The Product Design Course. For people who make software alone.

Twenty-one guides that take you from "I build apps" to "I design products people love using." Principles from the masters, the craft in detail, a practice you can run every week, and teardowns of the products worth studying, from Braun radios and MUJI to iA Writer and the Kindle.

Guides21, plus this hub
Plan24 weeks at 6–8 hours a week
FormatRead, try the demos, answer, practise
Your progressSaved in this browser
OfflineDownload the whole course (zip, 2 MB)

By the end of the course you will be able to

  • Find a problem worth solving, and describe it so clearly that the design almost follows.
  • Structure a product: its objects, navigation, flows, states and words.
  • Make it look and feel right: hierarchy, type, colour, spacing, motion.
  • Make it work for everyone: accessible, honest, calm, fast.
  • Test it alone, learn from real use, and improve it on purpose.
  • Look at any product, physical or digital, and explain why it works.
  • Ship a complete product you designed end to end, and judge it against a professional rubric.

How this course works

You don't become a designer by reading. You become one by making many small decisions, seeing what they do, and getting a little better each week. The guides are built around that loop.

1 Readthe idea and why 2 Trythe live demos 3 Checkanswer the quiz 4 Practisedo the exercise 5 Applyto your product 6 Reviewweekly redesign Spaced review: every part ends with recall questions that reach back to earlier guides The loop inside every chapter
Every chapter follows the same six steps. Steps 1 to 4 happen in the guide. Steps 5 and 6 happen in your own product, which is where the learning sticks.

What you'll find in every guide

Part of a chapterWhat it's for
Core ideaThe one sentence to remember. If you forget everything else, keep this.
Diagrams and picturesDrawn do and don't comparisons, annotated screens and objects. Most ideas are easier to see than to read.
Live demosFlip between Without and With, drag sliders, type into forms. Feel the difference instead of taking it on trust.
In the wildReal products that use (or break) the idea, so you can go and look.
Common mistakesWhat goes wrong, why it happens, and the fix.
Check yourselfScenario questions. They test whether you can use the idea, not whether you remember it.
ExerciseA timed task with a clear "done" and a three-level rubric to judge yourself honestly.
ChecklistsRun them against your own product. Ticks are saved in your browser.
Wrap-upTakeaways, an "I can…" self-assessment, a two-week practice assignment and what to read next.
For the solo creator

Everything here assumes you are the researcher, designer, engineer, writer and support desk. There are no stakeholder workshops or hand-off documents. Where the classic advice assumes a team, the guides say what to do instead when it's just you.

The 21 guides

The order is deliberate: why before how, structure before surface, making before judging. The breakdowns can be read any time, and the reference library is for looking things up. Progress bars fill as you mark chapters complete.

Overall: 0 chapters complete

Track 1 · Think like a designer

Track 2 · The craft

Track 3 · Quality and scale

Track 4 · Modern products

Track 5 · Judgment and practice

Track 6 · Product breakdowns

Track 7 · Reference

Where should you start?

Tick what is already true for you. The suggestion updates as you go. If you're unsure, start at Guide 1: it's short on jargon and sets up the vocabulary every other guide uses.

The 24-week plan

About six to eight hours a week: two or three reading sessions, one practice block, and the weekly redesign. Run the capstone project alongside from week 6.

WeeksReadPractiseCapstone milestone
1–2FoundationsAnnotate 3 apps you use daily with Norman's vocabulary. Start a swipe file.Pick three candidate problems from your own life.
3The Human MindFind one example of each UX law in the wild.Note the habits and mental models your users already have.
4–5Problems Worth SolvingFive interviews, job stories, an opportunity tree.Problem brief and product principles.
6–7Structure & InteractionObject map, flows, every screen state for one feature.Information architecture and core flow in sketches.
8Visual DesignTidy three messy screens. Build a spacing and colour system.Wireframes to first visual pass.
9TypographySet one article perfectly. Build a type scale.Type system for the capstone.
10Reading & WritingDesign a reader settings panel. Write in focus mode for a week.The main content surface, polished.
11Motion & FeelAnimate three transitions with specs.Feedback and transitions.
12WordsRewrite every string in one app. Voice chart.Copy pass on the capstone.
13Accessible & InclusiveKeyboard-only and screen-reader pass on your product.Accessibility pass.
14Information & DataRedraw two charts and one table.Stats or history screen, if it has one.
15Systems & PlatformsTokens and a dozen components, documented.Design system extracted from the capstone.
16Designing with AIDesign one AI feature with preview, undo and sources.Decide whether AI belongs in it at all.
17–18Testing & IterationFive usability tests and a heuristic review.Test, fix the top five problems.
19Honest & CalmAudit one app for dark patterns. Write your notification policy.Ethics and trust checklist.
20Identity & LaunchName, icon sketches, landing page wireframe.Landing page and app icon.
21–22Objects, Software, ReadingWrite two teardowns of your own.Steal three lessons into the capstone.
23–24The Solo PracticeSelf-assessment matrix, your ongoing routine.Ship it. Write the case study. Score it against the rubric.

The full week-by-week plan, the daily drills and the capstone rubric are in Guide 17 · The Solo Practice. Use the Reference Library throughout.

The habits that make it work

Who teaches you

The first field guide had eleven teachers. This course has more than fifty, from cognitive scientists to type designers to people who built famous apps by themselves. You'll meet them in the chapters where their ideas matter, and they're all collected in the Reference Library.

AreaSome of the teachers
Understanding peopleDon Norman, Jakob Nielsen, Steve Krug, Alan Cooper, Jef Raskin, Daniel Kahneman, Kathy Sierra
Problems and productsClayton Christensen, Bob Moesta, Rob Fitzpatrick, Teresa Torres, April Dunford, Ryan Singer
Objects and restraintDieter Rams, Naoto Fukasawa, Kenya Hara, Jasper Morrison, Gunpei Yokoi, Charles and Ray Eames
Type and layoutMassimo Vignelli, Josef Müller-Brockmann, Robert Bringhurst, Matthew Butterick, Ellen Lupton, Oliver Reichenstein
Software craftBret Victor, Susan Kare, Bill Atkinson, Bas Ording, Loren Brichter, Mike Matas, Silvio Rizzi, Marco Arment
InformationEdward Tufte, Jacques Bertin, Stephen Few, Alberto Cairo
Ethics and calmMark Weiser, Amber Case, Harry Brignull, Mike Monteiro, Ink & Switch