
Design Prototyping and Testing Course
Turn ideas into validated, production-ready designs using industry-proven prototyping and usability testing methods. This course takes you from rough sketches and paper prototypes all the way to polished, interactive high-fidelity screens. You'll master design thinking, user testing, and data-driven iteration — the exact skills that separate great designers from the rest.
What you will learn:
Build low-, mid-, and high-fidelity prototypes matched to each stage of the design process.
Apply design thinking and iterative methods to solve user problems faster and more effectively.
Create fully interactive prototypes with conditional logic, micro-interactions, and realistic content.
Design, facilitate, and analyse moderated and unmoderated usability testing sessions.
Synthesise qualitative and quantitative research data into prioritised, actionable design recommendations.
Manage prototype versions, conduct design reviews, and deliver complete developer handoff packages.
How you study in practice Design Prototyping and Testing Course
How you practise Design Prototyping and Testing 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.
Course content
8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Prototyping and Design Thinking
Foundations of Prototyping and Design Thinking
Lesson 1 • Design Thinking and Iteration
Introduces the five-stage design thinking model and positions prototyping within it. Connects iterative mindset to faster, cheaper problem-solving.
Lesson 2 • Setting Up a Prototyping Mindset
Addresses common psychological barriers to prototyping, such as perfectionism and fear of critique. Establishes habits that sustain productive iteration throughout a project.
Lesson 3 • Types of Prototypes by Purpose
Categorises prototypes by their functional goal: proof-of-concept, usability, and visual. Helps students select the right prototype type for each design challenge.
Lesson 4 • Choosing Fidelity Strategically
Teaches how to match fidelity level to project stage, resources, and stakeholder needs. Students practise fidelity decision-making using real project scenarios.
Lesson 5 • What Is a Prototype
Defines prototypes and distinguishes them from final products and mockups. Establishes vocabulary used throughout the course.
Chapter 2HideHide detailsSee detailsLow-Fidelity Prototyping Techniques
Low-Fidelity Prototyping Techniques
Lesson 1 • Wireframing Basics
Introduces structural wireframes as a bridge between sketches and digital prototypes. Students learn layout grids, content hierarchy, and annotation conventions.
Lesson 2 • Paper Prototyping Fundamentals
Teaches construction of paper-based interactive prototypes for screens and physical products. Students simulate user interactions using cut-outs and overlays.
Lesson 3 • Sketching for Ideation
Covers rapid sketching methods to generate and communicate design ideas quickly. Builds the visual vocabulary needed for all subsequent prototyping work.
Lesson 4 • Rapid Prototyping Workshops
Applies low-fidelity techniques in timed, collaborative workshop formats. Students practise facilitating and participating in design sprints.
Lesson 5 • Storyboarding User Scenarios
Uses comic-strip-style storyboards to map user journeys and context of use. Connects low-fidelity visuals to real user needs identified during empathy research.
Chapter 3HideHide detailsSee detailsDigital Wireframing and Mid-Fidelity Prototypes
Digital Wireframing and Mid-Fidelity Prototypes
Lesson 1 • Introduction to Digital Wireframing Tools
Surveys leading digital wireframing applications and their core feature sets. Students set up workspaces and learn tool-agnostic workflows applicable across platforms.
Lesson 2 • Building Navigation and User Flows
Teaches how to map and prototype multi-screen navigation paths digitally. Students create clickable flows that reflect real user journeys.
Lesson 3 • Responsive and Adaptive Layouts
Covers layout strategies for multiple screen sizes within mid-fidelity prototypes. Students apply grid systems and breakpoints to ensure designs scale correctly.
Lesson 4 • Designing with UI Patterns
Introduces established UI patterns for common interactions such as forms, carousels, and modals. Applying patterns reduces design time and improves usability from the start.
Lesson 5 • Annotating and Handing Off Wireframes
Teaches professional annotation practices that communicate design intent to developers and stakeholders. Students produce handoff-ready wireframe documents.
Chapter 4HideHide detailsSee detailsHigh-Fidelity Prototype Design
High-Fidelity Prototype Design
Lesson 1 • Building and Using Design Systems
Introduces design systems and component libraries as tools for consistency and speed. Students build a reusable component set for their prototype project.
Lesson 2 • Applying Brand Identity to Prototypes
Teaches how to translate brand guidelines into prototype screens without losing usability. Students balance aesthetic fidelity with functional clarity.
Lesson 3 • Visual Design Principles for Prototypes
Covers typography, colour, contrast, and spacing as applied to high-fidelity screens. Students evaluate and refine visual decisions using established design principles.
Lesson 4 • Micro-Interactions and Motion Design
Covers the design of small, purposeful animations that communicate state changes and feedback. Students add motion to high-fidelity prototypes to simulate real product behaviour.
Lesson 5 • Accessibility in High-Fidelity Design
Integrates accessibility standards into visual design decisions at the high-fidelity stage. Students audit prototypes for contrast, focus order, and screen-reader compatibility.
Chapter 5HideHide detailsSee detailsInteractive Prototyping and Simulation
Interactive Prototyping and Simulation
Lesson 1 • Realistic Data and Content Integration
Teaches use of realistic placeholder data to improve prototype credibility during testing. Students replace lorem ipsum with representative content and images.
Lesson 2 • Sharing and Presenting Prototypes
Teaches how to share prototypes with stakeholders and facilitate live prototype walkthroughs. Students practise presenting design rationale alongside interactive demos.
Lesson 3 • Prototyping for Multiple Platforms
Covers platform-specific interaction conventions for mobile, desktop, and voice interfaces. Students adapt a single concept into prototypes for two or more platforms.
Lesson 4 • Conditional Logic in Prototypes
Introduces variables and conditional flows to simulate dynamic, data-driven experiences. Students build prototypes that respond differently based on user input.
Lesson 5 • Advanced Interaction Design
Builds on basic linking to cover complex gestures, triggers, and multi-state components. Students prototype interactions that closely mirror production behaviour.
Chapter 6HideHide detailsSee detailsUsability Testing Fundamentals
Usability Testing Fundamentals
Lesson 1 • Moderated Usability Testing
Covers facilitation techniques for in-person and remote moderated sessions. Students practise think-aloud protocols and neutral probing without leading participants.
Lesson 2 • Quantitative Usability Metrics
Teaches task completion rates, time-on-task, and error rates as objective usability measures. Students calculate and interpret metrics to benchmark prototype performance.
Lesson 3 • Unmoderated and Remote Testing
Introduces unmoderated testing platforms and asynchronous research methods. Students design self-guided test flows that yield reliable data without a live facilitator.
Lesson 4 • Writing Test Plans and Tasks
Teaches how to write clear test plans, realistic task scenarios, and screening criteria. Well-crafted tasks are the foundation of valid, unbiased usability data.
Lesson 5 • Principles of Usability Testing
Establishes the goals, ethics, and core methods of usability testing. Students distinguish usability testing from other research methods and understand when to apply each.
Chapter 7HideHide detailsSee detailsAnalysing and Synthesising Test Data
Analysing and Synthesising Test Data
Lesson 1 • Synthesising Mixed-Methods Data
Integrates qualitative observations with quantitative metrics for a complete picture of usability. Students reconcile conflicting data points and draw defensible conclusions.
Lesson 2 • Translating Insights into Design Changes
Bridges analysis and redesign by mapping each insight to a specific prototype revision. Students practise evidence-based design decision-making.
Lesson 3 • Severity Rating and Issue Prioritisation
Teaches frameworks for rating usability issues by frequency, impact, and persistence. Students prioritise a backlog of issues to guide the next design iteration.
Lesson 4 • Qualitative Data Analysis Methods
Covers affinity mapping, thematic coding, and pattern identification from session observations. Students organise messy qualitative data into structured insights.
Lesson 5 • Communicating Findings to Stakeholders
Teaches how to structure and deliver usability reports for different audiences. Students tailor findings for executives, product managers, and engineering teams.
Chapter 8HideHide detailsSee detailsIterative Design and Strategic Validation
Iterative Design and Strategic Validation
Lesson 1 • Measuring Improvement Across Iterations
Teaches how to compare usability metrics across test rounds to quantify design progress. Students set improvement targets and evaluate whether iterations meet them.
Lesson 2 • Prototype Handoff and Production Readiness
Covers the final steps to prepare a validated prototype for engineering implementation. Students produce complete handoff packages including specs, assets, and interaction documentation.
Lesson 3 • Managing Prototype Versions
Covers version control practices and file organisation for iterative prototype projects. Students maintain a clear audit trail of design decisions across multiple rounds.
Lesson 4 • A/B and Multivariate Prototype Testing
Introduces controlled comparison testing of two or more design variants. Students design valid A/B tests and interpret results to make evidence-based design choices.
Lesson 5 • Stakeholder Alignment and Design Reviews
Teaches structured design review formats that build stakeholder consensus around prototype decisions. Students facilitate critique sessions that produce actionable outcomes.
Your valid completion certificate
This course is for you:
Junior UX designers: ready to move beyond static mockups into interactive work.
Graphic designers: transitioning into product or UX design roles professionally.
Product managers: wanting hands-on prototyping skills to collaborate more effectively.
Career changers: entering the design field from marketing, engineering, or business.
Entrepreneurs: needing to validate app or product ideas before hiring developers.
Design students: bridging the gap between academic projects and industry expectations.
What our students say
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