Next, Sagnik looked at competitors in the space, and examined their products.
The main objective in the course was to design a mobile app/website for a fictional supermarket called Good Market. To start out, Sagnik first had to define what the business and user goals of this product would be.
Before jumping into "design", Sagnik thought about the product strategy, considering questions like how the product would be used, and where.
A deep dive on one of the competitors in the space revealed good and bad examples of usability.
Sketching is an important tactic for designers to master. Sagnik practiced this by recreating an existing app in the form of sketches.
Card sorting is an important technique in Information Architecture, helping determine users' conceptual models of different categories of information on your site. Sagnik practiced this method to help figure out how the information on the Good Market site should be categorized.
Sagnik used the findings of the card sorting exercise to put together a sitemap.
Sagnik then learned about user- and goal-centered design, sketching a series of user flows depicting the pathways users would take to accomplish certain goals.
As understanding of the product evolved, Sagnik was able to put together a set of product requirements that could be used by both design and engineering teams to get all major stakeholders aligned.
Sagnik then wireframed each major screen in the app.
Connecting the individual wireframes in an overall sitemap was a good way for Sagnik to visualize the architecture of the app, and to make sure everything was logical and consistent.
Finally, Sagnik learned a little about design patterns, and added some common patterns of navigation and search to the app to help users perform this basic functionality.