
Interaction Design Course
Master the full interaction design process — from user research and wireframing to high-fidelity prototypes and design systems. This course gives you the practical skills and structured frameworks that professional IxD roles demand. Whether you're breaking into UX or levelling up your design practice, you'll finish with work that proves your expertise.
What you will learn:
You'll build a complete interaction design skill set across every stage of the product design process. Starting with core IxD principles and human-centred thinking, you'll learn how to conduct user research, synthesise findings, and define problems worth solving. You'll design information architectures, create wireframes, and develop both low- and high-fidelity prototypes. You'll run usability tests, analyse results, and iterate with confidence. The course also covers interaction patterns, micro-interactions, accessibility, mobile design, and design systems — giving you the end-to-end knowledge to work effectively on any digital product team.
How you study in practice Interaction Design Course
How you practise Interaction 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.
Course content
8 Chapters • 37 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Interaction Design
Foundations of Interaction Design
Lesson 1 • Mental Models and User Cognition
Explains how users form expectations about systems and how designers can align interfaces with those expectations. Directly informs information architecture and navigation decisions.
Lesson 2 • Defining Interaction Design
Establishes what interaction design is, how it differs from UX and UI design, and why it matters. Grounds all subsequent chapters in shared terminology.
Lesson 3 • Design Goals and Success Metrics
Teaches how to translate business and user needs into measurable design objectives. Provides a foundation for evaluating design decisions throughout the course.
Lesson 4 • Human-Centred Design Principles
Introduces the philosophy of designing for human needs, behaviours, and limitations. Connects empathy-driven thinking to practical design decisions.
Chapter 2HideHide detailsSee detailsUnderstanding Users Through Research
Understanding Users Through Research
Lesson 1 • Qualitative Research Methods
Teaches interviews, contextual inquiry, and observation techniques for uncovering user motivations and behaviours. Builds the empathy foundation needed for persona creation.
Lesson 2 • Synthesising Research Into Insights
Transforms raw research data into structured insights using affinity mapping, personas, and journey maps. Directly feeds the problem-definition stage of design.
Lesson 3 • Quantitative Research and Analytics
Introduces surveys, usage analytics, and behavioural data as complements to qualitative findings. Enables data-informed prioritisation of design problems.
Lesson 4 • Research Planning and Strategy
Covers how to scope a research effort, select appropriate methods, and align research questions with design goals. Sets up all subsequent research activities.
Lesson 5 • Communicating Research to Stakeholders
Covers how to present research findings persuasively to non-design audiences. Ensures research investment translates into organisational design decisions.
Chapter 3HideHide detailsSee detailsDefining Problems and Ideating Solutions
Defining Problems and Ideating Solutions
Lesson 1 • Ideation Techniques and Divergent Thinking
Introduces brainstorming, sketching, and structured ideation methods to maximise solution variety. Builds creative confidence before convergence begins.
Lesson 2 • Problem Framing and How-Might-We Questions
Teaches reframing techniques that turn research insights into generative design prompts. Prevents premature solution-jumping and broadens creative scope.
Lesson 3 • Storyboarding User Scenarios
Uses visual storytelling to communicate how a design concept fits into a user's real-world context. Bridges ideation and prototyping by grounding concepts in use cases.
Lesson 4 • Concept Development and Convergence
Guides students from many rough ideas to a refined set of promising concepts through structured evaluation. Prepares concepts for prototyping in the next chapter.
Chapter 4HideHide detailsSee detailsInformation Architecture and Navigation
Information Architecture and Navigation
Lesson 1 • Site Maps and Content Inventories
Introduces deliverables that document and communicate IA decisions to teams and stakeholders. Provides the structural blueprint used in wireframing.
Lesson 2 • Card Sorting and Tree Testing
Teaches user-driven methods for validating and refining content organisation. Connects research skills from Chapter 2 to structural design decisions.
Lesson 3 • Principles of Information Architecture
Covers organisation, labelling, navigation, and search as the four pillars of IA. Establishes the structural thinking needed before any visual design begins.
Lesson 4 • Designing Navigation Patterns
Surveys common navigation models and teaches when to apply each based on content depth and user tasks. Directly informs wireframe and prototype decisions.
Chapter 5HideHide detailsSee detailsWireframing and Low-Fidelity Prototyping
Wireframing and Low-Fidelity Prototyping
Lesson 1 • User Flow Mapping
Teaches how to diagram the paths users take through a product to complete key tasks. Identifies gaps and dead ends before high-fidelity design begins.
Lesson 2 • Wireframing Fundamentals
Defines wireframes, their purpose, and their place in the design process. Establishes conventions that keep wireframes focused on structure over aesthetics.
Lesson 3 • Building Low-Fidelity Prototypes
Connects wireframes into interactive flows to simulate user journeys without visual polish. Enables early usability testing before high-fidelity investment.
Lesson 4 • Layout and Visual Hierarchy in Wireframes
Applies grid systems, spacing, and hierarchy principles to wireframe layouts. Ensures structural decisions support user scanning and task completion.
Lesson 5 • Annotating and Documenting Wireframes
Teaches how to add interaction notes, behaviour specs, and rationale to wireframes. Prepares students to hand off designs clearly to developers and stakeholders.
Chapter 6HideHide detailsSee detailsInteraction Patterns and Micro-Interactions
Interaction Patterns and Micro-Interactions
Lesson 1 • Designing Micro-Interactions
Breaks down micro-interactions into triggers, rules, feedback, and loops. Shows how small details build trust, delight, and usability in digital products.
Lesson 2 • Error States and Edge Case Design
Teaches how to design for failure, empty states, and unexpected user behaviour. Ensures products remain usable and trustworthy under non-ideal conditions.
Lesson 3 • Motion and Animation in Interaction
Covers purposeful use of animation to communicate state changes, hierarchy, and causality. Distinguishes functional motion from decorative motion.
Lesson 4 • UI Design Patterns Overview
Introduces the concept of design patterns as proven solutions to recurring interface problems. Builds a shared vocabulary for discussing and selecting interaction solutions.
Lesson 5 • Common Interaction Patterns
Surveys high-frequency patterns including forms, modals, carousels, and infinite scroll. Teaches selection criteria based on user tasks and content type.
Chapter 7HideHide detailsSee detailsUsability Testing and Iterative Design
Usability Testing and Iterative Design
Lesson 1 • Analysing and Prioritising Findings
Transforms raw test observations into prioritised usability issues using severity ratings. Connects findings directly to design iteration decisions.
Lesson 2 • Facilitating and Observing Tests
Teaches facilitation techniques that keep sessions neutral and productive. Builds observation skills for capturing meaningful behavioural data.
Lesson 3 • Iterating Designs Based on Test Results
Guides the process of translating usability findings into targeted design improvements. Closes the design loop and prepares students for high-fidelity work.
Lesson 4 • Planning and Scripting a Usability Test
Covers test plan creation, task scenario writing, and participant recruitment. Ensures tests yield actionable, unbiased data.
Lesson 5 • Usability Testing Fundamentals
Defines usability testing, its goals, and how it differs from other evaluation methods. Establishes the mindset of testing to learn, not to validate assumptions.
Chapter 8HideHide detailsSee detailsHigh-Fidelity Design and Design Systems
High-Fidelity Design and Design Systems
Lesson 1 • Design Handoff and Developer Collaboration
Prepares students to deliver designs to engineering teams with complete specifications. Reduces implementation errors and strengthens cross-functional relationships.
Lesson 2 • Visual Design Principles for IxD
Applies colour, typography, and spacing principles specifically in service of interaction clarity. Bridges visual design fundamentals with interaction design outcomes.
Lesson 3 • High-Fidelity Prototyping
Builds interactive, visually complete prototypes that simulate the final product experience. Enables realistic usability testing and stakeholder sign-off.
Lesson 4 • Building and Using Component Libraries
Teaches how to create reusable UI components that enforce consistency and speed up design. Introduces the concept of a single source of truth for design teams.
Lesson 5 • Design Tokens and Style Guides
Covers design tokens as the bridge between design decisions and code implementation. Ensures visual consistency across platforms and team members.
Your valid completion certificate
This course is for you:
Graphic designer: wants to shift from visual work into product-focused design roles.
Front-end developer: seeks to understand the design decisions behind the interfaces they build.
Product manager: needs deeper fluency in interaction design to collaborate with design teams.
Career changer: entering the tech industry and targeting UX or interaction design positions.
Junior UX designer: has some exposure but lacks a structured, end-to-end design process.
Entrepreneur: building a digital product and wants to design experiences users actually understand.
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