
Spatial Computing UX Design Course
Master the principles, methods, and tools required to design exceptional user experiences for augmented, virtual, and mixed reality platforms. This course takes you from spatial computing fundamentals all the way through interaction design, wayfinding, prototyping, and accessibility. Whether you are a UX designer expanding into XR or a product professional shaping the next generation of spatial products, this is the definitive skill set you need.
What you will learn:
You will build a solid foundation in spatial computing platforms, hardware constraints, and interaction modalities including gaze, gesture, voice, and controller input. You will learn how human perception and cognition work in immersive environments and use that knowledge to make smarter design decisions. The course covers spatial interface layout, typography, colour, and iconography adapted for 3D displays. You will conduct XR-specific user research using biometric data, usability testing, and observational methods. Navigation systems, locomotion techniques, and wayfinding design are covered in depth. You will also address ethics, privacy, accessibility, and social XR design, finishing with a tested spatial prototype and a strategic design brief.
How you study in a practical way Spatial Computing UX Design Course
How you practise Spatial Computing UX Design Course
For companies looking to train their teams
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 • 36 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Spatial Computing
Foundations of Spatial Computing
Lesson 1 • What Is Spatial Computing
Defines spatial computing and its relationship to AR, VR, and MR. Establishes shared vocabulary used throughout the course.
Lesson 2 • The Spatial UX Design Space
Maps the unique design dimensions of 3D space, depth, and presence. Frames the challenges that subsequent chapters address.
Lesson 3 • Spatial Interaction Modalities
Introduces gaze, gesture, voice, and controller input as primary interaction channels. Prepares students to evaluate modality trade-offs.
Lesson 4 • Hardware Landscape and Constraints
Surveys headsets, glasses, and handheld AR devices and their UX implications. Connects hardware limits to design decisions.
Chapter 2HideHide detailsSee detailsHuman Perception and Cognition in XR
Human Perception and Cognition in XR
Lesson 1 • Visual Perception in Three Dimensions
Covers binocular vision, depth cues, and stereoscopic rendering as they affect UI legibility. Grounds design choices in perceptual science.
Lesson 2 • Motion Sickness and Comfort
Identifies causes of cybersickness and design strategies that mitigate discomfort. Directly informs locomotion and camera design choices.
Lesson 3 • Spatial Audio and Haptic Perception
Explains how 3D audio and haptic feedback shape user awareness and presence. Connects sensory design to immersion quality.
Lesson 4 • Cognitive Load in Immersive Environments
Analyzes how spatial interfaces increase or reduce cognitive load compared to 2D screens. Guides students toward load-aware layout decisions.
Lesson 5 • Spatial Memory and Navigation Cognition
Explores how users build cognitive maps of virtual spaces. Informs wayfinding and information architecture decisions.
Chapter 3HideHide detailsSee detailsSpatial UX Research Methods
Spatial UX Research Methods
Lesson 1 • Observational Methods in Immersive Sessions
Teaches observation techniques when participants wear headsets and cannot be directly watched. Builds skills for capturing embodied behaviour.
Lesson 2 • Adapting Traditional UX Research to XR
Identifies which classic UX methods transfer to XR and which require modification. Sets the research foundation for the chapter.
Lesson 3 • Biometric and Sensor Data Collection
Introduces eye-tracking, physiological, and motion data as XR research signals. Connects sensor data to UX quality metrics.
Lesson 4 • Usability Testing in XR Environments
Structures task-based usability tests for spatial applications. Prepares students to identify critical usability failures in 3D interfaces.
Chapter 4HideHide detailsSee detailsDesigning Spatial Interfaces and Layouts
Designing Spatial Interfaces and Layouts
Lesson 1 • Iconography and Visual Language in XR
Designs icons and affordance cues that communicate function in 3D contexts. Builds a consistent visual language for spatial products.
Lesson 2 • Color, Contrast, and Depth Layering
Applies colour theory to transparent, additive, and HDR XR displays. Guides students in using depth and colour to establish visual hierarchy.
Lesson 3 • Spatial Layout Patterns and Grids
Introduces radial, cylindrical, and volumetric grid systems for 3D layout. Provides reusable patterns for organising spatial content.
Lesson 4 • Placement and Anchoring of UI Elements
Covers world-locked, body-locked, and head-locked UI placement strategies. Teaches students to choose anchoring based on context and comfort.
Lesson 5 • Typography and Readability in 3D Space
Adapts typographic principles to curved, floating, and depth-layered text. Ensures legibility across varying distances and lighting conditions.
Chapter 5HideHide detailsSee detailsInteraction Design for Spatial Inputs
Interaction Design for Spatial Inputs
Lesson 1 • Voice and Natural Language Interaction
Integrates voice commands and conversational UI into spatial experiences. Teaches prompt design and error handling for voice-first flows.
Lesson 2 • Gaze-Based Interaction Design
Designs dwell, blink, and smooth-pursuit gaze interactions with appropriate feedback. Addresses the Midas touch problem and fatigue.
Lesson 3 • Multimodal Interaction Orchestration
Combines multiple input channels into coherent, context-aware interaction systems. Prepares students to design adaptive input switching.
Lesson 4 • Controller and Haptic Interaction Patterns
Designs button mapping, ray casting, and haptic feedback for controller-based XR. Balances precision with physical comfort.
Lesson 5 • Hand Tracking and Gesture Design
Creates gesture vocabularies that are learnable, comfortable, and reliably detected. Connects gesture design to tracking system capabilities.
Chapter 6HideHide detailsSee detailsWayfinding, Navigation, and Locomotion
Wayfinding, Navigation, and Locomotion
Lesson 1 • Locomotion Techniques and Trade-offs
Compares teleportation, continuous movement, and room-scale walking for comfort and usability. Guides technique selection by context.
Lesson 2 • Spatial Navigation Fundamentals
Establishes the principles of wayfinding in virtual and mixed-reality environments. Frames navigation as a core UX concern in spatial design.
Lesson 3 • Spatial Landmarks and Environmental Cues
Uses environmental design to support orientation without explicit UI overlays. Teaches landmark placement and environmental storytelling.
Lesson 4 • Scale, Transitions, and Scene Changes
Designs transitions between scenes, scales, and contexts that preserve user orientation. Addresses disorientation during environment switches.
Chapter 7HideHide detailsSee detailsPrototyping and Testing Spatial Experiences
Prototyping and Testing Spatial Experiences
Lesson 1 • High-Fidelity and In-Engine Prototyping
Builds functional XR prototypes inside real-time 3D engines for accurate interaction testing. Bridges design and development workflows.
Lesson 2 • Mid-Fidelity Digital Prototyping Tools
Introduces 3D design and XR prototyping tools for interactive mockups. Connects tool choice to fidelity needs and team workflow.
Lesson 3 • Low-Fidelity Spatial Prototyping
Uses paper, cardboard, and bodystorming to explore spatial concepts before digital tools. Accelerates early ideation with minimal resources.
Lesson 4 • Iterative Testing and Refinement Cycles
Structures rapid test-and-revise cycles specific to spatial prototypes. Teaches students to prioritise fixes based on severity and frequency.
Chapter 8HideHide detailsSee detailsAccessibility and Inclusive Spatial Design
Accessibility and Inclusive Spatial Design
Lesson 1 • Accessibility Challenges Unique to XR
Identifies barriers that headsets and spatial interaction create for users with disabilities. Establishes the scope of inclusive design in XR.
Lesson 2 • Designing for Motor and Mobility Differences
Adapts gesture, controller, and locomotion design for users with limited mobility. Provides alternative input strategies for each modality.
Lesson 3 • Accessibility Auditing and Standards
Applies emerging XR accessibility guidelines to evaluate and improve designs. Prepares students to advocate for accessibility in product teams.
Lesson 4 • Visual and Auditory Accessibility in XR
Applies visual and auditory accessibility standards to spatial interfaces. Ensures content is perceivable across sensory ability ranges.
Lesson 5 • Cognitive and Neurological Accessibility
Reduces cognitive barriers through simplified navigation, clear feedback, and reduced sensory overload. Addresses neurodivergent user needs.
Your valid completion certificate
This course is for you:
UX designers: ready to move beyond flat-screen product work into immersive environments.
Product managers: overseeing XR initiatives who need fluency in spatial design decisions.
Interaction designers: wanting to apply their skills to gesture, gaze, and voice inputs.
Game designers: looking to transition into enterprise or consumer spatial computing roles.
Industrial designers: exploring how physical ergonomics translate into wearable XR hardware.
Career changers: with a design background aiming to enter the growing XR industry.
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