Western Governors University

E023: Product Design

A study guide to WGU's graduate Product Design course on designing a solution, building a low-fidelity prototype and running a limited usability test.

Updated October 2026 · 5 min read

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

ItemDetails
UniversityWestern Governors University (WGU)
CourseE023, Product Design
Competency units3
LevelGraduate
ProgramMS Information Technology, Product Management
PrerequisiteProduct Strategy (per the guidebook)

What E023 Covers

Competency (WGU wording, summarized)What it asks of you
Design a solution to a technology business problemTurn needs into a clear solution concept
Design low-fidelity prototypes using industry standard tools and techniquesSketch or mock up key screens and flows
Conduct usability testing for an application's design prototypeTest 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 elementWhat it testsHow to approach it
Solution designProblem-solution fitState the problem, users and your concept in plain terms
PrototypeTechniqueShow the main flow and label key interactions
Usability testMethod and reflectionDefine 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.

StepWhat to record
TasksThe exact instructions users receive
ObservationWhere users paused, erred or succeeded
FindingsPatterns across testers, with counts where possible
ChangesWhat 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.

Weak and Strong Test Findings

Usability findings are often written too loosely to guide a change. Compare the two styles below.

WeakStronger
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

Study Tips for E023

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.

Get Your Design Write-up Clear

Share the case, your draft and feedback. We explain how to link the problem, prototype and test findings.

Start My E023 Help

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Frequently Asked Questions

Is there a prerequisite for E023?

Yes. The guidebook says Product Strategy should be completed first.

How many competency units is E023?

The guidebook lists 3.

Do I need design software?

The course asks for industry standard tools and techniques for low-fidelity prototypes; check your task for the tools allowed.

How big must the usability test be?

The guidebook describes a very limited user test. Follow your task instructions for numbers.

Which program includes E023?

The MS Information Technology, Product Management program.

Can you review my test report?

Yes. We check method, findings and the link to your design changes, and explain what to improve.