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Spatial Computing UX Design Course
More than 2 million students worldwide

Spatial Computing UX Design Course

Master the principles, methods, and tools required to design exceptional user experiences for augmented, virtual, and mixed reality platforms. This course takes you from spatial computing fundamentals all the way through interaction design, wayfinding, prototyping, and accessibility. Whether you're a UX designer expanding into XR or a product professional shaping the next generation of spatial products, this is the definitive skill set you need.

Dedika for businesses

What you'll learn:

You will build a solid foundation in spatial computing platforms, hardware constraints, and interaction modalities including gaze, gesture, voice, and controller input. You will learn how human perception and cognition work in immersive environments and use that knowledge to make smarter design decisions. The course covers spatial interface layout, typography, colour, and iconography adapted for 3D displays. You will conduct XR-specific user research using biometric data, usability testing, and observational methods. Navigation systems, locomotion techniques, and wayfinding design are covered in depth. You will also address ethics, privacy, accessibility, and social XR design, finishing with a tested spatial prototype and a strategic product brief.

How you study in practice Spatial Computing UX Design Course

How you practise Spatial Computing UX Design Course

For businesses looking to train their team

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

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Course content

8 Chapters • 36 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of Spatial Computing

  • Lesson 1 • What Is Spatial Computing

    Defines spatial computing and its relationship to AR, VR, and MR. Establishes shared vocabulary used throughout the course.

  • Lesson 2 • The Spatial UX Design Space

    Maps the unique design dimensions of 3D space, depth, and presence. Frames the challenges that subsequent chapters address.

  • Lesson 3 • Spatial Interaction Modalities

    Introduces gaze, gesture, voice, and controller input as primary interaction channels. Prepares students to evaluate modality trade-offs.

  • Lesson 4 • Hardware Landscape and Constraints

    Surveys headsets, glasses, and handheld AR devices and their UX implications. Connects hardware limits to design decisions.

Chapter 2See details

Human Perception and Cognition in XR

  • Lesson 1 • Visual Perception in Three Dimensions

    Covers binocular vision, depth cues, and stereoscopic rendering as they affect UI legibility. Grounds design choices in perceptual science.

  • Lesson 2 • Motion Sickness and Comfort

    Identifies causes of cybersickness and design strategies that mitigate discomfort. Directly informs locomotion and camera design choices.

  • Lesson 3 • Spatial Audio and Haptic Perception

    Explains how 3D audio and haptic feedback shape user awareness and presence. Connects sensory design to immersion quality.

  • Lesson 4 • Cognitive Load in Immersive Environments

    Analyses how spatial interfaces increase or reduce cognitive load compared to 2D screens. Guides students towards load-aware layout decisions.

  • Lesson 5 • Spatial Memory and Navigation Cognition

    Explores how users build cognitive maps of virtual spaces. Informs wayfinding and information architecture decisions.

Chapter 3See details

Spatial UX Research Methods

  • Lesson 1 • Observational Methods in Immersive Sessions

    Teaches observation techniques when participants wear headsets and cannot be directly watched. Builds skills for capturing embodied behaviour.

  • Lesson 2 • Adapting Traditional UX Research to XR

    Identifies which classic UX methods transfer to XR and which require modification. Sets the research foundation for the chapter.

  • Lesson 3 • Biometric and Sensor Data Collection

    Introduces eye-tracking, physiological, and motion data as XR research signals. Connects sensor data to UX quality metrics.

  • Lesson 4 • Usability Testing in XR Environments

    Structures task-based usability tests for spatial applications. Prepares students to identify critical usability failures in 3D interfaces.

Chapter 4See details

Designing Spatial Interfaces and Layouts

  • Lesson 1 • Iconography and Visual Language in XR

    Designs icons and affordance cues that communicate function in 3D contexts. Builds a consistent visual language for spatial products.

  • Lesson 2 • Colour, Contrast, and Depth Layering

    Applies colour theory to transparent, additive, and HDR XR displays. Guides students in using depth and colour to establish visual hierarchy.

  • Lesson 3 • Spatial Layout Patterns and Grids

    Introduces radial, cylindrical, and volumetric grid systems for 3D layout. Provides reusable patterns for organising spatial content.

  • Lesson 4 • Placement and Anchoring of UI Elements

    Covers world-locked, body-locked, and head-locked UI placement strategies. Teaches students to choose anchoring based on context and comfort.

  • Lesson 5 • Typography and Readability in 3D Space

    Adapts typographic principles to curved, floating, and depth-layered text. Ensures legibility across varying distances and lighting conditions.

Chapter 5See details

Interaction Design for Spatial Inputs

  • Lesson 1 • Voice and Natural Language Interaction

    Integrates voice commands and conversational UI into spatial experiences. Teaches prompt design and error handling for voice-first flows.

  • Lesson 2 • Gaze-Based Interaction Design

    Designs dwell, blink, and smooth-pursuit gaze interactions with appropriate feedback. Addresses the Midas touch problem and fatigue.

  • Lesson 3 • Multimodal Interaction Orchestration

    Combines multiple input channels into coherent, context-aware interaction systems. Prepares students to design adaptive input switching.

  • Lesson 4 • Controller and Haptic Interaction Patterns

    Designs button mapping, ray casting, and haptic feedback for controller-based XR. Balances precision with physical comfort.

  • Lesson 5 • Hand Tracking and Gesture Design

    Creates gesture vocabularies that are learnable, comfortable, and reliably detected. Connects gesture design to tracking system capabilities.

Chapter 6See details

Wayfinding, Navigation, and Locomotion

  • Lesson 1 • Locomotion Techniques and Trade-offs

    Compares teleportation, continuous movement, and room-scale walking for comfort and usability. Guides technique selection by context.

  • Lesson 2 • Spatial Navigation Fundamentals

    Establishes the principles of wayfinding in virtual and mixed-reality environments. Frames navigation as a core UX concern in spatial design.

  • Lesson 3 • Spatial Landmarks and Environmental Cues

    Uses environmental design to support orientation without explicit UI overlays. Teaches landmark placement and environmental storytelling.

  • Lesson 4 • Scale, Transitions, and Scene Changes

    Designs transitions between scenes, scales, and contexts that preserve user orientation. Addresses disorientation during environment switches.

Chapter 7See details

Prototyping and Testing Spatial Experiences

  • Lesson 1 • High-Fidelity and In-Engine Prototyping

    Builds functional XR prototypes inside real-time 3D engines for accurate interaction testing. Bridges design and development workflows.

  • Lesson 2 • Mid-Fidelity Digital Prototyping Tools

    Introduces 3D design and XR prototyping tools for interactive mockups. Connects tool choice to fidelity needs and team workflow.

  • Lesson 3 • Low-Fidelity Spatial Prototyping

    Uses paper, cardboard, and bodystorming to explore spatial concepts before digital tools. Accelerates early ideation with minimal resources.

  • Lesson 4 • Iterative Testing and Refinement Cycles

    Structures rapid test-and-revise cycles specific to spatial prototypes. Teaches students to prioritise fixes based on severity and frequency.

Chapter 8See details

Accessibility and Inclusive Spatial Design

  • Lesson 1 • Accessibility Challenges Unique to XR

    Identifies barriers that headsets and spatial interaction create for users with disabilities. Establishes the scope of inclusive design in XR.

  • Lesson 2 • Designing for Motor and Mobility Differences

    Adapts gesture, controller, and locomotion design for users with limited mobility. Provides alternative input strategies for each modality.

  • Lesson 3 • Accessibility Auditing and Standards

    Applies emerging XR accessibility guidelines to evaluate and improve designs. Prepares students to advocate for accessibility in product teams.

  • Lesson 4 • Visual and Auditory Accessibility in XR

    Applies visual and auditory accessibility standards to spatial interfaces. Ensures content is perceivable across sensory ability ranges.

  • Lesson 5 • Cognitive and Neurological Accessibility

    Reduces cognitive barriers through simplified navigation, clear feedback, and reduced sensory overload. Addresses neurodivergent user needs.

Certification

Your valid completion certificate

This course is for you:

  • UX designers: ready to move beyond flat-screen product work into immersive environments.

  • Product managers: overseeing XR initiatives who need fluency in spatial design decisions.

  • Interaction designers: wanting to apply their skills to gesture, gaze, and voice inputs.

  • Game designers: looking to transition into enterprise or consumer spatial computing roles.

  • Industrial designers: exploring how physical ergonomics translate into wearable XR hardware.

  • Career changers: with a design background aiming to enter the growing XR industry.

What our students say

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
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Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
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Luciana AlvarengaNail Design Student
The platform is fast and simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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