Design Thinking Training Course

Duration 10 days 18 modules · 65 contact hours
Level Intermediate Certificate on completion
Who attends Product Managers, Service Design Managers and others
Fee from USD 2,200 KSh 190,000 for Kenyan organisations
Where 52 cities + online See dates by city
Next start 16 Nov 2026 Course code SD-IC-020

Before you join: Participants should have experience working on a product, service, process, policy or customer-facing improvement initiative.

Dates & prices

Two start dates a month in every city, and live online on weekdays or weekends. Fees are per participant; classroom fees include tuition, materials, lunch and refreshments, and the certificate.

Suggest a date or city

Showing the next six months. Later dates, other cities and private deliveries for your team are available on request.

Course overview

Design thinking helps organisations address problems where requirements are uncertain, stakeholder needs conflict, and established solutions produce limited results. Leaders and specialists may need to improve a citizen service, reduce customer effort in a bank process, redesign an internal workflow, create a new product proposition, or test a policy intervention. The challenge is not generating ideas alone; it is defining the right problem, gathering credible evidence, making trade-offs and moving promising concepts into delivery.

This course teaches a disciplined design thinking process based on the Double Diamond: discover, define, develop and deliver. Participants learn to frame challenges, plan research, conduct interviews and observation, synthesise findings, create personas and journey maps, write point-of-view statements, generate concepts and build prototypes. The course also covers Jobs to Be Done, service blueprinting, desirability-feasibility-viability assessment, experiment design, usability testing, design facilitation and implementation planning.

Participants work on a current business, service or operational challenge from the first week. Short instructor briefings establish each method before participants apply it through case analysis, group work, structured critiques and prototype testing. By the end of the course, each participant has developed and presented a documented design proposal: a research-backed problem definition, target-user insight set, concept rationale, prototype evidence, delivery roadmap and measurement plan.

The course is suited to managers, product teams, transformation professionals, service owners, policy teams and specialists who must improve experiences or create new offerings. It is particularly relevant where cross-functional collaboration is required and where teams need clearer evidence before investing in change.

What you will be able to do

  • Frame ambiguous business challenges using design briefs, assumptions and success criteria
  • Plan and conduct user research using interviews, observation and consent procedures
  • Synthesize qualitative evidence into affinity maps, personas, journey maps and insight statements
  • Generate and prioritise concepts using How Might We questions and structured ideation methods
  • Build low-fidelity prototypes that communicate service, product and process concepts
  • Test prototypes with users and convert findings into prioritised design improvements
  • Assess concepts through desirability, feasibility, viability and risk criteria
  • Present a validated design proposal with implementation roadmap and performance measures

Benefits of attending

For you

  • Build a repeatable process for converting uncertain problems into tested proposals
  • Conduct more credible stakeholder and user research conversations
  • Create visual evidence that strengthens recommendations to senior decision-makers
  • Facilitate cross-functional concept development sessions with clear outputs
  • Present innovation proposals supported by prototype and test findings

For your organisation

  • Reduces investment in ideas that have not been tested with intended users
  • Improves service and process decisions through direct user evidence
  • Creates a common innovation language across product, operations and policy teams
  • Identifies customer effort, service failures and unmet needs earlier
  • Produces implementation-ready concepts with ownership, measures and delivery actions

Course modules

18 modules over 10 days

Participants can position design thinking within an innovation project and define a suitable challenge.

  • Double Diamond stages linked to evidence, decisions and artefacts
  • Human-centred design principles distinguished from conventional problem solving
  • Desirability, feasibility and viability assessed as competing design criteria
  • Design challenge anatomy: users, outcomes, constraints, assumptions and key sponsors
  • Project charters define scope, governance, resources and decision rights
  • Ethical research practice addresses consent, privacy, inclusion and safeguarding

Participants can convert broad organisational concerns into focused design opportunities.

  • Problem statements separate symptoms, causes, needs and desired outcomes
  • Five Whys analysis exposes assumptions behind stated business problems
  • Stakeholder maps identify influence, interest, dependency and potential resistance
  • Systems maps reveal handoffs, feedback loops and unintended consequences
  • How Might We questions create actionable opportunity boundaries
  • Design principles establish non-negotiable criteria for later concept decisions

Participants can prepare a proportionate research plan for a design challenge.

  • Research objectives distinguish discovery questions from validation questions
  • Sampling plans define participant segments, recruitment criteria and sample limits
  • Interview guides sequence opening, behavioural, probing and closing questions
  • Observation protocols capture actions, context, workarounds and environmental cues
  • Consent forms record participation agreements, data use and withdrawal rights
  • Research plans allocate roles, timelines, incentives, access and risk controls

Participants can conduct interviews that produce usable behavioural evidence.

  • Contextual interviews examine actual behaviours rather than stated preferences
  • Laddering questions uncover motivations, consequences, values and decision criteria
  • Critical incident technique reconstructs memorable successes, failures and workarounds
  • Active listening uses silence, paraphrasing and neutral follow-up prompts
  • Interview notes separate direct quotations from researcher interpretation
  • Bias controls reduce leading questions, confirmation bias and social desirability effects

Participants can gather observational evidence about user tasks, environments and service interactions.

  • Shadowing reveals task sequences, interruptions, delays and informal adaptations
  • AEIOU framework records activities, environments, interactions, objects and users
  • Service safaris document friction points through direct customer experience
  • Behavioural traces identify repeated actions, abandoned steps and exception handling
  • Field notes distinguish observable facts from preliminary explanatory hypotheses
  • Accessibility considerations identify barriers affecting different user capabilities

Participants can turn qualitative research material into prioritised insights.

  • Affinity mapping clusters observations, quotations, behaviours and recurring needs
  • Coding schemes organise evidence by task, motivation, barrier and context
  • Insight statements connect observed patterns to unmet user needs
  • Tension mapping identifies conflicts between user goals and organisational requirements
  • Evidence ladders distinguish facts, inferences, assumptions and design implications
  • Opportunity areas rank needs by significance, frequency and strategic relevance

Participants can model user needs and experiences for design decision-making.

  • Evidence-based personas describe goals, behaviours, constraints and relevant contexts
  • Jobs to Be Done captures functional, emotional and social progress
  • Job stories express situations, motivations and expected outcomes clearly
  • Journey maps visualise stages, actions, emotions, channels and pain points
  • Moments of truth identify interactions shaping trust and perceived quality
  • Current-state journeys expose duplication, waiting, uncertainty and service gaps

Participants can define a defensible design direction from research findings.

  • Point-of-view statements combine user, need and evidence-based insight
  • Design criteria translate insights into testable concept requirements
  • Assumption mapping separates known evidence from critical unknowns
  • Constraint analysis identifies regulatory, technical, operational and budget boundaries
  • Problem reframing tests alternative explanations before concept generation begins
  • Opportunity statements link target outcomes to measurable user improvements

Participants can generate a broad and relevant range of response options.

  • Brainwriting 6-3-5 produces ideas before group discussion influences choices
  • SCAMPER prompts adaptation, substitution, combination and reversal of existing solutions
  • Crazy Eights creates rapid alternatives around a defined opportunity
  • Analogous inspiration transfers patterns from unrelated services and industries
  • Concept posters describe users, value proposition, mechanism and evidence
  • Divergent thinking rules suspend judgement while expanding possible responses

Participants can select concepts using transparent evidence and decision criteria.

  • Dot voting provides initial convergence after structured concept discussion
  • Weighted decision matrices compare concepts against agreed design criteria
  • Value proposition canvases connect customer pains, gains and proposed benefits
  • Desirability-feasibility-viability scoring identifies concepts requiring further evidence
  • Pre-mortem analysis anticipates implementation failures and mitigation actions
  • Concept portfolios balance incremental improvements with higher-uncertainty propositions

Participants can select and create prototypes appropriate to their learning questions.

  • Prototype fidelity matches the uncertainty being tested and available resources
  • Paper interfaces test information hierarchy, task flow and user language
  • Role-play prototypes simulate staff behaviours, handoffs and service interactions
  • Storyboards communicate end-to-end experiences across channels and touchpoints
  • Service blueprints connect frontstage interactions with backstage operational activities
  • Wizard of Oz prototypes test demand before technical development

Participants can run structured prototype tests and interpret user feedback.

  • Usability test plans define tasks, participants, measures and observation roles
  • Think-aloud protocols reveal expectations, confusion and decision-making during tasks
  • Task completion rates identify critical usability barriers and failure patterns
  • System Usability Scale provides a standardised perception measure
  • Severity ratings prioritise defects by impact, frequency and persistence
  • Test debriefs separate observed evidence from participant solution suggestions

Participants can connect proposed experiences to operational requirements and accountabilities.

  • Service blueprints map customer actions, employee actions and support processes
  • Swimlane diagrams clarify handoffs, ownership and escalation points
  • Failure mode analysis identifies service breakdowns and recovery requirements
  • Frontstage-backstage dependencies reveal operational implications of new experiences
  • RACI matrices assign decision, delivery, consultation and information responsibilities
  • Standard operating procedures translate service concepts into repeatable work

Participants can design experiments that reduce important uncertainties before delivery.

  • Hypothesis statements specify expected behaviour, audience and measurable condition
  • Assumption tests prioritise uncertainty by impact and evidence gaps
  • Minimum viable experiments test demand, comprehension, usability or operational feasibility
  • Success metrics define thresholds before results influence investment decisions
  • A/B test principles compare alternatives while controlling relevant variables
  • Learning backlogs record questions, evidence, decisions and next experiments

Participants can plan and facilitate productive cross-functional design workshops.

  • Workshop canvases sequence individual thinking, sharing, critique and convergence
  • Divergence-convergence cycles prevent premature decisions and unproductive discussion
  • Participation structures reduce dominance by senior or vocal contributors
  • Design critiques assess work against criteria rather than personal preference
  • Conflict protocols surface competing priorities without losing user evidence
  • Decision logs record choices, rationale, dissent and follow-up actions

Participants can translate a validated concept into a practical delivery plan.

  • Opportunity solution trees connect outcomes, opportunities, solutions and experiments
  • Roadmaps sequence discovery, pilot, scale-up and operational handover activities
  • Pilot plans define scope, participants, safeguards, measures and review points
  • Change impact assessments identify affected roles, processes, systems and controls
  • Adoption plans specify communications, training, support and feedback channels
  • Risk registers document threats, owners, responses and escalation thresholds

Participants can establish measures and governance for design work beyond initial delivery.

  • Outcome metrics distinguish user value from activity and output measures
  • North Star metrics align teams around a meaningful customer outcome
  • Balanced scorecards track customer, operational, financial and learning measures
  • Design reviews examine evidence quality, ethics, accessibility and delivery readiness
  • Research repositories preserve findings, participant details and reusable insight assets
  • Governance cadences define decision forums, evidence thresholds and accountability

Participants can build, review and present a complete design proposal for a live organisational challenge.

  • Challenge briefs consolidate scope, users, outcomes, constraints and sponsor expectations
  • Research evidence supports a prioritised problem definition and opportunity area
  • Personas, jobs and journeys demonstrate target-user needs and pain points
  • Concept rationale addresses desirability, feasibility, viability, risks and assumptions
  • Prototype findings justify refinements, priorities and unresolved learning questions
  • Implementation roadmap specifies pilots, owners, measures, governance and next decisions

Exercises and examples are adapted to each cohort's sectors and roles.

What you take back to work

  1. Design challenge charter template
  2. User research plan and interview guide
  3. Persona, Jobs to Be Done and journey map set
  4. Concept selection matrix and value proposition canvas
  5. Prototype test plan and findings report
  6. Evidence-based design proposal and implementation roadmap

Who should attend

  • Product Managers — need evidence-based methods for shaping and testing propositions
  • Service Design Managers — need structured approaches to improve end-to-end customer journeys
  • Transformation Leaders — need practical tools for redesigning processes and operating models
  • Innovation Managers — need repeatable methods for developing and selecting new concepts
  • Policy and Programme Managers — need citizen-centred methods for testing interventions
  • Operations Managers — need ways to reduce friction in staff and customer processes

Skills and tools covered

User research planningInsight synthesisConcept developmentPrototype testingService designInnovation delivery

Tools and standards

Double Diamond, Jobs to Be Done, Service Blueprint, System Usability Scale

How the course runs

Training methodology

Instructor-led sessions combine short method briefings with sector-based cases from financial services, public services, consumer products and internal operations. Participants analyse research evidence, conduct structured interviews, map journeys, generate concepts and create low-fidelity prototypes. Facilitated critiques and testing simulations develop judgement about evidence quality and design trade-offs. Individual application planning links each tool to a live workplace challenge. Trainers provide feedback on problem framing, research plans, prototype logic and final design proposals.

Requirements and prerequisites

Participants should have experience working on a product, service, process, policy or customer-facing improvement initiative. They should be comfortable discussing organisational problems, working with colleagues from different functions and using basic office software to document ideas. Bringing a live challenge is strongly recommended because course methods are applied to real work throughout the programme. No prior design qualification, drawing ability, coding experience, specialist research background or familiarity with design software is required. The course explains each framework before it is used.

A typical training day

08:30 – 10:30First session
10:30 – 10:45Refreshment break
10:45 – 12:30Second session
12:30 – 13:30Lunch and networking
13:30 – 15:00Third session
15:00 – 15:15Refreshment break
15:15 – 16:30Workshop and daily review

Live online deliveries follow the same structure in East Africa Time, with shorter screen blocks and longer breaks.

What the fee includes

  • Instruction by a practitioner facilitator
  • Full course workbook and materials
  • Exercise files, templates and case studies
  • Refreshments and lunch on classroom deliveries
  • Certificate of completion
  • Post-course application plan

Frequently asked questions

Participants should have experience of a workplace product, service, process or policy challenge. No prior design training, artistic ability, coding knowledge or specialist research qualification is required.

Bring a current challenge that would benefit from better user insight or concept testing. Participants may also bring existing customer feedback, process maps, service data or stakeholder documents, subject to confidentiality requirements.

The course suits product, service, innovation, transformation, operations, policy and programme professionals. It is particularly useful for people who work across functions and need stronger evidence for improvement proposals.

This course concentrates on understanding people, defining problems and testing concepts before significant delivery investment. Agile and project management methods are more focused on managing and delivering approved work.

Participants leave with reusable research, synthesis, ideation, prototype and implementation templates. They can use the process for customer journeys, internal services, operational redesign, new propositions and policy interventions.

The first week develops research, synthesis, problem framing and concept-generation skills using a live challenge. The second week focuses on prototyping, testing, service delivery implications, implementation planning and a final capstone presentation.

Questions about this course?

Ask about dates, fees, group bookings or running it for your team. Our training team replies by email.