- problem finding and selection
- List of Pet Peeves/ Problems
- Make a list of 30 pet peeves/ problem around you.
- https://docs.google.com/spreadsheets/d/1Jwb-YCRkgcCOlcGM0-FDsQocc_InUwnmWYlOFFuhXRU/edit?gid=0#gid=0
- Mission Select one problem that scores the highest & that you personally align with.
- List of Pet Peeves/ Problems
- User research & Problem Definition
- it is the time to stop guessing and start learning
- Find an interview three to five poeple
Day 1 — Problem Discovery & Selection
Objective
Find a real problem that is worth solving.
Step 1: Brainstorm
Write down 30 personal frustrations (pet peeves).
Examples
- Things that annoy you
- Daily inconveniences
- Problems you repeatedly face
- Activities that waste time
- Situations that feel difficult
Don’t think about solutions yet.
Think only about problems.
Step 2: Score Every Problem
Evaluate your top ideas using these 7 parameters.
| Criteria | Question |
|---|---|
| Time | Does this waste a lot of time? |
| Money | Does it cost users money? |
| Physical / Mental Impact | Does it create stress, frustration or discomfort? |
| Shared Problem | Are many people experiencing it? |
| Will People Pay? | Are people already paying to solve it? |
| Competition | Are competitors solving this? (Direct or indirect) |
| Digitally Solvable | Can software solve it? |
Direct vs Indirect Competition
Example
Swiggy ↔ Zomato
(Direct competitors)
Swiggy ↔ Local food stalls
(Indirect competitors)
End Goal
Choose ONE problem
It should
- Score highest
- Be personally meaningful
- Be interesting enough to research
**MOST IMPORTANT LESSON 1
Great UX projects begin with a real problem not with a cool app idea.
Most beginners start with:
“I want to design a fitness app.”
Professionals start with:
“People struggle to stay consistent with workouts.”
Day 2 — User Research
Objective
Stop assuming.
Start learning.
Interview
Talk to 3–5 real users
who experience the same problem.
Ask Open Questions
Examples
- Tell me how you currently do this.
- What frustrates you most?
- What is difficult?
- What workarounds have you created?
- How often does this happen?
Don’t Do This
- Don’t give advice.
- Don’t explain your solution.
- Don’t interrupt.
Just listen.
Capture
Write down
- Pain points
- Frustrations
- Behaviors
- Emotions
- Quotes
These become evidence later.
Create Problem Statement
Formula
Who
struggles with
What
which leads to
Why
Example
A bachelor living away from family struggles to get nutritious food on time, leading to poor health, wasted time, and increased spending.
**MOST IMPORTANT LESSON 2
Research first. Design later.
Never design from assumptions.
Design from user evidence.
Day 3 — Ideation & Low-Fidelity Wireframes
Objective
Turn research into ideas.
Brainstorm
Create
10–15 solution ideas.
Don’t judge them.
Quantity first.
Quality later.
Combine Ideas
After brainstorming
Pick the best parts
from different ideas.
Merge them.
Create Wireframes
Use Paper or Figma
Focus only on
- Layout
- Navigation
- User flow
- Information hierarchy
Ignore
- Colors
- Icons
- Typography
Goal
Design the core user journey
**MOST IMPORTANT LESSON 3
Your first idea is rarely your best idea.
Generate many.
Then combine.
Day 4 — High-Fidelity UI Design
Objective
Turn wireframes into beautiful interfaces.
Select Only Important Screens
Don’t design
- Login
- Signup
- Forgot Password
unless your problem actually needs them. Instead design 3–5 key screens that solve the problem.
Focus
- Visual hierarchy
- Consistency
- Clean UI
- Readability
- Professional appearance
Deliverable
A polished interface
that clearly communicates
your solution.
**MOST IMPORTANT LESSON 4
Hiring managers care about
problem-solving screens
not authentication screens.
Day 5 — Interactive Prototype
Objective
Bring your screens to life.
Connect Screens
Using Figma
Create interactions
- Click
- Tap
- Scroll
- Swipe
- Navigation
Goal
The prototype should
feel like a real application.
Not disconnected screens.
Final Output
A complete
start-to-finish
user flow.
Day 6 — Usability Testing
Objective
Validate your design.
Test With
3–5 users
Ideally
the same people
you interviewed earlier.
Ask Them
Complete the task
without your help.
Observe
Watch carefully.
Don’t explain.
Record
- Where users hesitate
- What confuses them
- Wrong clicks
- Expectations
- Comments
Improve
Identify
1–2 biggest usability issues.
Fix them.
Retest if possible.
**MOST IMPORTANT LESSON 5
The user is never “wrong.”
If several users struggle,
the design needs improvement.
Day 7 — Documentation & Portfolio Case Study
Objective
Tell the complete story.
Assemble Everything
Include
1. Problem
What problem exists?
2. Research
Who did you interview?
Key findings
Quotes
Photos (optional)
3. Problem Statement
Explain
Who
What
Why
4. Ideation
Show
- Sketches
- Crazy ideas
- Exploration
5. Wireframes
Explain
how ideas evolved.
6. Final UI
Show
beautiful mockups.
7. Prototype
Embed
interactive Figma prototype.
8. Testing
Show
- Feedback
- Confusions
- Improvements
9. Final Solution
Explain
what changed
and why.
Goal
A hiring manager should understand
your entire thinking process
in under 3 minutes.
Make it highly visual, concise, and easy to scan.
**MOST IMPORTANT LESSON 6
A UX case study is not a gallery of beautiful screens.
It is a story of problem-solving.
The Overall UX Process
Find a Problem
│
▼
Research Users
│
▼
Define the Problem
│
▼
Generate Many Ideas
│
▼
Create Wireframes
│
▼
Design High-Fidelity UI
│
▼
Prototype
│
▼
Usability Testing
│
▼
Iterate
│
▼
Document the Journey
│
▼
Portfolio Case Study**Takeaways
- Start with a real user problem, not an app idea.
- Interview users before designing anything.
- Document evidence (quotes, pain points, observations).
- Generate many ideas before choosing one.
- Focus on solving the core problem, not building an entire app.
- Test with users and iterate based on feedback.
- Present your process as a story not just polished screens.
- *Your thinking process is often more valuable to recruiters than the final UI.
These principles reflect the standard UX design workflow used in professional product teams: Empathize → Define → Ideate → Design → Prototype → Test → Iterate → Present. A strong portfolio case study demonstrates this end-to-end process and shows not only what you designed, but why you made each decision.