
Interactive Prototyping Course
Master every stage of interactive prototype design, from rough wireframes to polished, developer-ready deliverables. This course gives you the tools, frameworks, and hands-on practice to design, test, and communicate interfaces with confidence. Build real prototypes, run usability tests, and deliver work that moves products forward.
What you will learn:
You will learn how to structure information architecture, design interaction flows, and apply visual design systems to create prototypes that accurately represent final products. The course covers micro-animations, conditional logic, and gesture-based interactions so your prototypes behave like real software. You will conduct usability tests, synthesise findings, and translate results into prioritised design improvements. You will also build scalable component libraries, write developer specifications, and manage handoff workflows. By the end, you will have a complete, portfolio-ready prototype project and the process knowledge to repeat it professionally.
How you study in practice Interactive Prototyping Course
How you practise Interactive Prototyping Course
For companies looking to train their team
With Dedika for businesses, the course includes exercises and examples tailored to your own business and the specific needs of your company.
Course content
8 Chapters • 39 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Interactive Prototyping
Foundations of Interactive Prototyping
Lesson 1 • Setting Up Your Workspace
Guides students through configuring a professional prototyping environment with organised file structures and shared libraries. Reduces setup friction for all subsequent exercises.
Lesson 2 • Prototyping Tool Landscape
Surveys major categories of prototyping tools and their core strengths. Helps students match tool capabilities to project requirements.
Lesson 3 • What Is Interactive Prototyping
Defines prototyping within the product design lifecycle and distinguishes it from wireframing and mockups. Establishes vocabulary used throughout the course.
Lesson 4 • Fidelity Levels and Trade-offs
Explains low-, mid-, and high-fidelity prototypes and when each is appropriate. Connects fidelity choice to project phase and resource constraints.
Chapter 2HideHide detailsSee detailsUser-Centered Design Principles
User-Centered Design Principles
Lesson 1 • Personas and Scenario Mapping
Teaches creation of actionable personas and scenario maps that drive prototype content and flow decisions. Ensures prototypes reflect realistic use cases.
Lesson 2 • Accessibility and Inclusive Design
Embeds accessibility considerations into prototype decisions from the start, covering contrast, touch targets, and keyboard navigation. Prevents costly retrofits later in development.
Lesson 3 • User Research for Prototype Scoping
Covers lightweight research methods that directly inform prototype scope and interaction priorities. Connects research outputs to actionable prototype requirements.
Lesson 4 • Understanding Users and Mental Models
Introduces mental models and how users form expectations about interfaces. Grounds prototype decisions in cognitive reality rather than designer preference.
Lesson 5 • Translating Insights into Prototype Goals
Bridges research and design by converting user insights into measurable prototype objectives. Establishes a feedback loop between user data and design decisions.
Chapter 3HideHide detailsSee detailsInformation Architecture and Flow Design
Information Architecture and Flow Design
Lesson 1 • Navigation Patterns and Wayfinding
Surveys primary, secondary, and utility navigation patterns and their appropriate contexts. Ensures users always know where they are and how to proceed.
Lesson 2 • Site Maps and Content Inventories
Teaches creation of site maps that document all screens and their relationships. Serves as the master reference for prototype linking and scope management.
Lesson 3 • Task Flow and User Flow Diagrams
Distinguishes task flows from user flows and teaches diagramming both for complex interactions. Flows become the blueprint for interactive hotspot connections.
Lesson 4 • Core Information Architecture Concepts
Covers hierarchy, taxonomy, and labelling systems that organise content for discoverability. Provides the structural backbone for all prototype navigation.
Lesson 5 • Designing for Edge Cases and Errors
Addresses empty states, error messages, and boundary conditions that are often omitted from early prototypes. Complete flow coverage prevents usability gaps during testing.
Chapter 4HideHide detailsSee detailsBuilding Low- and Mid-Fidelity Prototypes
Building Low- and Mid-Fidelity Prototypes
Lesson 1 • Wireframing Core Screen Templates
Builds reusable wireframe templates for common screen types such as dashboards, forms, and lists. Templates reduce redundant work across the prototype.
Lesson 2 • Rapid Iteration from Feedback
Establishes a structured process for incorporating feedback into wireframes quickly without losing version history. Builds the iteration discipline needed for high-fidelity work.
Lesson 3 • Component-Based Wireframe Systems
Introduces atomic design principles applied to wireframe components for consistency and reuse. Students build a shared component library that scales across screens.
Lesson 4 • Paper Prototyping Techniques
Covers materials, sketching conventions, and facilitation methods for paper prototype sessions. Establishes speed-first habits that accelerate all subsequent digital work.
Lesson 5 • Adding Basic Interactivity and Links
Teaches hotspot creation, screen linking, and basic click-through flows in digital tools. Transforms static wireframes into navigable prototypes for early testing.
Chapter 5HideHide detailsSee detailsHigh-Fidelity Visual Design for Prototypes
High-Fidelity Visual Design for Prototypes
Lesson 1 • Design Tokens and Style Guides
Formalises visual decisions as design tokens that bridge prototype and development handoff. A living style guide ensures design consistency across all prototype screens.
Lesson 2 • Typography Systems in Prototypes
Establishes type scales, hierarchy, and pairing rules that translate directly into prototype screens. Consistent typography signals professionalism and aids readability testing.
Lesson 3 • Colour Systems and Theming
Builds structured colour palettes with primary, secondary, semantic, and neutral tokens. Theming enables rapid light/dark mode switching within the prototype.
Lesson 4 • Spacing, Grids, and Layout Systems
Applies consistent spacing scales and responsive grid systems to all prototype screens. Precise layout prevents misalignment issues when developers implement the design.
Lesson 5 • Imagery, Icons, and Illustration
Covers sourcing, styling, and integrating visual assets that reinforce brand and usability. Consistent asset treatment elevates prototype realism for stakeholder reviews.
Chapter 6HideHide detailsSee detailsAdvanced Interactions and Micro-Animations
Advanced Interactions and Micro-Animations
Lesson 1 • Conditional Logic and Variables
Introduces variables and conditional logic within prototyping tools to simulate dynamic data and state changes. Enables realistic multi-state prototypes without writing code.
Lesson 2 • Transition and Navigation Animations
Designs screen transitions that reinforce spatial relationships and navigation hierarchy. Smooth transitions reduce cognitive load during user testing sessions.
Lesson 3 • Micro-Interaction Design Patterns
Breaks down micro-interactions into trigger, rules, feedback, and loops for systematic design. Students apply the framework to buttons, toggles, and form validation states.
Lesson 4 • Principles of Motion Design
Covers easing, duration, and choreography principles that make animations feel natural and purposeful. Grounds motion decisions in perception science rather than aesthetic preference.
Lesson 5 • Gesture-Based Interactions
Prototypes swipe, pinch, drag, and long-press gestures for touch-first interfaces. Gesture prototyping reveals usability issues before native development begins.
Chapter 7HideHide detailsSee detailsUsability Testing with Prototypes
Usability Testing with Prototypes
Lesson 1 • Remote and Unmoderated Testing
Covers tools and protocols for running asynchronous remote tests at scale. Remote testing expands participant diversity and reduces scheduling constraints.
Lesson 2 • Facilitating Moderated Test Sessions
Teaches facilitation techniques that elicit honest feedback without leading participants. Skilled facilitation maximises the quality of observational data collected.
Lesson 3 • Analysing and Synthesising Test Data
Applies affinity mapping and severity rating to convert raw observations into prioritised findings. Structured analysis prevents cherry-picking and ensures comprehensive coverage.
Lesson 4 • Reporting and Acting on Findings
Structures usability reports for different audiences and translates findings into prototype revisions. Closes the loop between testing and design iteration.
Lesson 5 • Planning a Usability Test
Covers test objectives, participant recruitment, task script writing, and logistics planning. A well-structured plan ensures tests yield reliable, actionable data.
Chapter 8HideHide detailsSee detailsHandoff, Documentation, and Delivery
Handoff, Documentation, and Delivery
Lesson 1 • Design System Documentation
Builds living documentation for component usage, do/don't guidelines, and pattern rationale. Documented systems enable consistent implementation across teams and products.
Lesson 2 • Annotation and Specification Writing
Covers inline annotation techniques that document behaviour, states, and edge cases directly on prototype screens. Clear specs reduce developer questions and implementation errors.
Lesson 3 • Design Handoff Platforms and Workflows
Surveys handoff platform features including redlines, token inspection, and comment threads. Efficient handoff workflows reduce back-and-forth between design and engineering.
Lesson 4 • Asset Export and Optimization
Teaches exporting icons, images, and components in correct formats and resolutions for all target platforms. Optimised assets prevent rendering issues in production.
Lesson 5 • Stakeholder Presentation and Sign-Off
Prepares students to present final prototypes to stakeholders and facilitate structured sign-off processes. Formal approval gates prevent scope creep during development.
Your valid completion certificate
This course is for you:
Junior UX designer: ready to move beyond static screens into interactive work.
Graphic designer: pivoting toward product design and needs prototyping fundamentals fast.
Product manager: wanting to prototype ideas independently before involving a design team.
Freelance web designer: looking to offer higher-value, interaction-focused deliverables to clients.
Career changer: entering tech from a non-design field with strong visual instincts.
Front-end developer: seeking to strengthen design collaboration and prototype communication skills.
What our students say
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