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Workshops & capability building

Learn by doing.
Apply it to real work.

Build your design skills at your own pace with course outlines and free worksheets, or bring your team together for a hands-on workshop in design and applied AI.

Try the free portfolio worksheet

Build capability,
not dependency.

Useful learning connects a new idea to something your team actually needs to do. We shape workshops around the audience, their starting point, and the questions they bring.

Expect clear explanations, practical activities, and space to discuss how the methods apply in your context.

Workshop topics

Choose a starting point.

Practice between workshops

Explore the course.
Try the practice.

A sneak peek at the design workshops I teach online and in person. Explore the learning path, then use the free worksheet to get started. These outlines are adapted to your audience, starting level and available time.

Online · In person

Design Thinking Workshop

Frame a human-centred problem and test a small response.

Course sneak peek: Design Thinking
  1. Observe before interpreting

    Choose a real context. Record three things someone does or says, then separate each observation from your interpretation. Ask permission before recording people.

  2. Frame the need

    Write: [person] needs a way to [job] because [observed constraint]. Add what you still do not know. Avoid embedding a preferred solution.

  3. Generate alternatives

    Write three meaningfully different responses. Change the interaction, service arrangement or environment—not only the visual style.

  4. Make a small prototype

    Pick the riskiest assumption. Build a paper, role-play or click-through prototype that can expose it in one task.

  5. Test and reflect

    Describe the task without explaining the solution. Record what the participant did, where they hesitated and what you will change. A small test is learning, not proof of market demand.

You’ll leave with: Frame a human-centred problem and test a small response.

Try the free worksheet for Design Thinking Discuss this course

Online · In person

Design Process Workshop

Make the path from question to evidence visible.

Course sneak peek: Design Process
  1. Define the decision

    Name the decision, audience, owner and constraints. Write what successful learning would look like before choosing a deliverable.

  2. Map the evidence

    List what you know, what you assume and what is missing. Attach the source and date to each observation.

  3. Choose the next method

    Match one uncertainty to a method: observation for behaviour, a prototype for interaction, a comparison for alternatives. Explain why the method fits.

  4. Plan the handoffs

    Map discovery, synthesis, ideation, prototyping and evaluation. For each stage, state the input, output, owner and checkpoint. Revisit earlier stages when evidence changes.

  5. Keep a decision log

    Record the choice, alternatives, evidence, trade-off and next review. Explain what would change your mind.

You’ll leave with: Make the path from question to evidence visible.

Try the free worksheet for Design Process Discuss this course

Online · In person

Concept Design Workshop

Develop distinct concepts and choose one using explicit criteria.

Course sneak peek: Concept Design
  1. Write the opportunity

    Identify the audience, situation, desired change and constraints. State what the concept must enable rather than prescribing its appearance.

  2. Explore three directions

    Create three concepts with different underlying mechanisms. Give each a name, a sketch or storyboard, and one sentence explaining how it works.

  3. Show the use sequence

    For each concept, show the trigger, key interaction, result and recovery when something goes wrong.

  4. Compare fairly

    Choose three to five criteria before scoring: user value, feasibility, accessibility, risk or resource needs. Explain each score and mark unsupported assumptions.

  5. Build the deciding experiment

    Select the concept with the clearest rationale, not merely the highest total. Prototype its largest uncertainty and define a continue, revise or stop signal.

You’ll leave with: Develop distinct concepts and choose one using explicit criteria.

Try the free worksheet for Concept Design Discuss this course

Online · In person

Design Elective Workshop

Plan a focused cross-disciplinary design exploration.

Course sneak peek: Design Elective
  1. Choose a lens

    Select a topic outside your usual practice, such as sound, play, typography or systems. Explain why it could change how you approach a design problem.

  2. Collect and credit references

    Study three references. Record the source, what you notice and a principle worth testing. Distinguish inspiration from work you have permission to reuse.

  3. Set a constraint

    Choose one audience, one material or medium, and a limited making period. State the question the constraint helps you explore.

  4. Make a small study

    Create a sketch, model, interaction or performance. Keep a record of the experiment, including failed attempts and changes.

  5. Explain the transfer

    Describe what you learned, where the result is limited, and how one principle could transfer into your main discipline. Choose a follow-up study.

You’ll leave with: Plan a focused cross-disciplinary design exploration.

Try the free worksheet for Design Elective Discuss this course

Online · In person

Portfolio Development Workshop

Turn one project into an evidence-led case study.

Course sneak peek: Portfolio Development
  1. Choose the audience

    Name the role or opportunity, likely reviewer and the capability you need to demonstrate. Avoid a portfolio that attempts to speak equally to everyone.

  2. Select the evidence

    List the project problem, your role, collaborators, constraints, key decisions and available evidence. Mark confidential material and get permission before publishing it.

  3. Build the narrative

    Outline context, problem, your contribution, alternatives, decisions, output, evaluation and reflection. Show why the work changed rather than displaying every artefact.

  4. Audit each claim

    For every metric or result, record the source, period, your contribution and limitations. If results were not measured, state what was tested or learned instead.

  5. Test the story

    Ask someone to review the case study briefly. Can they explain the problem, your contribution and one important decision? Record confusion, then revise the first screen or sequence.

You’ll leave with: Turn one project into an evidence-led case study.

Try the free worksheet for Portfolio Development Discuss this course

Online · In person

UX / UI Design Workshop

Connect one user task to a clear, testable interface.

Course sneak peek: UX / UI Design
  1. Specify the user task

    Name the person, context, goal and starting information. Identify accessibility needs, limitations and assumptions requiring research.

  2. Map the flow

    Draw the entry point, decisions, inputs, success state and recovery paths. Include loading, empty, error and permission states where relevant.

  3. Design the hierarchy

    Prioritise the decision and information on each screen. Sketch before polishing. Use clear labels, readable type and consistent spacing.

  4. Check interaction and access

    Review keyboard order, visible focus, labels, error messages, contrast and touch targets. Explain how the task works without hover or animation.

  5. Run a task-based test

    Give a neutral task using a prototype. Observe completion, hesitation and errors. Record limitations and prioritise one revision based on the evidence.

You’ll leave with: Connect one user task to a clear, testable interface.

Try the free worksheet for UX / UI Design Discuss this course

Online · In person

Game Design Workshop

Prototype and playtest one meaningful game loop.

Course sneak peek: Game Design
  1. Define the experience

    Name the players, setting, session length and intended experience. Describe a meaningful choice the game should create.

  2. Write the core loop

    Map player action, system feedback, consequence and the next choice. State the goal and what changes over repeated turns.

  3. Draft rules and balance

    Specify resources, constraints, win or end conditions and edge cases. Identify how a new player learns and what could create unfair advantage.

  4. Build a low-cost prototype

    Use paper, cards, tokens or a simple digital mock-up. Build only what is needed to test the core choice and progression.

  5. Observe a playtest

    Ask players to explain their options. Record rule confusion, meaningful decisions, stalled moments and unintended strategies. Change one rule and test again.

You’ll leave with: Prototype and playtest one meaningful game loop.

Try the free worksheet for Game Design Discuss this course

Online · In person

Data Visualisation Workshop

Choose and test an honest visual explanation of data.

Course sneak peek: Data Visualisation
  1. Define the question

    Write what the audience needs to compare, locate or understand. State where the data came from, the period it covers and its limitations.

  2. Inspect the data

    Identify units, missing values, categories, sample size and uncertainty. Record transformations and keep a path back to the source.

  3. Choose an encoding

    Match the question to position, length, area, colour or text. Compare two chart approaches and explain why one supports the task better.

  4. Audit honesty and access

    Check scales, baselines, labels, units, colour contrast and reliance on colour alone. Provide a text takeaway and a data table or equivalent accessible alternative.

  5. Test comprehension

    Ask someone to describe the key comparison and its uncertainty. Record misreadings, revise one encoding or annotation, and state what the chart cannot establish.

You’ll leave with: Choose and test an honest visual explanation of data.

Try the free worksheet for Data Visualisation Discuss this course

The learning approach

Explain. Try. Reflect. Apply.

  1. 01

    Explain

    A clear introduction to the idea or method.

  2. 02

    Try

    A practical activity tied to a meaningful challenge.

  3. 03

    Reflect

    Discuss decisions, assumptions, and what you learned.

  4. 04

    Apply

    Identify how to use the approach in your own work.

Shape the session
around your team.

We’ll discuss the audience, learning goals, delivery format, and available time before proposing a workshop.

A focused introduction, hands-on session, or a sequence of sessions can be considered according to what your team needs.

Dates, duration, group size, materials, and fees are confirmed in the proposal.

Before we begin.

Do participants need technical experience?

We agree the starting level before the workshop. Introductory sessions can focus on concepts and practical tasks without assuming coding knowledge.

Can the workshop use our own business challenge?

Yes. We can discuss a suitable challenge and what information can be used before the session.

Which tools will participants need?

Tool choices and any access requirements are agreed in advance, based on the topic and your organisation’s policies.

Can we combine learning with consulting?

Yes. A workshop can help frame an opportunity, while a separate consulting engagement supports deeper discovery or implementation.

Start a conversation

What should your team
be able to do next?

Share who the workshop is for and the change you want it to support.

Discuss a Team Workshop

Self-directed practice

Make something. Then review it.

Use thirteen working studio tools to rehearse a jury, sharpen a brief, sketch, critique or plan a portfolio project.

Explore studio tools