Your Goal

Skills You'll learn

Product Management Fundamentals

Brand Experience

Brand experience is the sum of a customer's various touch points with your brand. This ranges from the obvious (a billboard) to the subliminal (sponsorship of the local football club). A great brand experience will result in brand loyalty and evangelism from your customers.

Behavioural outcome

You will demonstrate your knowledge in Brand experience by integrating consideration of a brand's multiple potential touch points into a strategic customer experience design.

Behaviour Design

Design and human behaviour are intimately connected. A strong design can promote and change people's behaviours. Conversely, knowing how humans react can help you design interactions that feel like magic. An understanding of behavioural design will help you design better.

Behavioural outcome

You will demonstrate your understanding of behaviour design by leveraging your awareness of how people and design connect to create strong design that can alter people's behaviour.

Usability Testing

Usability testing is about making sure people can use your product. It involves showing real people a preview of your designs and asking them what they think. In doing so you'll learn what works (and what doesn't) with your current design. These insights will make your final product more intuitive and can help you avoid costly rework later down the track.

Behavioural outcome

You will demonstrate your understanding of usability testing by testing your designs with real users and refining your designs from their feedback.

Wireframing and Prototyping

A wireframes is a mockup of a web page or screen in an app. It shows how the page/screen will be laid out and how different elements relate to each other. They are used early in the design process to help ideate and iterate possible solutions. Once you're happy with the direction you can create a prototype by linking your wireframes together to simulate your final product. This will give you a much better sense of how your product will feel and can be used in usability testing to get some user feedback.

Behavioural outcome

You will demonstrate your understanding of wireframing and prototyping by creating a mockup that conveys to others how your product/app might work.

User Experience Fundamentals

A good user experience is the result of a considered and thoughtful design process that can determine how people will interact with a product or service. This atom will give you an overview of the basic principles and concepts behind designing successful user experiences.

Behavioural outcome

A good user experience is the result of a considered and thoughtful design process that can determine how people will interact with a product or service. This atom will give you an overview of the basic principles and concepts behind designing successful user experiences. You will demonstrate your knowledge in UX fundamentals by adopting a human-centred design approach to designing a product/service.

Consumer Behaviour

Consumer behaviour is the study of how people make decisions about what they buy, want, need, or act in regards to a product, service, or company. A good understanding of consumer behaviour in regards to your industry and product will help you design a better experience.

Behavioural outcome

You will demonstrate your understanding of consumer behaviour by integrating your awareness of how people make decisions about what they buy, want, need or act in to creating increased engagement in retail customers

Digital Marketing

Digital marketing is the marketing of products or services on digital platforms. The importance of digital marketing is growing as an increasingly digital native audience shifts their time/attention to digital platforms. Marketing on a growing range of digital devices (phone, tablets, kiosks, digital displays) presents an opportunity for digital marketers to innovate the way they deliver their messages.

Behavioural outcome

You will demonstrate your understanding of digital marketing by creating strategies that market to various audiences across a range of digital devices in innovative ways. Your ability to communicate consistently across marketing channels and audiences is critical to showing your abilities in digital marketing.

Copywriting

Copywriting is the art of crafting a message to an audience to compel them towards thinking, feeling or doing something. It is used primarily in advertising to market a particular product or service to a specific audience. Good copy writing not only conveys a message but also acts as an extension of the brand.

Behavioural outcome

You will demonstrate skill in copywriting by engaging and captivating an audience with your content, controlling your message and ensuring that your key messages reach the audience.

Internet of Things

Increasingly everyday objects are being imbued with connectivity to the internet. By allowing physical devices to communicate with other devices/services their usefulness is magnified. These devices will generate a lot more data allowing us to draw new insights about the world we live in.

Behavioural outcome

You will demonstrate your understanding of the Internet of Things by demonstrating a perceived or real increased usefulness of a device or service through connectivity in your project work.

Mindfulness

Mindfulness is a method of paying attention, seeing clearly and being present in the events of your day-to-day life. Mindfulness allows you to process and react to events in a calm, methodical manner. It helps us to recognise habitual, unconscious emotional and physiological reactions to everyday events which can be damaging. Practising mindfulness allows a person to be fully present in their life and work, approaching events in way that cultivates clarity, insight, and understanding and improves quality of life.

Behavioural outcome

You will demonstrate mindfulness techniques by applying them in the context of the workplace and day-to-day life. When using these techniques you will demonstrate a capacity to respond to thoughts and emotions with clarity, compassion and understanding.

User Journey Mapping

A user journey tells the story of a user's interactions with a product or service. It details their interactions across both physical and digital touchpoints and captures what they're thinking/feeling/doing at each stage of their journey. Having a user journey map allows you to build empathy for the user and allows you identify opportunities to improve the overall user experience.

Behavioural outcome

You will demonstrate skill in user journey mapping by producing a detailed user journey map describing the various interactions a user has with a product/service

Presentation

Good presentation and public speaking skills are key to many influential roles in today's business world. Effective presentations are made up of a variety of elements. You have to know what your audience wants, and balance that with what you need to tell them. You need to prepare interesting, engaging content. You must be confident, engaging and charismatic in presenting the material, you have to know how to manage your environment successfully, and you need to make sure that your message has maximum impact.

Behavioural outcome

You will demonstrate skill in presenting by demonstrating audience engagement and captivation with your content, controlling the environment while you present your ideas clearly and confidently, ensuring that the key message reaches the audience.

Dispositional Skills

Our fully accredited coaches will sit with you to identify your strengths and focus on an area of development you can work on during the course of the project. Our coaches will give you the best chance of success by setting a personalised action plan you can follow. Regular coaching catchups help ensure you’re on target.

Dispositional skills to choose from:

  • Communication
  • Collaboration
  • Leadership
  • Empathy
  • Mindfulness

Feasibility

Feasibility refers to the ability to complete a project successfully, analysing and assessing financial, legal, technical, market, scheduling and other factors. A feasibility analysis allows the positive and negative factors and the practicality of a solution to be considered before work begins on developing the product or service.

Behavioural outcome

You will demonstrate skill in feasibility by applying the measures of practicality to a solution idea. You will explore options regarding the financial, legal, technical, market needs and scheduling factors of your proposed solution.

Brand Storytelling

Brand storytelling encapsulates the narrative a brand is eager to share with the market based on the brand's strengths, ambitions and purpose. This story may be conveyed through advertising or it may underpin whatever the company says in public. The brand story will be based on history, intention, product or ubiquity, and will play a major role in shaping how people see the brand and what they believe about the brand as a result. Great brands set their promise to the market through their story.

Behavioural outcome

You will demonstrate skill in brand storytelling by applying the structure of a good storyline to convey the purpose and ambition of a brand to generate a positive response from an audience.

Short Film Genre

Short film genre explores the storytelling techniques used to convey a narrative in films with a duration of less than 40 minutes.

Behavioural outcome

You will demonstrate skill in short film genre by telling a compelling, emotionally engaging story through a script for a short film.

Note: For our purposes, short film is defined as an original motion picture under 3 minutes.

Experience Design

Experience design is the practise of designing products, processes, services, and environments with a focus placed on the quality of the user experience. Experience design puts the user first when solving a problem and keeps the needs and desires of a user in mind throughout all development phases.

Behavioural outcome

You will demonstrate skill in experience design by designing a product or service which balances the experience of the user with the needs of the business and requirements of the product.

Metrics and Data Visualisation

Metrics and data are sets of quantitative and qualitative variables which represent key analytic pieces of information. Metrics and data track progress, establish trends amongst user groups and give unique insight. The power of data is in the visualisation of key information in a way that is easily digestible by users.

Behavioural outcome

You will demonstrate ability in metrics and data visualisation by analysing information, identifying patterns and correlations and mapping key data and metrics in a visually appealing and accurate way.

Immersive Technology

Immersive experience technology refers to hardware and software which blurs the lines between the physical and simulated world, creating a sense of immersion in a hybrid environment. Emerging technology such as virtual reality, augmented reality, 3D display, holography, 3D audio, haptic technology and brain-computer interfaces are changing the way society interacts with technology.

Behavioural outcome

You will demonstrate understanding of immersive experience technology by integrating key aspects of immersive technology in a transmedia strategy. You will understand the scope of immersive technology and the benefit of contextual application of this tech in different areas.

Transmedia Storytelling

Transmedia storytelling is the ability to convey an essential message to an audience using a variety of digital platforms. Transmedia storytelling engages the audience powerfully, by using the unique experience of particular technologies to amplify the story.

Behavioural outcome

You will demonstrate skill in transmedia storytelling by applying the structure of a good storyline across multiple digital channels, and utilising the key proposition of that technology to generate an emotional response from an audience.

Business Model Canvas

The business model canvas is a strategic management template used to align the value proposition of a business with their audience, product, infrastructure and finances. Businesses use the business model canvas to ensure synergy between their activities and the aim they wish to deliver to their customers.

Behavioural outcome

You will demonstrate your understanding of the business model canvas through applying the key areas of your business idea to the business model canvas.

Wellness

Wellness is an active process of becoming aware of and making choices toward a healthier and more fulfilling life. Wellness includes physical, mental and social factors.

Behavioural outcome

You will demonstrate your understanding of wellness through the ability to bring information and insight about one or more wellness themes to solving problems.

User Personas

User personas are fictional characters created to reflect the different kind of users that might engage with a product, a brand or a site. A user persona is a representation of the goals and behaviours of a particular segment of users including patterns, skills, attitudes and the environment. User personas give better insights in to your clients or customers; their goals and behaviours.

Behavioural outcome

You will demonstrate an ability to synthesise user research into a singular stereotypical character that demonstrates the target audience of the project/product.

Synthesis

Synthesis is the process of bringing together separate elements or components of a problem in order to form a coherent whole.

Behavioural outcome

You will demonstrate skill in synthesis through contextualising research, ideas and data in order to form a coherent solution to a problem. You will understand how to interpret data to reach a hypothesis, choose a focus area and create context.

The Art of Storytelling

Storytelling is the ability to convey an essential message to an audience. Storytelling engages an audience powerfully, by creating meaning and communicating a message.

Behavioural outcome

You will demonstrate skill in storytelling by applying the structure of a good story in order to generate an emotional response from an audience.

Secondary Research

Secondary research is the summary, collation and/or synthesis of existing research . Note: research refers to diligent and systematic inquiry or investigation into a subject in order to discover facts or principles.

Behavioural outcome

You will demonstrate skill in secondary research through secondary research techniques: including identifying, critical review, collation and contextualising of existing research. You will also demonstrate an ability to communicate the results and embed actionable insights towards solving problems.

Risky Thinking

Risky thinking refers to an ability to 'think outside the box', experiment without fear of judgment, embrace failure and take chances.

Behavioural outcome

You will demonstrate capability in risky thinking through willingness to take a chance, embrace failure and sit in the discomfort of not knowing the solution to a problem.

Resilience

Resilience describes your ability to adapt to stress or adversity. In a disruptive landscape, resilience allows you to cope with experimentation and failure, which is key to innovation.

Behavioural outcome

You will demonstrate resilience in your ability to deal with stress, adversity and setbacks throughout the demands of your project and the course.

Primary Research

Primary research is first-hand research, carried out to answer specific issues or questions. It can involve questionnaires, surveys or interviews with individuals or small groups. Note: research refers to diligent and systematic inquiry or investigation into a subject in order to discover facts or principles.

Behavioural outcome

You will demonstrate primary research techniques including: problem identification, questionnaire or survey construction, carrying out research interviews, presenting your research with data visualisation, communicating research results and embedding actionable insights toward solving problems.

Manufacturing Supply Chain

Manufacturing supply chain refers to the making of goods or wares by manual labour or by machinery, especially on a large scale. Emerging technologies like 3D printing and robotics are beginning to disrupt manufacturing supply chains. The impact of this is increasingly being felt by suppliers, manufacturers, wholesalers, retailers and consumers.

Behavioural outcome

You will demonstrate an understanding of how shifts in manufacturing supply chains are impacting 21 century business; and demonstrate ability to integrate this thinking to solving problems affected by manufacturing supply chains.

Leadership

Leadership refers to the ability to guide, empower and facilitate others to perform well. Leaders are able to give direction to a team, whether they are in management roles or not.

Behavioural outcome

You will demonstrate leadership by your ability to push beyond what is requested or required to initiate and maximise outcomes for yourself and others.

Future of Work

The future of work refers to the trends that are expected to drive changes in the work space, such as, new technologies, automation, new workflows and new industries.

Behavioural outcome

You will demonstrate an understanding of the future of work by incorporating your knowledge of the likely trends and changes in the workplace to enhance the design of your project solution.

Future of Consumerism

The future of consumerism refers to the trends that are expected to drive changes in the consumerism space.

Behavioural outcome

You will demonstrate an understanding of the future of consumerism by incorporating your knowledge of the likely trends and changes to enhance the design of your project solution.

Empathy

Empathy is the capacity to understand or feel what another being is experiencing from within the other being's frame of reference, i.e. the capacity to place oneself in another’s position.

Behavioural outcome

You will demonstrate a capacity for empathy by demonstrating understanding of the experience of another person and translating this to meeting the needs of different users.

Disruption

Disruption in this context refers to the challenging of traditional approaches, status quo or norms. Disruptive thinking allows new angles and approaches to be considered as part of solving problems and meeting customer needs.

Behavioural outcome

You will demonstrate competency in disruptive thinking by showing an ability to challenge the status quo, look outside of your own sphere of reference and bring ‘outside the box’ solutions to traditional problems or customer needs.

Creativity & Ideation

Creativity and ideation are the processes of generating ideas, insights and solutions that are contextual to a brief, scenario or problem.

Behavioural outcome

You will demonstrate competency in ideation through generating ideas that are contextual to a problem. You will demonstrate creativity in the ideation process by approaching the problem from varying perspectives and using information from various sources to drive your ideation approach.

Communication

Communication is the purposeful activity of information exchange between two or more participants in order to convey a message or deliver an intended meaning.

Behavioural outcome

You will demonstrate competency in communication by successfully transmitting your ideas, thinking, processes and solutions in a way that is easily understood by others. A range of techniques may be used to demonstrate this competency including body language, written, visual and oral styles.

Collaborative Platforms

Collaborative platforms are environments based on a social network foundation. They may generate untapped value as a commercial entity or communication method through leveraging a network effect. Examples of collaborative platforms include: Airbnb, Uber, Etsy, Kickstarter, Thingiverse etc.

Behavioural outcome

You will demonstrate an understanding of collaborative platforms by explaining how your project leverages the power of network or why your project has chosen not to leverage the power of networks.

Collaboration

Collaboration is working with others to do a task and to achieve shared goals. It is a recursive process where two or more people or organisations work together to realise shared goals.

Behavioural outcome

You will demonstrate competency in collaboration by working well with other people, contributing and inciting value and bring a constructive approach to solving team-based problems.

Adapting to Change

Adapting to change refers to the capacity of an individual to handle changing circumstances, embed new routines and maximise the outcome of a change in a positive way.

Behavioural outcome

You will demonstrate competency in adapting to change by embedding new routines to suit the delivery of the project and demonstrate a capacity to alter your approach as new information becomes available.

3D Visualisation

3D visualisation is any technique used for creating 3D images, diagrams or animations to communicate a message.

Behavioural outcome

You will demonstrate basic competency in 3D visualisation by demonstrating your ideas and solutions to problems using a 3D visualisation software.

3D Printing

3D Printing refers to the various processes and techniques used to create a three-dimensional object. These objects can be almost any shape or geometry, and are produced from a 3D model or other electronic data source. A 3D printer is a type of industrial robot.

Behavioural outcome

You will demonstrate basic competency in 3D printing by creating a working prototype and final product using a 3D printer.

About the Company