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Human-Computer Interaction Course
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Human-Computer Interaction Course

Master the full spectrum of human-computer interaction — from cognitive psychology and user research to prototyping, accessibility, and emerging interfaces. This course equips you with the frameworks, methods, and hands-on skills that UX researchers, interaction designers, and product teams rely on every day. Whether you are entering the field or levelling up, you will build a rigorous, practical foundation that translates directly into better digital products.

Dedika for students

What your team will master:

  • Apply core HCI theories, cognitive principles, and usability frameworks to real interface challenges.

  • Design and conduct user research studies using both qualitative and quantitative methods.

  • Build wireframes and interactive prototypes across a range of fidelity levels and interaction modalities.

  • Evaluate interfaces through expert heuristic reviews, moderated usability tests, and remote testing methods.

  • Structure content and navigation systems using proven information architecture and findability techniques.

  • Integrate accessibility standards, inclusive design principles, and ethical considerations into every stage of the design process.

How your team learns in practice Human-Computer Interaction Course

How your team practises Human-Computer Interaction Course

Professionals from these companies study at Dedika

ActemiumFR
Nunner LogisticsNL
GT Constructora GeotécnicaCR
Sydel StarBR
Metrô de São PauloBR
Aguas AndinasCL
DSMIN
MeridianbetRS
CDHCN

Course content

8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of Human-Computer Interaction

  • Lesson 1 • Human Factors and Cognitive Psychology

    Covers perception, attention, memory, and motor control as they constrain interface design. Links psychological limits directly to design decisions.

  • Lesson 2 • Theoretical Frameworks in HCI

    Introduces activity theory, distributed cognition, and situated action as lenses for analysis. Students apply each framework to a simple interaction scenario.

  • Lesson 3 • Core Concepts and Terminology

    Defines usability, affordance, feedback, and mental models as foundational vocabulary. Ensures consistent language use throughout the course.

  • Lesson 4 • History and Evolution of HCI

    Traces HCI from batch processing to touchscreens, anchoring modern practice in historical shifts. Provides context for understanding why current design norms exist.

  • Lesson 5 • Interdisciplinary Nature of HCI

    Maps contributions from psychology, engineering, design, and social science to HCI practice. Students identify which discipline informs each design challenge.

Chapter 2See details

User Research Methods and Analysis

  • Lesson 1 • Communicating Research Findings

    Teaches how to present research to stakeholders through reports, journey maps, and presentations. Focuses on translating evidence into design recommendations.

  • Lesson 2 • Analyzing and Synthesizing Research Data

    Covers affinity diagramming, thematic analysis, and persona creation from raw data. Students transform messy findings into actionable design insights.

  • Lesson 3 • Quantitative Research Techniques

    Introduces surveys, task-completion metrics, and log analysis for measuring user behaviour at scale. Emphasises choosing metrics aligned with research goals.

  • Lesson 4 • Qualitative Research Techniques

    Teaches interviews, contextual inquiry, and diary studies for capturing user behaviour and attitudes. Students practise moderating and probing techniques.

  • Lesson 5 • Planning a User Research Study

    Covers research questions, scope, participant criteria, and ethical considerations. Connects rigorous planning to reliable, actionable findings.

Chapter 3See details

Interaction Design Principles and Patterns

  • Lesson 1 • Designing for Error and Recovery

    Covers error message design, undo mechanisms, and graceful degradation strategies. Reduces user frustration by anticipating failure modes.

  • Lesson 2 • Core Usability Heuristics

    Examines Nielsen's ten heuristics and Shneiderman's eight golden rules as evaluation criteria. Students apply each heuristic to real interface examples.

  • Lesson 3 • Interaction Design Patterns

    Introduces reusable solutions for navigation, forms, notifications, and data display. Students select and adapt patterns to fit specific design contexts.

  • Lesson 4 • Gestalt Principles in Interface Design

    Applies proximity, similarity, continuity, and closure to visual layout decisions. Connects perceptual grouping laws to navigation and content hierarchy.

  • Lesson 5 • Responsive and Adaptive Design Principles

    Addresses layout flexibility, breakpoints, and context-aware adaptation across devices. Students design interfaces that maintain usability at multiple screen sizes.

Chapter 4See details

Prototyping and Wireframing

  • Lesson 1 • Rapid Iteration Techniques

    Introduces design sprints, time-boxed sketching, and critique-driven revision cycles. Builds habits for fast, evidence-based design improvement.

  • Lesson 2 • Prototyping for Diverse Interaction Modalities

    Extends prototyping skills to voice, gesture, and mixed-reality interaction scenarios. Students adapt fidelity strategies to non-screen-based interfaces.

  • Lesson 3 • Wireframing Fundamentals

    Teaches layout grids, placeholder conventions, and annotation standards for wireframes. Students produce annotated wireframes communicating intent to developers.

  • Lesson 4 • Fidelity Spectrum in Prototyping

    Defines low-, mid-, and high-fidelity prototypes and when each is appropriate. Aligns prototype choice with project stage and evaluation goals.

  • Lesson 5 • Interactive Prototype Construction

    Covers linking screens, defining transitions, and simulating micro-interactions in prototyping tools. Students build click-through prototypes for usability testing.

Chapter 5See details

Information Architecture and Navigation Design

  • Lesson 1 • Search and Findability

    Addresses search box placement, autocomplete, faceted filtering, and zero-results handling. Improves findability for users who prefer search over browsing.

  • Lesson 2 • Card Sorting and Tree Testing

    Teaches open and closed card sorting for category discovery and tree testing for navigation validation. Students run both methods and interpret results.

  • Lesson 3 • Designing Navigation Systems

    Covers global, local, contextual, and supplemental navigation patterns and their appropriate use. Students design multi-level navigation for a content-rich product.

  • Lesson 4 • Fundamentals of Information Architecture

    Defines organisation, labelling, navigation, and search as the four IA components. Establishes vocabulary for structuring large content systems.

  • Lesson 5 • Evaluating and Iterating Information Architecture

    Uses first-click testing, task success rates, and analytics to measure IA effectiveness. Students iterate site structure based on quantitative and qualitative evidence.

Chapter 6See details

Usability Evaluation and Testing

  • Lesson 1 • Unmoderated and Remote Testing

    Introduces automated remote testing platforms, asynchronous task completion, and screen recording analysis. Expands evaluation reach beyond lab constraints.

  • Lesson 2 • Conducting Moderated Usability Tests

    Teaches think-aloud protocol, note-taking roles, and moderator neutrality during live sessions. Students practise facilitating tests without biasing participant behaviour.

  • Lesson 3 • Expert Evaluation Methods

    Covers heuristic evaluation, cognitive walkthroughs, and GOMS analysis as inspector-based techniques. Students conduct structured expert reviews and document findings.

  • Lesson 4 • Usability Testing Planning

    Addresses test objectives, task scenario writing, participant screening, and lab versus remote setups. Connects planning rigour to the validity of test results.

  • Lesson 5 • Analysing and Reporting Test Results

    Covers issue identification, frequency-severity matrices, and actionable recommendation writing. Students produce evaluation reports that prioritise fixes by impact.

Chapter 7See details

Accessibility and Inclusive Design

  • Lesson 1 • Disability Models and Inclusive Design Principles

    Contrasts medical and social disability models, then introduces the curb-cut effect and universal design. Frames accessibility as a benefit for all users, not just edge cases.

  • Lesson 2 • Testing for Accessibility

    Combines automated scanning tools, manual keyboard testing, and user testing with disabled participants. Students produce an accessibility audit report with remediation steps.

  • Lesson 3 • Accessible Visual and Content Design

    Covers colour contrast ratios, typography legibility, plain language, and alternative text standards. Integrates accessibility into visual design decisions from the start.

  • Lesson 4 • Web Content Accessibility Guidelines

    Explains the four WCAG principles—perceivable, operable, understandable, robust—and conformance levels. Students audit a live interface against each criterion.

  • Lesson 5 • Assistive Technologies and User Needs

    Surveys screen readers, switch access, magnification, and voice control as primary assistive tools. Students test interfaces using each technology to identify barriers.

Chapter 8See details

Advanced Interaction Paradigms and Emerging Interfaces

  • Lesson 1 • Gesture and Touch Interaction Design

    Examines direct manipulation, multi-touch gestures, and mid-air gesture vocabularies. Students prototype gesture-based interactions and evaluate discoverability.

  • Lesson 2 • Voice and Conversational Interface Design

    Covers dialogue flow design, error handling, and personality in voice user interfaces and chatbots. Students design and test a multi-turn conversational flow.

  • Lesson 3 • Ethical Dimensions of Emerging Interfaces

    Examines dark patterns, surveillance risks, and cognitive manipulation in advanced interfaces. Students apply ethical frameworks to critique and redesign problematic interactions.

  • Lesson 4 • AI-Driven and Adaptive Interfaces

    Explores recommendation systems, predictive input, and adaptive UI personalisation from an HCI perspective. Students evaluate transparency and user control in AI interfaces.

  • Lesson 5 • Augmented and Virtual Reality Interfaces

    Addresses spatial UI layout, depth cues, locomotion, and comfort in AR and VR environments. Students apply HCI principles to three-dimensional interaction design.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring UX designer: wants structured training before entering the job market.

  • Software developer: seeks to understand the human side of product decisions.

  • Product manager: needs deeper insight into user behaviour and design rationale.

  • Career changer: moving from marketing, education, or psychology into UX roles.

  • Graphic designer: ready to expand skills from visuals into interaction and usability.

  • Researcher or analyst: looking to apply behavioural science to digital product work.

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