five-step lesson
    Start
  6. Db

    Design Debt

    The build-up of design shortcuts and inconsistencies that keep costing people time or effort.

    Use it when shortcuts create recurring effort for users, or small changes have become expensive.

    Five-step lesson
    Start
  7. Cf

    Component Governance

    Rules for adding, maintaining and retiring shared components, so teams can depend on them.

    Use it when a shared library fills with overlapping parts, or nobody knows which components to trust.

    Five-step lesson
    Start

After this unit

Repair a frustrating journey · 2–4 weeks

Design systems: maintain shared decisions · about 45 minutes of reading

Product opportunities6 lessons
  1. Jt

    Jobs to Be Done

    Understanding the progress people want to make in a situation, which leads them to choose a product.

    Use it when customer segments explain little about choices, or needs are written as features.

    Five-step lesson
    Start
  2. Op

    Opportunity Mapping

    A tree that links an outcome to evidenced opportunities, then to solutions and tests.

    Use it when a roadmap jumps from goals straight to features.

    Five-step lesson
    Start
  3. Vp

    Value Proposition Design

    Shaping an offer around what a specific audience is trying to do, and their biggest problems.

    Use it when you can describe features, but not why this audience would choose them.

    Five-step lesson
    Start
  4. Dp

    Design Principles

    Short statements of shared intent that guide everyday design decisions.

    Use it when a product team repeatedly faces the same trade-off and needs a rule for making that choice.

    Five-step lesson
    Start
  5. Mv

    Minimum Viable Product

    The smallest real version of a product that can test the assumption a decision depends on.

    Use it when a team keeps adding scope before testing whether the core idea works.

    Five-step lesson
    Start
  6. Be

    Business Model Experiments

    Testing the assumptions about who pays, how people are reached and what delivery costs.

    Use it when people like a concept, but nobody knows whether it can pay for itself.

    Five-step lesson
    Start

After this unit

Turn ideas into evidence · 4–6 weeks

Discovery: understand the progress people seek · about 30 minutes of reading

Growth · Measure what matters7 lessons
  1. G2 · Read data without losing its meaning

    Try · See · Learn · Apply · Use

  2. G3 · Define success before designing the test

    Try · See · Learn · Apply · Use

  3. G4 · Make the experience measurable

    Try · See · Learn · Apply · Use

  4. G7 · Understand retention through cohorts

    Try · See · Learn · Apply · Use

  5. G10 · Run an experiment people can trust

    Try · See · Learn · Apply · Use

  6. G11 · Interpret results and close the loop

    Try · See · Learn · Apply · Use

  7. G14 · Evaluate the whole AI experience

    Try · See · Learn · Apply · Use

Continue with the unit cases

Growth · Build and learn7 lessons
  1. G1 · Connect craft to a product outcome

    Try · See · Learn · Apply · Use

  2. G5 · Investigate behavior

    Try · See · Learn · Apply · Use

  3. G6 · Design activation and time to value

    Try · See · Learn · Apply · Use

  4. G8 · Connect acquisition, monetization and growth loops

    Try · See · Learn · Apply · Use

  5. G9 · Choose the right test

    Try · See · Learn · Apply · Use

  6. G12 · Work with product managers and engineers

    Try · See · Learn · Apply · Use

  7. G13 · Use AI to assist evidence work

    Try · See · Learn · Apply · Use

Continue with the unit cases

Design leader

Grow people, run a healthy practice and coordinate decisions.

Grow people8 lessons
  1. Ch

    Coaching

    Helping someone build their own judgment on a real problem, instead of giving them the answer.

    Use it when people bring you decisions they could make themselves, or depend on you for answers.

    Five-step lesson
    Start
  2. Df

    Developmental Feedback

    Feedback that describes a specific behavior and its effect, so the person can improve it.

    Use it when feedback is vague, or a behavior is hurting the work or the team.

    Five-step lesson
    Start
  3. Oo

    One-to-Ones

    A regular private meeting between a manager and a team member, for support, context and growth.

    Use it when support only arrives in a crisis, or manager and team member lack context.

    Five-step lesson
    Start
  4. Dg

    Delegation

    Handing over ownership of work, with clear authority to make its decisions, plus support.

    Use it when everything waits for one person, or people keep asking permission.

    Five-step lesson
    Start
  5. Sa

    Stretch Assignments

    Giving someone harder work than they’ve done before, with the support to learn from it.

    Use it when someone is ready for more, or wants to grow into a bigger role.

    Five-step lesson
    Start
  6. Hi

    Structured Hiring

    Assessing candidates against the real work, with the same questions and scoring for everyone.

    Use it when you’re hiring, or interviewers use different standards.

    Five-step lesson
    Start
  7. Cp

    Career Pathways

    Clear expectations for how people grow, including paths besides management.

    Use it when promotion expectations are unclear, or the only way up is to manage people.

    Five-step lesson
    Start
  8. Sp

    Sponsorship

    Using your influence to put someone forward for opportunities they can’t reach on their own.

    Use it when good work stays invisible, or the same people get every opportunity.

    Five-step lesson
    Start

After this unit

Give a creative team ownership · 2–4 weeks

Leadership: support a growing design team · about 30 minutes of reading

Healthy teams8 lessons
  1. Ps

    Psychological Safety

    A team climate where people can ask questions, raise concerns and admit mistakes without being humiliated.

    Use it when people hide mistakes, or nobody challenges a senior person.

    Five-step lesson
    Start
  2. Pc

    Productive Conflict

    Turning a disagreement into clear differences in interests, so it can be resolved.

    Use it when a disagreement keeps returning, or meetings are getting personal.

    Five-step lesson
    Start
  3. Tr

    Trust Repair

    Rebuilding confidence after broken commitments, through specific promises and visible follow-through.

    Use it when people no longer rely on your commitments, or conversations about capacity feel hostile.

    Five-step lesson
    Start
  4. Cy

    Creative Stability

    Making the working environment predictable enough that people can focus on difficult work.

    Use it when priorities keep changing, or people wait for permission before acting.

    Five-step lesson
    Start
  5. Fp

    Focus Protection

    Protecting long stretches of uninterrupted time for work that needs deep attention.

    Use it when there’s no time to think, or meetings break the day into pieces.

    Five-step lesson
    Start
  6. Wa

    Working Agreements

    A small set of shared, revisable expectations about how people work together.

    Use it when expectations are unclear, or working remotely causes friction.

    Five-step lesson
    Start
  7. Rt

    Retrospectives

    Regular meetings where a team reflects on how it worked and chooses what to change.

    Use it when the same process problem keeps returning, or a team needs to learn from a project.

    Five-step lesson
    Start
  8. On

    Designer Onboarding

    Helping new people gain the context, relationships and first contribution they need to succeed.

    Use it when someone is joining the team, or new people struggle to find context.

    Five-step lesson
    Start

After this unit

Give a creative team ownership · 2–4 weeks

Leadership: give a creative team ownership · about 45 minutes of reading

Run the practice7 lessons
  1. De

    Design Intake

    A clear route for incoming requests, so each one is assessed, owned and visible.

    Use it when requests arrive through private messages, or nobody knows who owns a request.

    Five-step lesson
    Start
  2. Ca

    Capacity Planning

    Comparing commitments with the time and skills a team actually has.

    Use it when new work arrives after people and dates are already committed, and you need to show what accepting it would displace.

    Five-step lesson
    Start
  3. Ro

    Research Operations

    The shared support that lets research happen responsibly and repeatedly, like recruiting and payments.

    Use it when research logistics take over researchers’ time, or studies keep facing the same delays.

    Five-step lesson
    Start
  4. Ad

    Change Adoption

    Helping people actually use a new way of working, and learning from the switch.

    Use it when a new process or tool isn’t being used.

    Five-step lesson
    Start
  5. If

    Influence Without Authority

    Moving shared work forward through evidence, relationships and useful contributions, without formal power.

    Use it when a problem crosses team lines, or you’re responsible without the authority to decide.

    Five-step lesson
    Start
  6. Ah

    A3 Thinking

    A one-page way to lay out a problem, its causes, fixes and plan, so the logic can be discussed.

    Use it when an improvement needs agreement, or proposed fixes don’t seem to fit the problem.

    Five-step lesson
    Start
  7. Fd

    Founding Design Practice

    Building the smallest design practice an early organization actually needs.

    Use it when you’re the first designer, or everything seems to need design at once.

    Five-step lesson
    Start

After this unit

Protect quality when demand exceeds capacity · 2–4 weeks

Operations: make good design repeatable · about 30 minutes of reading

Shared decisions6 lessons
  1. Dd

    Decision Design

    Setting up how a decision will be made before it’s made: who decides, on what, by when.

    Use it when a decision needs a named owner, agreed evidence, a deadline and a rule for when it can be reopened.

    Five-step lesson
    Start
  2. Al

    Alignment Building

    Creating shared understanding and clear commitments among people who must act together.

    Use it when a decision or plan has support in principle, but teams need to turn that agreement into commitments and resolve remaining concerns.

    Five-step lesson
    Start
  3. Cb

    Capability Building

    Developing the skills a team’s work requires, and the conditions to use them.

    Use it when the team’s work is changing, or people learned a skill but never use it.

    Five-step lesson
    Start
  4. Sk

    Stakeholder Mapping

    Mapping who influences a decision and who lives with its consequences.

    Use it when a decision affects many groups, and some may be missing from planning.

    Five-step lesson
    Start
  5. In

    Inclusive Participation

    Making room in a process for the people it usually leaves out.

    Use it when the same voices dominate, or people affected by a decision aren’t being heard.

    Five-step lesson
    Start
  6. Ks

    Knowledge Stewardship

    Keeping evidence and decisions useful after a project ends, so others can find and trust them.

    Use it when research keeps getting lost, or teams repeat studies that were already done.

    Five-step lesson
    Start

After this unit

Align a cross-functional team · 2–4 weeks

Collaboration: make decisions across a team · about 15 minutes of reading

Executive

Set direction, invest resources and govern responsibly.

Direction and investment7 lessons
  1. Ii

    Innovation Strategy

    Choosing where innovation should create value, and how exploration will be funded and judged.

    Use it when you are choosing which new areas to explore and how to fund learning before their business value is clear.

    Five-step lesson
    Start
  2. Di

    Direction Setting

    Giving teams a shared destination and clear boundaries, so they can make choices without you.

    Use it when several teams need a shared outcome for the year and clear boundaries for choosing their work.

    Five-step lesson
    Start
  3. Pp

    Portfolio Planning

    Deciding how to spread people and money across a set of bets, as a whole.

    Use it when you need to move people or funding across several initiatives so the whole set matches the strategy.

    Five-step lesson
    Start
  4. Ok

    Objectives & Key Results

    A goal-setting method that links a clear objective to a few measurable results, reviewed regularly.

    Use it when teams deliver projects but can’t say what changed, or goals can’t be checked.

    Five-step lesson
    Start
  5. Bc

    Business Cases

    A document that makes an investment decision reviewable through its options, costs and assumptions.

    Use it when you need funding for work, or a proposal needs a credible case.

    Five-step lesson
    Start
  6. Bs

    Budget Stewardship

    Keeping spending tied to commitments, and to the costs that continue after a purchase.

    Use it when the budget is under pressure, or tool and service costs keep growing.

    Five-step lesson
    Start
  7. Bm

    Business Model Literacy

    Understanding how an organization creates value, delivers it and earns enough to keep going.

    Use it when you don’t know how the business makes money, or your design proposals lack support.

    Five-step lesson
    Start

After this unit

Make a credible design investment case · 2–4 weeks

Business: explain the value of design · about 30 minutes of reading

Evidence and decisions6 lessons
  1. Is

    Impact Storytelling

    Explaining what design contributed, with honest evidence, in terms the audience cares about.

    Use it when you are reporting results and need to separate your team’s contribution from other changes that happened at the same time.

    Five-step lesson
    Start
  2. Eb

    Executive Briefings

    Short presentations that give decision makers the decision, evidence and consequences at the right level.

    Use it when an executive decision has stalled, or reviews turn into tours of screens.

    Five-step lesson
    Start
  3. Pi

    Pivot or Persevere

    Deciding at set points whether the evidence supports refining an approach or changing it fundamentally.

    Use it when repeated experiments aren’t improving results, or the team changes direction without keeping what it learned.

    Five-step lesson
    Start
  4. Iu

    Innovation Accounting

    Tracking what a new venture has learned against its key assumptions, to guide funding decisions.

    Use it when reports count activity, like features shipped, without showing what’s now known.

    Five-step lesson
    Start
  5. Mc

    Multi-criteria Decision Analysis

    Scoring options against weighted criteria, so the values behind a choice are visible.

    Use it when people argue about options, and the real disagreement is about what matters.

    Five-step lesson
    Start
  6. Sl

    Sensitivity Analysis

    Testing how much a decision depends on the numbers you’re unsure about.

    Use it when a decision rests on estimates, like a forecast, a cost or a growth rate.

    Five-step lesson
    Start

After this unit

Choose under uncertainty · 1–2 weeks

Business: explain the value of design · about 30 minutes of reading

Responsible governance8 lessons
  1. Om

    Design Operating Models

    How design work, ownership and support fit together across an organization.

    Use it when teams duplicate work, or shared needs like components or research have no owner.

    Five-step lesson
    Start
  2. Si

    Succession Planning

    Preparing people and authority so important work continues when someone leaves or is away.

    Use it when a key person is leaving, or important work has no backup.

    Five-step lesson
    Start
  3. Su

    Sustainability

    Making environmental commitments shape real design decisions, with someone owning the trade-offs.

    Use it when you know a product’s main environmental impacts and need to change the design choices that create them.

    Five-step lesson
    Start
  4. Et

    Ethical Review

    Examining who benefits from a decision, who carries its risks, and whether that’s justified.

    Use it when incentives might push toward harm, or consequences could fall on people not in the room.

    Five-step lesson
    Start
  5. Ai

    AI Oversight

    Designing automated systems with clear limits, human checks that work, and ways to put things right.

    Use it when you are setting up ongoing accountability for AI decisions, including review, monitoring and appeals.

    Five-step lesson
    Start
  6. Pv

    Privacy by Design

    Building privacy into a product from the start: less data, clear uses and real control.

    Use it when a product collects more data than it needs, or people can’t tell how it’s used.

    Five-step lesson
    Start
  7. Lc

    Lifecycle Design

    Designing for a product’s whole life: making it, using it, maintaining it and disposing of it.

    Use it when a product looks efficient only in use, or nobody designed its repair and disposal.

    Five-step lesson
    Start
  8. Ci

    Circular Design

    Designing products and materials so they can be reused, repaired or recycled after first use.

    Use it when a product has no useful path after its first owner.

    Five-step lesson
    Start

After this unit

Introduce AI responsibly · 2–4 weeks

Sustainability: design beyond first use · about 45 minutes of reading