A design thinking practice for campuses and companies

Workshops, mentoring and corporate training — taught by practising designers, assessed properly, certified at the end.

Creative Camel mark
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Students and trainees
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Workshops delivered
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Years of experience
The catalogue

Three programmes

HoverTap a programme to see what it covers. Every track now includes AI — used as a working tool, and designed for as a material.

01

Corporate Trainings ★ Most booked

Design sprints and UX upskilling run against your own product backlog — not a generic case study.

#TopicWhat we coverSession
01Problem framing & the briefTurn a vague ask into a sharp, testable problem statementDay 1
02Discovery research sprintsPlan and run user interviews inside a compressed timelineDay 1
03Affinity mapping & synthesisCluster raw notes into patterns the whole team can seeDay 1
04✦ AI AI-assisted research synthesisSpeed up clustering with AI, then check it against the transcriptsDay 1
05Journey mappingMap the current experience and mark exactly where it breaksDay 2
06Rapid prototypingPaper to clickable in hours, at the fidelity the question needsDay 2
07✦ AI Designing AI features & guardrailsProbabilistic output, error states, consent and human oversightDay 2
08Usability testingScript, moderate and record sessions with your actual usersDay 2
09Design critiqueRun a critique that improves the work instead of defending itDay 3
10Stakeholder storytellingPresent findings so decision-makers actually act on themDay 3
11Engineering handoffSpecs, tokens and the conversations that prevent reworkDay 3
12Measuring impactPick the metric that proves the design moved somethingDay 3
1–3 days
8–25 people →
02

Institutional Workshops

Campus intensives and faculty development, with assessment and certificates for every participant.

#TopicWhat we coverDay
01What is design?Beyond aesthetics — design as a way of making decisionsDay 1
02Why UX mattersWhat good and bad experiences actually cost, with real examplesDay 1
03The design thinking processEmpathise, define, ideate, prototype, test — run end to endDay 1
04User interviewsWriting the questions, then running your first real interviewDay 2
05Affinity mappingTurning a wall of messy notes into themes you can act onDay 2
06Wireframing & UI basicsLayout, hierarchy, spacing, type and colourDay 3
07Figma fundamentalsFrames, components, auto-layout and sharing workDay 3
08PrototypingLinking screens into something people can actually tryDay 4
09✦ AI Designing with AI toolsExploring options faster — and spotting where AI misleads youDay 4
10Usability testingWatching someone use your work without stepping in to helpDay 4
11✦ AI AI ethics & biasWhere AI gets it wrong, and who it tends to get wrong forDay 5
12Portfolio & case study basicsWriting up what you did so it reads as thinkingDay 5
2–5 days
40–120 students →
03

Aspiring Individuals

Portfolio mentoring and career guidance for designers starting out.

#TopicWhat we coverWeek
01Portfolio auditAn honest read of what's working and what's paddingWeek 1
02Case study narrativeProblem, decisions, outcome — told as a story, not a list of stepsWeek 2
03Showing impact & metricsMaking the result legible without inventing numbersWeek 3
04Visual craft & typographyThe details that separate junior work from mid-level workWeek 4
05Interaction & motion basicsTiming, easing, and knowing when not to animateWeek 5
06Design systemsComponents, tokens, and doing good work inside constraintsWeek 6
07✦ AI AI in your daily workflowWhere AI earns its place in your process — and where it doesn'tWeek 7
08✦ AI Prompting for designersGetting usable output instead of generic outputWeek 7
09Portfolio presentationRehearsing the walkthrough until it lands in twenty minutesWeek 8
10Design interviewsWhiteboard challenges, take-homes, and the questions behind themWeek 9
11Personal brandA site, a profile and a point of view that reads as yoursWeek 10
12Freelance & ratesScoping, pricing, and saying no to the wrong briefWeek 11
6–12 weeks
1:1 or small group →
Feedback

Nine of ten marks in the top box

Every participant fills in the same card before they leave the room — two scales, two open questions, handed back on the spot and never chased afterwards. These are the cards from a five-day UI/UX cohort, photographed as they came in.

Five cards, unedited and unselected — the full set from that cohort.Four of the five cards from that cohort, unedited. Hover one to bring it up and read it; drag them wherever you like.
This workshop was helpful
Not at allVery helpful
5 of 5 marked “Very helpful”
I understood the concepts
Not at allUnderstood well
4 of 5 marked “Understood well”, one marked four

It was a very informative and fun session. I got to learn many things regarding UI/UX, which developed a new interest in me towards UI/UX.

Workshop participant

Good, interesting, got a knowledge about design technique, got an idea how the design is done in industry. Great workshop.

Workshop participant

Sir, it was a good experience to learn about UI/UX. In this 5 days I learn many things in UI/UX — and thank you for the session, Sir.

Workshop participant

It was fun and interactive and a very engaging workshop. I had an opportunity to learn new skills.

Workshop participant

Definitely the workshop was very helpful — especially when I got to know about the basics and core concepts and principles of UI/UX design.

Workshop participant
Inside the room

What a session looks like

No lecture slides for three days. Teams leave with something they built and tested.

Workshop participants Camel teaching at a board
01

Frame the real problem

Most teams arrive solving the wrong one. Day one is spent finding out which one actually matters.

Day 1
02

Talk to actual users

Participants run their own interviews — no role-play, no personas invented in the room.

Day 2
03

Sketch, build, test

Paper to prototype in a day, then straight in front of someone who's never seen it.

Day 3
04

Present and get assessed

Work is critiqued properly. The certificate reflects what was actually done.

Day 4
Who teaches

You get the founder, not an associate

The thing a training vendor can't say.

Vijay Kamat

Vijay Kamat

Founder, Creative Camel · Lead Facilitator
Design Manager — Enterprise & Platform UX, athenahealth

Nineteen years designing enterprise software — healthcare, capital markets and industrial systems — and the last decade building the teams that do it.

He has hired, coached and promoted designers across four organisations and mentored over 100 designers through structured capability programmes. The workshops are built from that same material — the levelling frameworks, critique practice and research methods he uses at work every week, not a syllabus assembled for teaching.

19+Years in enterprise UX
100+Designers mentored
20Person UX org led
160K+User platform
Where he has worked
athenahealth
Wells Fargo
Publicis Sapient
GE
Société Générale
Goldman Sachs
Tieto
Hella
Recognition
  • Design Excellence Award, Wells Fargo
  • Partner Excellence Award, GE
  • STAR Performer, Tieto
  • Microsoft Community Contributor
Proof

Assessed, certified, remembered

Attendance certificates are easy. These are earned against assessed work.

Creative Camel certificate of completion
The certificate

Something worth putting on a wall

Every participant is assessed on the work they produced in the room — the prototype, the research, the critique — not on having turned up. The certificate names the programme, the hours and the dates, and carries a reference number.

  • Assessed against real output, not attendance
  • Programme, hours and dates stated on the face
  • Referenced and verifiable for CVs and LinkedIn
The studio

What we design when we're not teaching

Live client work is what keeps the teaching current — every method in the syllabus is one we're using this week.

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EdTech · Web App

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Education · Website

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