E023 is a three-unit graduate course in WGU's Master of Science, Information Technology, Product Management. The guidebook names Product Strategy as a prerequisite to complete first.
WGU describes the course as teaching students to design a technical solution to a business problem, create a low-fidelity prototype and conduct a very limited user test using it. It draws on user needs analysis, product design, and software feasibility and usability studies.
The common pitfall is jumping to a polished design. The course is deliberately about low-fidelity work, where sketches and simple screens let you learn quickly from users before investing more effort.
Course at a Glance
| Item | Details |
|---|---|
| University | Western Governors University (WGU) |
| Course | E023, Product Design |
| Competency units | 3 |
| Level | Graduate |
| Program | MS Information Technology, Product Management |
| Prerequisite | Product Strategy (per the guidebook) |
What E023 Covers
| Competency (WGU wording, summarized) | What it asks of you |
|---|---|
| Design a solution to a technology business problem | Turn needs into a clear solution concept |
| Design low-fidelity prototypes using industry standard tools and techniques | Sketch or mock up key screens and flows |
| Conduct usability testing for an application's design prototype | Test with users, record findings and act on them |
Key Concepts Explained
Low Fidelity
A low-fidelity prototype shows layout and flow without finished visuals. Its value is speed: you can change a flow in minutes and learn whether users understand it before building anything.
Usability Testing
You give users realistic tasks, watch what happens and note where they hesitate or fail. The course describes a very limited test, so focus on quality of observation, not on large numbers.
Illustration: A prototype of a clinic booking app asks users to book an appointment. Three of four testers cannot find the date picker because it sits below a long form. Finding: the primary action is hidden. Change: move the date picker to the first screen and retest the task.
Linking Design to the Problem
Each design choice should trace back to a user need or business requirement. This keeps the solution anchored to the original problem.
Typical Assignments and How to Approach Them
| Task element | What it tests | How to approach it |
|---|---|---|
| Solution design | Problem-solution fit | State the problem, users and your concept in plain terms |
| Prototype | Technique | Show the main flow and label key interactions |
| Usability test | Method and reflection | Define tasks, record observations and list changes |
Running a Small Usability Test
Plan the test before you build the prototype, because the tasks decide which parts of the design you must show. Choose two or three tasks that matter most, such as completing a booking, and write the question you hope the test answers.
| Step | What to record |
|---|---|
| Tasks | The exact instructions users receive |
| Observation | Where users paused, erred or succeeded |
| Findings | Patterns across testers, with counts where possible |
| Changes | What you will alter and why |
Be honest about limits. A small test shows problems, not proof of success, and saying so shows sound judgment.
A Study Approach for Each Competency
Begin with the problem statement from your earlier strategy work and decide who the main user is. Describe the solution in a few plain sentences before drawing anything, so the prototype follows a clear idea.
When building the low-fidelity prototype, focus on the one or two flows that carry the most value. For the usability test, write realistic tasks, watch without helping, and record what happens in a table. Finish by turning each finding into a specific change and saying whether you would retest it.
Final Review Before You Submit
Check that your three outputs tell one story. The solution design should answer the problem, the prototype should show the solution's main flow, and the test should tell you whether users can follow it.
- The problem statement matches the requirements from Product Strategy.
- The prototype is clearly low fidelity and labeled.
- Test tasks are realistic and the findings are tied to changes.
- You have noted the limits of a small test.
Weak and Strong Test Findings
Usability findings are often written too loosely to guide a change. Compare the two styles below.
| Weak | Stronger |
|---|---|
| Users found the app confusing. | Three of four testers could not find the save button on the second screen and one abandoned the task. Move the button to the bottom of the form and retest. |
| The design is user friendly. | All four testers completed the booking in under two minutes without help, which meets the target set in the test plan. |
Where Students Get Stuck
- Polishing too early. Low fidelity is the aim; spend time on flow, not color.
- Leading the testers. Give tasks, not hints, or the results will mislead.
- Findings without action. Each issue should lead to a change.
- Skipping the link to Product Strategy. Reuse the requirements you wrote earlier.
Study Tips for E023
- Complete Product Strategy first, as the guidebook requires.
- Sketch on paper before using a tool.
- Write test tasks as real situations, not interface instructions.
- Match your report headings to the rubric.
How We Help with E023
Send the case, task instructions and rubric. A writer can prepare a model design write-up, explain how to structure a usability test, or review your draft. The work is study support; submit your own work under WGU's academic integrity policy.
GradeEssays is independent of Western Governors University. Orders are written from scratch, include free revisions within the scope of your original request, and are refunded in full if late. See also our business paper help guide.
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Share the case, your draft and feedback. We explain how to link the problem, prototype and test findings.
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Frequently Asked Questions
Yes. The guidebook says Product Strategy should be completed first.
The guidebook lists 3.
The course asks for industry standard tools and techniques for low-fidelity prototypes; check your task for the tools allowed.
The guidebook describes a very limited user test. Follow your task instructions for numbers.
The MS Information Technology, Product Management program.
Yes. We check method, findings and the link to your design changes, and explain what to improve.