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Designing for business brief

Learning partnerships

Program

Business Developer

Format

Online

Period

Oct 20, 2025 - Jan 9, 2026

Cost

10 000 SEK
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Overview

In this course, students will delve into helping businesses decipher client and customer experiences, using these insights to strategize for the future and enrich interactions.

They will leverage qualitative research and data analysis to extract valuable insights, comprehend emotions and expectations, and pinpoint areas for enhancement.

Course Goals Students

  • Conduct a trend analysis and draw conclusions on how current and emerging trends are impacting business and future decisions.
  • Conduct a market analysis so that a company and organisation can make informed decisions on a sustainable future strategy.
  • Present and pitch ideas and concepts in an engaging and interactive way to an audience.
  • Analyse customer, client and their experiences to drive value for business projects.

Project Description

The course is designed to equip students with practical skills to help businesses understand client and customer experiences, using these insights to strategically plan for the future. Students will utilise qualitative research and data analysis to generate valuable insights, understand emotions and expectations, and spot areas for improvement.

The desired outcome is for students to acquire the skills needed to conduct trend and market analyses, present and pitch ideas and concepts, and analyse customer and client experiences to add value to business projects. They will be adept at making informed decisions on future strategies based on market trends and customer insights for their clients.

The learning sessions of this course include Introduction to Customer and Client Experience, Change Management, Data-Driven Decision Making, Data in Marketing, Pitching.

Collaborating in this course offers a peer-learning experience for both the client and the students. It presents a unique opportunity for students to gain practical experience in designing for businesses, under the guidance and feedback of industry professionals.

The client, in turn, gets to engage with emerging talent and gain new insights, perspectives, and approaches to tackle business challenges.

Deliverables

At the end of the project, students can deliver several valuable assets to the client, based on the goals and outcomes defined during the course. Here are some potential deliverables:

Trend and Market Analysis: Conduct a trend and market analysis, using these insights to make informed decisions on future strategies.

Customer and Client Experience Analysis: Analyse customer and client experiences to add value to business projects.

Final Report: Present a comprehensive report outlining findings and recommendations based on market trends and customer experiences.

Feedback Loop Report: A documented report of key feedback and how it informed the design iterations and decision-making process.

The exact nature of the deliverables would depend on the specifics of the project and the needs of the client. They would be agreed upon at the beginning of the project and refined throughout the process based on the findings and insights derived from the data.

Client information

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How will you collaborate?

Experience based Peer-Learning

In this collaborative experience the students will apply a Design Thinking approach following the process of empathise, define, ideate, prototype and test alongside the Hyper Island Experience Based Learning process of doing, reflecting, generalising and applying. In connection with this, the client will take an active role in providing feedback-loops and anchoring the process and progress of the work to their business needs.

Meetings: The client and the student team are expected to meet at least once a week.

The Hyper Island Way

The Hyper Island Way™ is about doing. By working with clients the students will grow and find the confidence to be what’s next in the industry. This also emphasises peer-learning and exchange of experience, perspectives and knowledge between students and industry professionals.

Community Innovation

Peer-learning is the bedrock of innovative growth, sparking the kind of creativity and problem-solving that no single mind can generate on its own. By enabling the exchange of diverse ideas and perspectives, it fosters a collective wisdom that drives groundbreaking solutions. By investing in peer-learning, we're not just facilitating knowledge sharing – we're pioneering a culture of collaborative innovation.

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FAQ

What to expect add remove

In a Learning Partnership companies and students meet to exchange value; the students get an opportunity to learn new skills by practical implementation of the learning goals of their coursework and the client gets project deliveries in the form of strategies, reports or production of creative material and assets. Important to remember for clients is that you will be working with students still in training, who will do their best to meet expectations within the brief, but who is still “learning by doing” and who will once the project ends, move on to their next course.

Time allotment add remove

Projects are around 4-6 weeks, during this time you should be available for about 2-4 hours a week to support and touch base with students as they go and to feedback continuously. The students will alongside their project with you have a parallel learning track with workshops, seminars and similar to support and enable them to solve the challenges from the brief successfully.

Ownership add remove

You have ownership over the ideas and concepts presented by students, to further develop and implement them. An NDA will be applied to ensure sensitive business information remains tightly within the collaboration.

Sponsorship fee add remove

We ask participating companies to pay a sponsorship fee to work with our students. This allows us to fund a team of three people working with Learning Partnerships across all of our full time YH programs in Sweden; ensuring quality of project briefs for our students to get practical training in real client projects as well as supporting the clients in the collaboration. It also supports us to continuously develop our programs and ensure future talent to the industry.

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Still got questions?

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Upcoming briefs

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CREATIVE STUDIO BRIEF 

 

In this course the students will explore what it means to run a company (studio) from a day-to-day perspective, and how this connects to high level framings such as vision, strategy and systems thinking.

 

See full brief

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MOTION STUDIO BRIEF

 

The course involves creating a business plan for a motion design studio, specializing in a motion design area, and learning to manage the studio's operations, including production, client communication, and budgeting.

 

See full brief

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CONSUMER-DRIVEN DESIGN BRIEF

 

This UX Design course covers inclusive design, ethical practices, and research-driven approaches, emphasizing diversity and preparing students to be accountable, efficient designers with a comprehensive skill set.

 

See full brief

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