Skip to content
Mayrian

What we build

Training for your team

We train your team to research, design and test with users, using your own product as the material, with coaching on live work afterwards.

  • Product teams

    Give product managers and engineers the basics of research and usability testing.

  • Designers

    Deepen skills in research, accessibility or design systems.

  • Leadership

    Show leaders how UX practice affects outcomes and how to support it.

  • Research democratization

    Train non-researchers to run safe, useful research with guardrails.

A workshop room with a presenter and a full audience

How to get started

Three steps to a plan for UX training

  1. 1Tell us what you needUse the project form or book a call. A few sentences about the goal is enough to start.
  2. 2Free technical consultationWe go through your goals, users, existing systems and constraints with you.
  3. 3Your planA detailed plan covering the right tech stack, architecture, timeline and budget. Then you decide.

How it works

The curriculum as a map

Three lines of modules, research, design and accessibility, that meet where skills overlap. Choose a station.

Research lineInterviewingUsability testingSynthesisDesign lineInformation architecturePrototypingDesign systemsAccessibility lineWCAG 2.2 basicsScreen readersAccessible components

Research line

Usability testing

Writing tasks, moderating without helping, and rating severity. Run on your own product.

Plan a training day

Most of our training day is practice. Add and remove sessions to build a day that fits your team.

Add a session

Day agenda

09:00–14:15

  1. 09:00Workshop
  2. 10:30Break
  3. 10:45Hands-on exercise
  4. 11:45Lunch
  5. 12:45Workshop

25% of teaching time is hands-on. Adults learn best by doing: aim for at least half the day on exercises and coaching with your own product.

Our approach

How the work runs

  1. Assess

    Current skills, goals and the projects people are working on.

  2. Design the curriculum

    Modules chosen for the team, built around your product.

  3. Train

    Hands-on workshops with exercises on real work.

  4. Coach

    Follow-up coaching as the team applies skills on live projects.

  5. Evaluate

    Measure learning and changes in how the team works.

What we'll need from you

Having these ready keeps the work moving.

  • Participants

    Who attends, and their roles and experience.

  • A live project

    Real work to use in exercises.

  • Managers' support

    Time for participants to apply new skills.

  • A success measure

    What should be different after the training.

Who's on the project

Our team, working with participants' managers from yours.

Faculty

Your cohort

Lead trainer: Designs the curriculum and runs workshops.

Services

UX training services

  • Workshops

    Hands-on sessions, remote or in person, built around your product.

  • Custom curricula

    Modules chosen for your team's skills and goals.

  • Coaching

    Follow-up coaching as your team applies the skills on live projects.

  • Playbooks and templates

    Research, testing and accessibility templates your team keeps.

Deliverables

What you receive

17%

Programme syllabus

Tick each part as it's delivered

In your hands

What the documentation looks like

Every project ends with documents your team can run with. Here is an excerpt of one of them.

UX training — Programme plan

Usability testing for product teams

Two half-day workshops · four coaching sessions

SessionFocusOutput
Workshop 1Writing tasks and moderatingTest plan for your feature
Workshop 2Analysing sessionsSeverity-rated findings
Coaching 1–4Running live testsTwo completed test rounds

Measuring success

How success is measured

What we report on in UX training projects. Which measures apply, and their targets, are agreed with you at the start.

Kirkpatrick level 3

Behaviour

Changes in practice, such as teams running their own usability tests.

Measured by: Observed practice 30 to 90 days later, such as teams running their own tests

Skills, before and after

We assess skills before training and three months after. Switch between the two to see the change.

0 none · 1 aware · 2 practises · 3 can teach

InterviewingUsability testingAccessibilityDesign systems
Designer A1102
Designer B0111
Product manager1000
Engineer0012

People practising or teaching each skill: 2 of 16.

Readiness check

Are you ready for
UX training?

Five questions, about a minute. You'll see what to settle first and a sensible starting point.

Screener · UX trainingQuestion 1 of 4

Do you know who'll attend and what they do today?

Result

Answer each question. Your result, and anything to settle first, appears here. Nothing is sent until you choose to.

How to start

From first call to production

Start where you are. Each step ends with a decision, so you commit to the next one only when it makes sense.

Prototype · How an engagement runs

Free technical consultation

One or two sessions

Talk through the goal, the users, the systems involved and any deadlines.

Layers you receive

  • # A clear view of scope and priorities
  • # A recommended next step
  • # A plan covering stack, architecture, timeline and budget
Book the consultation

Estimate the value

What it could be worth to you

Enter your own figures. The formula is shown, and the estimate can go with your enquiry.

Estimate — UX training

Value of research done in-house

Research capacity gained

$24,000

a quarter

Studies × outsourcing cost × share taken in-house

↔ Small studies the team could run a quarter6
↔ Cost to outsource each$8,000
↔ Share the trained team takes on50%
Add to my enquiry

Drag a field's label left or right to change it.

Build or buy

When you don't need
a custom build

Part of the free technical consultation: when an existing product covers the need, we recommend it instead of a custom build. These are the options we weigh, alongside the tools you already have.

Technologies and standards

Chosen for your project

What the training covers, so skills carry beyond this project. Take a book from the shelf.

Standard taught

WCAG 2.2

Designing and testing to accessibility level AA: perceivable, operable, understandable, robust.

Topics

  • Usability testing
  • Interviewing
  • Accessibility
  • Design systems
  • Information architecture

Formats

  • Workshops
  • Coaching
  • Playbooks

Tools taught

  • Figma
  • Maze
  • Dovetail
  • axe DevTools

Evaluation

  • Skills assessments
  • Kirkpatrick levels

The end of the story

Back to the beginning

Every product is a loop: what teams learn feeds the next discovery.

Previous: UX audit

Chapter 01

Discovery

Discover phase

Questions

Common questions
about UX training

Remote or in person?

Both. Remote sessions are shorter and spread out; in-person workshops suit intensive, hands-on days.

Can it use our own product?

Yes, and we recommend it. Exercises on your own product make learning immediately useful.

How do we know it worked?

We evaluate at four levels: reaction, learning, change in practice and results, with a skills assessment before training and three months after.

How is a project priced?

Well-defined scopes, such as an audit or a set number of screens, are delivered as fixed-price engagements; ongoing product design is provided by a dedicated team. The free consultation ends with a plan covering scope, timeline and budget.