Design Education

The Challenge

Improve an IT company's teams with theories, tools and techniques from User Centered Design methodology.

Designing Education

Fifth Beat has been contacted by Eudata to design a 3-day educational program which included all phases of our design process. The course has scheduled 2 days of hands-on activities and 
1 day of theory to consolidate what they have learned in the field. The world of education is very important for Fifth Beat because it represents an opportunity to design new educational tools or techniques and improve our design thinking assumptions. In our educational courses we value the practical activities to strengthen the theoretical part.
 All Fifth Beat’s educational courses is always designed according to participants and to their professional and educational background in order to always provide the right tools.

Thinking with users in mind

We started with a Free Listing technique to extract company knowledge like external and internal users, user needs, business goals and their assumptions. To allow participants to get in the user's shoes they made some Proto-Personas based on our canvas. Later participants through about the user’s life to made scenarios with User Stories.

After they mapped the positive (gain points) and negative aspects (pain points) of the experience through a User Journey.



What we did

Education, UX Design



Eudata in Numbers
3course days
15UX activities
70%thinking with hands
Fifth Beaters Involved
Stefano Stravato
Stefano Stravato
Co-Founder, Strategy
Mino Parisi
Mino Parisi
UX Designer
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How Might We

Participants started a brain-storming session which stimulated divergent thought to make assumptions and raw solutions about a new user experience.

Co-Design: thinking with hands

Co-Design is useful to increase team building and expand individual expertise.
Tools like scissors, glue, sticky notes, paper and pens are the best way to lead the creativity in a practical session.

Co-Design is a central element of Fifth beat creative process because allows people to thinking in a multidisciplinary way, resolve in a limited time all project problems and validate the prototype in an early stage with users.

Measure the Experience

All projects were reviewed by groups through the Nielsen Heuristics Evaluation. We managed all positive aspects and the potential changes by a Plus/Delta, a very useful technique from Gamestorming book.

The Importance of Contents

Participants were introduced to Information Architecture and prototypes were reviewed from the perspective of the navigation flow, language of the users, wayfinding, labels and content strategy.

Micro-Interactions: design the details

The individual components of the prototypes were reviewed by analyzing all aspects of interaction (triggers, rules, feedback and variables) according to the scheme conceived by the famous designer Dan Saffer.

From UX to Development

We think that the UX process should not be compartmentalized so the low-fi prototypes of the participants it were used to started a discussion about the next steps of a project like Visual Design and the relationship with IT Development.

Finally, according to the Agile methodology, the participants break in small pieces the prototypes and translated in backlogs ready to be processed by their effort. Subsequently, the backlogs have been included on a kanban and has been simulated a project management situation.