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Advanced UX Masterclass

Advanced UX and AI workflows for teams building better government services

Next Intake 27 & 29 October 2026 | 10: 00 AM - 2:30 PM AEDT
Next Intake 27 & 29 October 2026 | 10: 00 AM - 2:30 PM AEDT

Overview

Delivered on time. Delivered on budget. Still failing the people who need it most.

Most government digital projects are delivered on time and on budget yet still frustrate the very people they are meant to serve. The problem is not funding. It is not technology. It is the gap between what teams build and what users actually need. Advanced UX is how you close it.

Compliance is the floor. Better services are the goal.

Australia’s 2025 OECD Digital Government Index score of 0.88 ranks it second globally, reflecting strong national digital government capability. But digital maturity does not automatically translate into services that are easy, accessible or trusted by the people who rely on them. As the Digital Experience Policy, Digital Service Standard and investment assurance processes raise expectations for evidence-based service delivery, advanced UX becomes critical: helping teams understand user needs, reduce complexity, test assumptions and design public services that work in practice.

Good digital services build trust. Poor experiences create demand.

Trust in specific Australian public services reached 73% in 2025, up from 71% in 2024 (APSC, 2025). Advanced UX helps teams improve that service experience by reducing confusion, removing friction and designing services that people can complete with confidence.

For practitioners who know UX matters and need the tools to prove it.

This masterclass is for experienced UX, CX, service design and digital professionals who are done with introductory sessions and ready to tackle the real challenge: applying advanced UX capability inside government organisations where delivery pressure, governance requirements, competing priorities and resource constraints push user needs to the back of the queue.

You already know the fundamentals. Now learn how to make UX stick.

This course is built for practitioners who are ready to go further: UX designers building the case for a seat at the table, service designers fighting for discovery time, product managers who know something is wrong but cannot prove it, delivery leads who want to build teams that get it right the first time, and digital leaders responsible for improving services at scale.

Less theory. More tools you can use immediately.

Participants leave with practical frameworks, AI-assisted workflows, stakeholder influence techniques, measurement tools and real government case studies ready to apply from day one.

Who Should Attend?

This masterclass is for experienced UX, CX, service design, product and digital delivery professionals who work in or with government and want to move beyond UX fundamentals. It is suited to practitioners and managers responsible for improving public-facing services, embedding user-centred ways of working, strengthening team capability and demonstrating the value of UX in complex delivery environments. Senior leaders sponsoring digital service improvement may also benefit, but the course is primarily designed for practitioners and managers who need to apply UX in real delivery contexts

UX, CX and service design practitioners

Product, delivery and digital transformation professionals

Business analysts, researchers and insights professionals

Accessibility, inclusion and service improvement leads

Managers and team leads responsible for public service improvement

Senior leaders sponsoring digital service improvement may also benefit, but the course is primarily designed for practitioners and managers who need to apply UX in real delivery contexts

Learning Outcomes

By the end of this course, you will be able to:

Apply advanced UX methods within complex government environments, framed around service delivery, demand reduction and operational efficiency

Use AI for rapid ideation, prototyping and research synthesis, embedded into day-to-day UX workflows rather than treated as a separate capability

Influence executives and stakeholders by linking UX outcomes to budget, workforce and demand management priorities

Measure UX outcomes using practical service, efficiency and operational metrics leadership teams will act on

Design for accessibility, digital inclusion, low and no connectivity, and service resilience from the start, not as a compliance exercise at the end

Apply lightweight UX approaches that fit government delivery constraints and can be used by non-specialist practitioners

Build stronger discovery and research practices using realistic government scenarios

Facilitate inclusive workshops that surface insights from quieter participants, not just the most active voices

Embed UX capability across multidisciplinary teams so strong design outcomes do not depend only on specialist resourcing

Online Training

Advanced UX Masterclass

Session details

  • Advanced UX for Government Service 

Learn how to frame UX around the priorities that matter in government: better service delivery, reduced demand, workforce efficiency and stronger public outcomes.

  • Practical AI-Assisted UX Workflows

Use AI-supported tools to improve UX research, ideation, prototyping and synthesis without losing human judgement or design rigour.

  • Accessibility, Inclusion and Service Resilience

Build accessibility, low/no connectivity and fallback planning into UX practice from the start, not at the end.

  • Lightweight UX Methods and Team Capability

Take back practical tools, templates and methods that teams can use in real government environments.

View course modules
Advanced

Familiarity with the topic is required

Key Sessions

The advanced UX landscape in government

A practical assessment of where UX capability is today and where it needs to go.

  • What separates foundational UX from advanced practice in a government context
  • How the Digital Experience Policy, Digital Service Standard and investment assurance processes are raising the bar
  • Why delivery pressure, governance requirements and resource constraints are the real UX challenge
  • Australia's OECD standing and what it actually demands of practitioners
  • The shift from UX as a design discipline to UX as a service delivery capability
  • Connecting user outcomes, policy intent and operational realities

Applied activity: In pairs or trios, complete a service decision scan on a short government scenario. Identify the assumption, the people affected, the intended service outcome and the evidence still missing. Participants write privately before a short round-robin.

Participant output: A one-sentence decision statement and a short list of evidence gaps.

Example: A short Robodebt story shows the human cost when automation, governance and accountable decision-making become disconnected from the people affected.

Move beyond awareness to practical AI integration in day-to-day UX work, including sense-checking ideas, catching issues earlier and shifting from rework to continuous refinement. Apply these tools within your agency's AI use policy.

  • Using AI to bring alternative perspectives earlier in the design process, before anything goes to formal review
  • AI for rapid UX ideation and pressure-testing concepts without losing design rigour
  • AI-assisted prototyping: accelerating from an idea to a testable artefact
  • AI for research synthesis: pattern recognition, gap identification and faster sense-making
  • Assessing work against best practice, compliance and experience standards earlier
  • Exploring AI use in design systems and existing interface standards
  • AI governance, privacy, legal and policy considerations for public sector practitioners
  • Knowing where AI can assist, where specialist expertise is needed and where accountable human judgement remains essential
  • Using AI to free capacity for higher-value work, not as a workforce-reduction exercise

Applied activity: Using five simple questions, participants review an AI-generated summary of user research and compare it with the original research material. In pairs or trios, they look for anything inaccurate, unsupported or unsuitable under their agency's rules. Each group agrees one rule for using AI safely and decides what a person must check before the work can be used. The class then improves the five questions together.

Participant output: An improved five-question checklist for reviewing AI-assisted work, one rule for using AI safely and a clear statement of what a person must check before the work is used.

Practical techniques for getting UX taken seriously, facilitating the conversations that surface what matters and building a measurement approach that leadership and delivery teams will use.

  • Why UX struggles to gain support unless it is linked to service priorities, budget constraints, workforce capacity and demand reduction
  • Repositioning UX as improving service delivery and reducing avoidable operational workload, not just customer experience
  • Translating UX evidence into language executives and budget holders respond to
  • Navigating organisational complexity and competing priorities without losing user focus
  • Building the business case by linking UX outcomes to error reduction, service performance and capacity
  • Inclusive workshop facilitation so quieter participants contribute as much as the most active voices
  • Moving from output measures to service, customer, trust, accessibility and operational outcome measures
  • Designing a concise UX outcomes view for executives, governance reporting and investment assurance

Applied activity: Participants choose a realistic decision they would like stakeholders to make within the next 30 days and begin an outcome and influence worksheet. They explain what decision is needed, who will be affected, what evidence they have, why the decision matters and how they could tell whether it has made a difference. In groups of three, participants review one another's worksheets and identify the part that needs the most work.

Participant output: A first draft of an outcome and influence worksheet, with one part clearly identified for improvement.

The facilitator shares a weak UX value statement on screen and the group improves it in real time. Participants then use what they have just seen to improve their own worksheet. They clarify what they need stakeholders to decide, check what evidence would support that decision, choose one measure for users or the service and one for the organisation, and decide what simple supporting material, such as a short summary or prototype, would be most useful.

Final participant output: A refined outcome and influence worksheet with a clearer value statement, two practical measures of success and one useful piece of supporting material.

Reflection and Day 2 preparation

Silent prompt: One thing I will try is... Participants post their sentence to chat or keep it in their notes. Invite participants to bring an anonymised, non-sensitive screenshot or short description of a service page, form, flow or process for the Day 2 live redesign.

Close

Recap the three Day 1 outputs and preview accessibility, discovery, lightweight UX and capability-building on Day 2.

The most persistent gaps in public sector digital products and why catching them at the end costs far more than building them in from the start.

  • Accessibility as a first principle: designing for users with lower digital confidence, older devices or disability, not just meeting compliance checklists
  • Why accessibility issues caught at acceptance testing can require expensive redesign or rearchitecture
  • Low and no connectivity as a design constraint in rural and non-metro usage scenarios
  • Designing for offline, degraded and intermittent connectivity from the beginning of service design and journey mapping
  • Fallback and contingency planning when there is an outage or service interruption
  • Service resilience and continuity planning as a UX and service design responsibility
  • What New Zealand's Web Accessibility Standard 1.2 and the emerging Digital Accessibility Standard signal for Australian practice
  • Testing for inclusion by reaching users often excluded from research panels

Applied activity: In pairs or trios, participants imagine how to make a service as difficult as possible to understand, access and use, particularly for people with disability, low digital confidence or unreliable internet. Everyone writes ideas silently before taking turns to share. Each group then turns the problems into practical checks, identifies what users could do if the service was unavailable and chooses the most important improvement.

Participant output: A short list of accessibility and service reliability checks, an alternative for when the service cannot be used and one priority improvement.

Example: The ABS 2026 Census shows why public services should offer more than one way to take part and consider people's access needs early.

Build stronger discovery practices that surface real problems, then choose UX methods that work within the practical constraints of government delivery.

  • Why limited access to users is one of the most common blockers to good UX in government
  • Advanced discovery techniques that work within government constraints
  • Problem definition frameworks that distinguish technology problems from people, process and data problems
  • Design thinking applied to complex, multi-stakeholder public sector challenges
  • Customer-centred decision-making and keeping user needs visible throughout delivery
  • Using AI to accelerate desk research, secondary synthesis and gap analysis, with verification
  • Why delivery speed and resource shortages make heavyweight UX methods impractical in many agencies
  • A practical toolkit of lightweight research, prototyping and testing approaches
  • Fitting UX into agile and hybrid delivery models, project governance, intake and change management
  • Templates and reusable artefacts that save time without compromising quality

Applied activity: In pairs, participants have 10 minutes to review a real public-sector webpage. They identify anything that may confuse users, make them unsure what to do next or leave them stuck if something goes wrong. The facilitator then improves part of the page live using the issues the group found. Participants write a clear description of the user problem and choose a simple way to investigate or test it, such as a short usability test or a few user interviews.

Participant output: A clear description of the user problem, the three most important issues and a practical way to investigate or test it.

Embed UX practice beyond the specialist designer so the whole team can contribute, without pretending specialist expertise is unnecessary.

  • Why UX is becoming a shared team responsibility, not just the responsibility of designers
  • Building UX maturity across organisations: from ad hoc activity to embedded practice
  • Helping product managers, analysts, developers and delivery managers apply core UX thinking
  • Clear guardrails for when a lightweight method is appropriate and when risk or complexity requires a specialist
  • AI-assisted UX as a capability multiplier for teams with limited design resources, with review and accountability built in
  • Strategic workforce planning through literacy, training, reusable artefacts, communities of practice and responsible adoption
  • Prioritising methods and improvements against user need, organisational goals, governance and service outcomes
  • Learning from practical government case comparisons and other participants

Applied activity: Choose one practical change that would strengthen how your team uses UX over the next 30 days. Create a first-draft plan covering what you will trial, why it matters, who will own it, the first action, how progress will be recognised and when specialist help may be needed.

Participant output: A first-draft 30-day capability plan ready for peer review.

In pairs or trios, participants test each other’s plans for focus, feasibility and risk. They check that the first action is realistic, ownership is clear, progress can be observed and the point for seeking specialist advice has been identified. Participants then revise their plans. Two volunteers, and a third if time permits, briefly explain one useful course principle in their own words and describe how it influenced their plan. The other participants add examples or anything important they think is missing in the chat.

Final participant output: A refined 30-day capability plan with an owner, first step, measure of progress and a clear point for specialist advice.

Meet Your Facilitator

Lawrence So Profile photo

Lawrence So

Senior UX Designer, UX Researcher

Lawrence is a UX designer, researcher and educator with over 20 years’ experience helping teams use research and human-centred design to create better products and services. He has worked with organisations including Atlassian, the ABC, nbn, Qantas and Telstra, bringing broad experience across digital products, services and complex delivery environments.

Lawrence has also taught UX at Academy Xi and General Assembly, where he helped professionals build practical skills in research, synthesis, information architecture, user flows, wireframing, prototyping and usability testing.

As a trainer, he is known for making UX methods clear, practical and engaging, with a strong focus on real-world application. He is particularly interested in how AI can support the design process while keeping people at the centre.

Register Today

Join this training for professionals working within the Public Sector

Early Bird

Ends 11 Sep

$A 995

per person + tax $200 saving

Regular

Ends 28 Oct

$A 1195

per person + tax

For group or payment enquiries or custom training solutions, please contact [email protected]

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