Course / Course Details

Product Design

  • Wills Ogbu image

    By - Wills Ogbu

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Course Requirements

    • A laptop or desktop computer
    • Internet access
    • Basic understanding of English
  • Course Description

    This Product Design (UI/UX) course is designed to take you from a beginner to a proficient designer. You’ll learn the fundamentals of user interface (UI) and user experience (UX) design, covering essential topics such as design thinking, wireframing, prototyping, and usability testing. Through hands-on projects, you’ll gain practical experience using industry-standard tools like Figma, Figjam, Hotjar, and Google form. Whether you’re looking to start a career in UI/UX design or enhance your skills, this course provides a structured learning path to help you create stunning digital experiences.

    Course Outcomes

    By the end of this course, you will:

    • Understand UI/UX design principles and best practices
    • Conduct user research and usability testing
    • Create wireframes and prototypes using Figma or other design tools
    • Develop visually appealing and functional digital products
    • Apply design thinking and problem-solving techniques
    • Build a portfolio of UI/UX projects to showcase your skills

    Course Curriculum

    • 3 chapters
    • 27 lectures
    • 0 quizzes
    • N/A total length
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    1 Day 1- Figma Overview
    28 Min

    In this lesson you'll learn how to navigate the interface, create and edit designs, collaborate in real time, and apply essential design principles. Whether you're new to design or looking to streamline your workflow, this course will equip you with the skills to bring your ideas to life efficiently.


    2 Day 2 - Working with Shapes
    29 Min


    3 Day 3 - Button and Components
    28 Min


    4 Day 4- Working with Layouts
    36 Min

    Quick guide to grid layout


    5 Day 5 - Introduction to Phase
    38 Min


    6 Day 6 - Project 1 (Design Brief and Mood Boarding)
    33 Min


    7 Day 7-Text framing and Content Strategy
    26 Min


    8 Day 8 - Lo-Fi Wireframing
    58 Min


    9 Day 9 - Hi-Fi Design
    1 Hour 14 Min


    10 Day 10 - Designing with the Business Goal Mindset
    41 Min


    11 DAY 11-15 (ASSIGNMENT: DESIGN A LANDING PAGE FOR A HR SAAS SOFTWARE)
    N/A


    12 Day 16 - Introduction to UX Design (Lesson)
    7 Min


    13 Day 16 - 21 UX Design further reading
    N/A


    14 Day 22 - Introduction to User Research
    7 Min


    15 Day 22 - 25 User Research, further reading
    N/A


    1 Day 21-25- Break Break Break / Retrospect
    N/A


    2 Bonus course - Breaking the web for good- Understanding Layout
    24 Min


    3 Day 26 - 30 - Introduction to UX & Design Thinking/ Problem Framing
    N/A


    4 Design Challenge- Replicate 01
    N/A


    5 Day 31-35- UX Research, Metrics, Analysis, testing and Decision Making (Hotjar)
    N/A


    6 Day 36-40 - Field Studies and Self Exploration
    N/A


    1 Mealo Mobile App- Research Findings
    1 Hour

    This lesson walks students through the key user research insights that informed the Mealo mobile app. Students will understand the target users, their pain points, behaviors, motivations, and unmet needs. The session connects raw research data (interviews, assumptions, patterns) to actionable product decisions, showing how research shapes features, flows, and priorities. Key Learning Outcomes Understand how research informs product direction Identify user pain points and opportunity areas Translate insights into design implications Assignment Research Insight Synthesis Exercise Students should: Review the provided Mealo research summary (or a mock research brief). Identify: 3 core user pain points 2 behavioral patterns 1 key opportunity for the product Write a short insight statement for each (Problem → Why it matters → Opportunity). Deliverable: A 1-page research insight summary (PDF or slide).


    2 Project PRD
    1 Hour


    3 App Flow
    24 Min

    This lesson focuses on defining the end-to-end app flow before designing screens. Students learn how users move through the product—from entry points to task completion—and how to reduce friction, confusion, and unnecessary steps. Key Learning Outcomes Map logical user journeys Identify primary and secondary flows Spot friction points early Assignment User Flow Diagram Students should: Create a user flow for one Mealo journey (e.g. onboarding → subscription → first delivery). Include: Entry point Key decision points Success and exit states Deliverable: A user flow diagram (Figma or FigJam)


    4 Setting up an Inspiration Board
    18 Min

    This lesson teaches students how to gather visual and experiential inspiration without copying designs. The focus is on mood, tone, interaction patterns, layout ideas, and product references that inform design direction. Key Learning Outcomes Differentiate inspiration from imitation Curate references with intent Define visual direction before wireframing Assignment Design Inspiration Board Students should: Create an inspiration board that includes: 3 mobile apps (not necessarily food apps) 2 visual styles or mood references 1 interaction pattern they admire Add short notes explaining why each reference was chosen. Deliverable: An inspiration board in Figma or FigJam with annotations.


    5 UI Building Blocks
    24 Min


    6 Primitives- Colors
    25 Min


    Instructor

    Wills Ogbu

    Hi, I’m Willsogbu – a versatile designer and no-code developer with 6+ years of experience in web, mobile, and visual design helping businesses create impactful, user-centered products. When I'm not designing, I lead growth workshops, mentor junior designers, and give design talks, helping teams strategize for growth and fostering innovation in the creative field.

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