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Creative Design: Prototyping and Testing Course
More than 2 million learners worldwide

Creative Design: Prototyping and Testing Course

Turn ideas into validated, production-ready designs using industry-proven prototyping and usability testing methods. This course takes you from rough sketches and paper prototypes all the way to polished, interactive high-fidelity screens. You'll master design thinking, user testing, and data-driven iteration — the exact skills that separate great designers from the rest.

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What you will learn:

  • Build low-, mid-, and high-fidelity prototypes matched to each stage of the design process.

  • Apply design thinking and iterative methods to solve user problems faster and more effectively.

  • Create fully interactive prototypes with conditional logic, micro-interactions, and realistic content.

  • Design, facilitate, and analyze moderated and unmoderated usability testing sessions.

  • Synthesize qualitative and quantitative research data into prioritized, actionable design recommendations.

  • Manage prototype versions, conduct design reviews, and deliver complete developer handoff packages.

How you study in a practical way Creative Design: Prototyping and Testing Course

How you practice Creative Design: Prototyping and Testing Course

For companies who want 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 • 40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of Prototyping and Design Thinking

  • Lesson 1 • Design Thinking and Iteration

    Introduces the five-stage design thinking model and positions prototyping within it. Connects iterative mindset to faster, cheaper problem-solving.

  • Lesson 2 • Setting Up a Prototyping Mindset

    Addresses common psychological barriers to prototyping, such as perfectionism and fear of critique. Establishes habits that sustain productive iteration throughout a project.

  • Lesson 3 • Types of Prototypes by Purpose

    Categorizes prototypes by their functional goal: proof-of-concept, usability, and visual. Helps students select the right prototype type for each design challenge.

  • Lesson 4 • Choosing Fidelity Strategically

    Teaches how to match fidelity level to project stage, resources, and stakeholder needs. Students practice fidelity decision-making using real project scenarios.

  • Lesson 5 • What Is a Prototype

    Defines prototypes and distinguishes them from final products and mockups. Establishes vocabulary used throughout the course.

Chapter 2See details

Low-Fidelity Prototyping Techniques

  • Lesson 1 • Wireframing Basics

    Introduces structural wireframes as a bridge between sketches and digital prototypes. Students learn layout grids, content hierarchy, and annotation conventions.

  • Lesson 2 • Paper Prototyping Fundamentals

    Teaches construction of paper-based interactive prototypes for screens and physical products. Students simulate user interactions using cut-outs and overlays.

  • Lesson 3 • Sketching for Ideation

    Covers rapid sketching methods to generate and communicate design ideas quickly. Builds the visual vocabulary needed for all subsequent prototyping work.

  • Lesson 4 • Rapid Prototyping Workshops

    Applies low-fidelity techniques in timed, collaborative workshop formats. Students practice facilitating and participating in design sprints.

  • Lesson 5 • Storyboarding User Scenarios

    Uses comic-strip-style storyboards to map user journeys and context of use. Connects low-fidelity visuals to real user needs identified during empathy research.

Chapter 3See details

Digital Wireframing and Mid-Fidelity Prototypes

  • Lesson 1 • Introduction to Digital Wireframing Tools

    Surveys leading digital wireframing applications and their core feature sets. Students set up workspaces and learn tool-agnostic workflows applicable across platforms.

  • Lesson 2 • Building Navigation and User Flows

    Teaches how to map and prototype multi-screen navigation paths digitally. Students create clickable flows that reflect real user journeys.

  • Lesson 3 • Responsive and Adaptive Layouts

    Covers layout strategies for multiple screen sizes within mid-fidelity prototypes. Students apply grid systems and breakpoints to ensure designs scale correctly.

  • Lesson 4 • Designing with UI Patterns

    Introduces established UI patterns for common interactions such as forms, carousels, and modals. Applying patterns reduces design time and improves usability from the start.

  • Lesson 5 • Annotating and Handing Off Wireframes

    Teaches professional annotation practices that communicate design intent to developers and stakeholders. Students produce handoff-ready wireframe documents.

Chapter 4See details

High-Fidelity Prototype Design

  • Lesson 1 • Building and Using Design Systems

    Introduces design systems and component libraries as tools for consistency and speed. Students build a reusable component set for their prototype project.

  • Lesson 2 • Applying Brand Identity to Prototypes

    Teaches how to translate brand guidelines into prototype screens without losing usability. Students balance aesthetic fidelity with functional clarity.

  • Lesson 3 • Visual Design Principles for Prototypes

    Covers typography, color, contrast, and spacing as applied to high-fidelity screens. Students evaluate and refine visual decisions using established design principles.

  • Lesson 4 • Micro-Interactions and Motion Design

    Covers the design of small, purposeful animations that communicate state changes and feedback. Students add motion to high-fidelity prototypes to simulate real product behavior.

  • Lesson 5 • Accessibility in High-Fidelity Design

    Integrates accessibility standards into visual design decisions at the high-fidelity stage. Students audit prototypes for contrast, focus order, and screen-reader compatibility.

Chapter 5See details

Interactive Prototyping and Simulation

  • Lesson 1 • Realistic Data and Content Integration

    Teaches use of realistic placeholder data to improve prototype credibility during testing. Students replace lorem ipsum with representative content and images.

  • Lesson 2 • Sharing and Presenting Prototypes

    Teaches how to share prototypes with stakeholders and facilitate live prototype walkthroughs. Students practice presenting design rationale alongside interactive demos.

  • Lesson 3 • Prototyping for Multiple Platforms

    Covers platform-specific interaction conventions for mobile, desktop, and voice interfaces. Students adapt a single concept into prototypes for two or more platforms.

  • Lesson 4 • Conditional Logic in Prototypes

    Introduces variables and conditional flows to simulate dynamic, data-driven experiences. Students build prototypes that respond differently based on user input.

  • Lesson 5 • Advanced Interaction Design

    Builds on basic linking to cover complex gestures, triggers, and multi-state components. Students prototype interactions that closely mirror production behavior.

Chapter 6See details

Usability Testing Fundamentals

  • Lesson 1 • Moderated Usability Testing

    Covers facilitation techniques for in-person and remote moderated sessions. Students practice think-aloud protocols and neutral probing without leading participants.

  • Lesson 2 • Quantitative Usability Metrics

    Teaches task completion rates, time-on-task, and error rates as objective usability measures. Students calculate and interpret metrics to benchmark prototype performance.

  • Lesson 3 • Unmoderated and Remote Testing

    Introduces unmoderated testing platforms and asynchronous research methods. Students design self-guided test flows that yield reliable data without a live facilitator.

  • Lesson 4 • Writing Test Plans and Tasks

    Teaches how to write clear test plans, realistic task scenarios, and screening criteria. Well-crafted tasks are the foundation of valid, unbiased usability data.

  • Lesson 5 • Principles of Usability Testing

    Establishes the goals, ethics, and core methods of usability testing. Students distinguish usability testing from other research methods and understand when to apply each.

Chapter 7See details

Analyzing and Synthesizing Test Data

  • Lesson 1 • Synthesizing Mixed-Methods Data

    Integrates qualitative observations with quantitative metrics for a complete picture of usability. Students reconcile conflicting data points and draw defensible conclusions.

  • Lesson 2 • Translating Insights into Design Changes

    Bridges analysis and redesign by mapping each insight to a specific prototype revision. Students practice evidence-based design decision-making.

  • Lesson 3 • Severity Rating and Issue Prioritization

    Teaches frameworks for rating usability issues by frequency, impact, and persistence. Students prioritize a backlog of issues to guide the next design iteration.

  • Lesson 4 • Qualitative Data Analysis Methods

    Covers affinity mapping, thematic coding, and pattern identification from session observations. Students organize messy qualitative data into structured insights.

  • Lesson 5 • Communicating Findings to Stakeholders

    Teaches how to structure and deliver usability reports for different audiences. Students tailor findings for executives, product managers, and engineering teams.

Chapter 8See details

Iterative Design and Strategic Validation

  • Lesson 1 • Measuring Improvement Across Iterations

    Teaches how to compare usability metrics across test rounds to quantify design progress. Students set improvement targets and evaluate whether iterations meet them.

  • Lesson 2 • Prototype Handoff and Production Readiness

    Covers the final steps to prepare a validated prototype for engineering implementation. Students produce complete handoff packages including specs, assets, and interaction documentation.

  • Lesson 3 • Managing Prototype Versions

    Covers version control practices and file organization for iterative prototype projects. Students maintain a clear audit trail of design decisions across multiple rounds.

  • Lesson 4 • A/B and Multivariate Prototype Testing

    Introduces controlled comparison testing of two or more design variants. Students design valid A/B tests and interpret results to make evidence-based design choices.

  • Lesson 5 • Stakeholder Alignment and Design Reviews

    Teaches structured design review formats that build stakeholder consensus around prototype decisions. Students facilitate critique sessions that produce actionable outcomes.

Certification

Your valid completion certificate

This course is for you:

  • Junior UX designers: ready to move beyond static mockups into interactive work.

  • Graphic designers: transitioning into product or UX design roles professionally.

  • Product managers: wanting hands-on prototyping skills to collaborate more effectively.

  • Career changers: entering the design field from marketing, engineering, or business.

  • Entrepreneurs: needing to validate app or product ideas before hiring developers.

  • Design students: bridging the gap between academic projects and industry expectations.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to change platforms... I thank you 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 switch 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, simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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