
UI/UX Design Course
Master the full UI/UX design process — from user research and wireframing to high-fidelity interfaces and usability testing. This course gives you the practical skills, tools, and portfolio-ready projects to launch a career in product design. Learn what professional designers actually do, and build the confidence to do it yourself.
What you will learn:
You will learn how to research users, define problems, and translate insights into intuitive digital products. The course covers information architecture, wireframing, visual design, interaction design, and design systems. You will conduct real usability tests, analyse findings, and iterate on your designs with purpose. You will also learn how to collaborate with developers and stakeholders, prepare handoff-ready files, and document your process in compelling portfolio case studies. By the end, you will have the skills and the work samples to pursue roles in UX, UI, or product design.
How you study in practice UI/UX Design Course
How you practise UI/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.
Course content
8 Chapters • 38 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of UI/UX Design
Foundations of UI/UX Design
Lesson 1 • Human-Centred Design Mindset
Frames design as a problem-solving process centred on human needs. Establishes empathy as the foundation for every design choice made later.
Lesson 2 • Core Design Principles
Introduces visual and interaction principles that govern effective interfaces. Students apply these principles to evaluate existing products critically.
Lesson 3 • The Design Process Overview
Maps the end-to-end design workflow from discovery to delivery. Provides a mental model students will revisit throughout the entire course.
Lesson 4 • Understanding UI vs. UX
Defines UI and UX as distinct yet interdependent disciplines. Sets the conceptual baseline for all subsequent design decisions in the course.
Chapter 2HideHide detailsSee detailsUser Research and Empathy
User Research and Empathy
Lesson 1 • Synthesising Research into Insights
Transforms raw data into patterns, themes, and actionable design insights. Students use affinity mapping and thematic analysis to organise findings.
Lesson 2 • Research Planning and Strategy
Covers how to scope a research project and select appropriate methods. Connects research goals to business objectives and design questions.
Lesson 3 • Surveys and Contextual Inquiry
Introduces survey design and field observation as complementary research tools. Students learn when each method yields the most reliable data.
Lesson 4 • Conducting User Interviews
Teaches structured and semi-structured interview techniques for uncovering user motivations. Students practise active listening and neutral questioning.
Lesson 5 • Creating Personas and Empathy Maps
Converts research findings into representative user archetypes and empathy maps. These artefacts anchor design decisions to real user needs throughout the project.
Chapter 3HideHide detailsSee detailsInformation Architecture and Navigation
Information Architecture and Navigation
Lesson 1 • Navigation Patterns and Models
Surveys common navigation patterns across web and mobile contexts. Students select and justify patterns based on content volume and user mental models.
Lesson 2 • Card Sorting and Tree Testing
Teaches participatory methods for validating content groupings with real users. Results directly inform sitemap structure and menu labelling decisions.
Lesson 3 • Sitemaps and Content Hierarchies
Guides students in creating visual sitemaps that map all product screens and relationships. Establishes a shared reference for design and development teams.
Lesson 4 • Principles of Information Architecture
Introduces IA as the structural backbone of any digital product. Students learn how organisation affects findability and user satisfaction.
Chapter 4HideHide detailsSee detailsWireframing and Low-Fidelity Prototyping
Wireframing and Low-Fidelity Prototyping
Lesson 1 • Sketching and Ideation Techniques
Introduces rapid sketching as the fastest way to externalise and compare design ideas. Students practise quantity-first ideation before converging on solutions.
Lesson 2 • Wireframe Anatomy and Components
Breaks down the structural elements common to all wireframes across platforms. Students learn to represent content, hierarchy, and interaction without visual styling.
Lesson 3 • Low-Fidelity Prototyping and Linking
Connects wireframe screens into clickable prototypes for early usability testing. Students learn to simulate user flows without high-fidelity visual design.
Lesson 4 • Wireframing for Web and Mobile
Applies wireframing principles to responsive web and native mobile contexts. Students produce platform-appropriate layouts that respect device constraints.
Lesson 5 • Iterating Based on Early Feedback
Establishes a feedback loop between wireframe testing and design revision. Students practise rapid iteration cycles to improve usability before visual design begins.
Chapter 5HideHide detailsSee detailsVisual Design and UI Fundamentals
Visual Design and UI Fundamentals
Lesson 1 • Spacing, Layout, and Grid Systems
Introduces spacing tokens, layout grids, and alignment rules for consistent UI composition. Students apply 8-point grid logic to produce structured, scalable layouts.
Lesson 2 • High-Fidelity Screen Design
Integrates all visual design elements into polished, production-ready screen compositions. Students apply visual hierarchy to guide user attention and support task completion.
Lesson 3 • Iconography and Imagery
Covers icon design principles, illustration styles, and image usage in UI contexts. Students select and apply visual assets that reinforce meaning without adding noise.
Lesson 4 • Typography in Digital Interfaces
Teaches type selection, scale, and hierarchy for screen-based reading contexts. Students create typographic systems that improve readability and visual rhythm.
Lesson 5 • Colour Theory for UI Design
Covers colour models, palettes, and psychological effects of colour in digital interfaces. Students build accessible colour systems that reinforce brand and usability.
Chapter 6HideHide detailsSee detailsDesign Systems and Component Libraries
Design Systems and Component Libraries
Lesson 1 • Building Core UI Components
Guides students through creating foundational components such as buttons, inputs, and cards. Each component is built with variants, states, and accessibility in mind.
Lesson 2 • Tokens, Variables, and Theming
Introduces design tokens as the connective layer between design and code. Students create token structures that support theming and multi-brand scalability.
Lesson 3 • Maintaining and Scaling Design Systems
Addresses the operational challenges of keeping a design system current as products evolve. Students learn contribution models and deprecation strategies for long-term health.
Lesson 4 • Introduction to Design Systems
Defines design systems as single sources of truth for product teams. Students understand the business value of consistency and reduced design debt.
Lesson 5 • Documentation and Usage Guidelines
Teaches how to write clear component documentation that developers and designers can act on. Students produce usage guidelines, do/don't examples, and accessibility notes.
Chapter 7HideHide detailsSee detailsInteraction Design and Prototyping
Interaction Design and Prototyping
Lesson 1 • Designing for Touch and Gesture
Addresses the unique interaction challenges of touch-based devices and gesture-driven interfaces. Students design gesture vocabularies that feel natural and discoverable.
Lesson 2 • Micro-Interactions and Animation
Covers the design of small, purposeful animations that guide attention and confirm actions. Students distinguish decorative animation from functional motion design.
Lesson 3 • High-Fidelity Prototyping Techniques
Builds on wireframe prototyping to create realistic, interactive simulations of the final product. Students use advanced prototype features to replicate real interaction flows.
Lesson 4 • Prototyping for Stakeholder Communication
Teaches how to tailor prototype fidelity and scope to different stakeholder audiences. Students learn to use prototypes as persuasion and alignment tools in design reviews.
Lesson 5 • Principles of Interaction Design
Establishes the behavioural layer of UI through feedback, responsiveness, and state changes. Students apply interaction principles to make interfaces feel intuitive and alive.
Chapter 8HideHide detailsSee detailsUsability Testing and Design Iteration
Usability Testing and Design Iteration
Lesson 1 • Facilitating Usability Sessions
Develops facilitation skills for running live usability sessions without influencing behaviour. Students practise staying neutral while probing for deeper understanding.
Lesson 2 • Planning and Writing Test Scripts
Guides students through creating structured test plans and task-based scripts. Well-written tasks reveal genuine usability issues without leading participants.
Lesson 3 • Iterating and Validating Design Changes
Closes the design loop by translating usability findings into targeted design revisions. Students validate changes through follow-up testing and A/B comparison methods.
Lesson 4 • Analysing and Reporting Findings
Converts raw session observations into structured usability findings and severity ratings. Students produce actionable reports that prioritise issues by user impact.
Lesson 5 • Usability Testing Fundamentals
Defines usability testing goals, formats, and success metrics for digital products. Students understand when and why to test at different stages of the design process.
Your valid completion certificate
This course is for you:
Career changers: ready to leave unrelated fields and enter the design industry.
Marketing professionals: wanting to add user-centred thinking to their existing skill set.
Developers: looking to understand the design side of the product-building process.
Entrepreneurs: needing to design and validate their own digital products independently.
Graphic designers: aiming to shift from print or branding work into digital UX roles.
Recent graduates: seeking practical, portfolio-building skills beyond what school covered.
What our students say
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