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Interaction Design Course
More than 2 million students worldwide

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.

Dedika for businesses

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.

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Course content

8 Chapters • 37 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

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 2See details

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 3See details

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 4See details

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 5See details

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 6See details

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 7See details

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 8See details

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.

Certification

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.

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.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
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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