Enough design craft to hold your side of the conversation: what designers actually do, how to give feedback that improves the work rather than redirecting it, and the handful of techniques that let a non designer find real problems cheaply.
| # | Lesson | The question it answers | |
|---|---|---|---|
| 01 | What Designers Actually Do | What is the craft, and what are the three ways product managers get in its way? | ✅ |
| 02 | Running a Design Critique | How do you give feedback that improves the work rather than replacing it? | ✅ |
| 03 | Information Architecture and Naming | Why is naming and grouping the hardest interface problem? | |
| 04 | Flows Before Screens | Why does designing screens first produce a product that does not work? | |
| 05 | Interaction Patterns | When does breaking a convention cost more than it saves? | |
| 06 | Visual Hierarchy for Non Designers | What makes a screen readable, in terms you can use in a review? | |
| 07 | Usability Testing on a Budget | What can five users in one afternoon actually tell you? | |
| 08 | Empty States and Error States | Why are the states nobody designs the ones users meet first? | |
| 09 | Accessibility | What is required, what is decent, and why is this not optional? | |
| 10 | Design Systems and What They Cost | When does consistency start slowing you down? | |
| 11 | Copy Is Design | Why does the text do more work than the layout? | |
| 12 | Designing for a Probabilistic Product | What changes when the output is different every time? |