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UI Designer Course
More than 2 million students worldwide

UI Designer Course

Master every skill a professional UI designer needs — from visual principles and component libraries to design systems and developer handoff. This course takes you from foundational theory to a complete, portfolio-ready project. If you want to work in product design, this is where you start.

Dedika for businesses

What you will learn:

You will learn core visual design principles, color theory, typography, and layout systems that form the backbone of every great interface. You will gain hands-on proficiency with industry-standard design tools, including auto layout, components, and prototyping. The course covers UI component design, design tokens, and how to build and document a full design system. You will apply accessibility standards to real components and learn interaction design principles that make products feel polished. By the end, you will complete an end-to-end project — from brief and wireframes to high-fidelity screens, usability testing, and a case study ready for your portfolio.

How you study in practice UI Designer Course

How you practice UI Designer 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.

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Course Content

8 Chapters • 41 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of UI Design

  • Lesson 1 • Gestalt Principles in UI

    Applies Gestalt psychology—figure-ground, closure, continuity—to interface layout decisions. Students learn to predict how users perceive grouped elements.

  • Lesson 2 • Typography Fundamentals

    Introduces typeface classification, typographic scale, and readability rules for digital screens. Students apply these rules to create legible, hierarchical text layouts.

  • Lesson 3 • Core Visual Design Principles

    Covers contrast, alignment, repetition, and proximity as the structural rules of visual composition. These principles underpin every layout decision in later chapters.

  • Lesson 4 • Color Theory for Interfaces

    Teaches hue, saturation, value, and color relationships as applied to screen-based design. Students build palettes that communicate meaning and support usability.

  • Lesson 5 • What UI Design Actually Is

    Defines UI design, distinguishes it from UX and graphic design, and maps its role in product development. Establishes the mental model used throughout the course.

Chapter 2See details

Design Tools and Workspace Setup

  • Lesson 1 • Vector Shape and Path Editing

    Teaches Bézier curves, boolean operations, and pen tool usage for creating precise UI shapes. These skills enable custom icon and illustration work in later chapters.

  • Lesson 2 • Auto Layout and Constraints

    Covers auto layout rules and responsive constraints for building adaptive UI elements. Students produce frames that resize correctly across multiple screen sizes.

  • Lesson 3 • Exporting and Handoff Basics

    Explains export formats, resolution settings, and developer handoff annotations. Proper handoff reduces miscommunication between designers and engineers.

  • Lesson 4 • Working with Components

    Introduces reusable components, instances, and overrides to build scalable design systems. Component mastery is prerequisite for design system work in Chapter 5.

  • Lesson 5 • Navigating the Design Canvas

    Covers artboards, frames, layers, and canvas navigation across modern design tools. Efficient canvas management accelerates every subsequent design task.

Chapter 3See details

Layout and Grid Systems

  • Lesson 1 • Spacing and Sizing Scales

    Introduces 4pt and 8pt spacing systems and proportional sizing scales for consistent UI density. Systematic spacing reduces visual noise and speeds up design decisions.

  • Lesson 2 • Grid Anatomy and Setup

    Defines columns, gutters, margins, and baseline grids and shows how to configure them in design tools. A solid grid foundation ensures visual consistency across all screens.

  • Lesson 3 • Layout Patterns for Common Screens

    Surveys dashboard, list, card, and form layout patterns with real-world application examples. Pattern recognition accelerates design decisions in applied project chapters.

  • Lesson 4 • Responsive Layout Strategies

    Covers fluid grids, fixed breakpoints, and adaptive layout patterns for mobile, tablet, and desktop. Students design a single UI across three breakpoints as a practical exercise.

  • Lesson 5 • Visual Hierarchy Through Layout

    Teaches how placement, size, and whitespace create reading order and direct user attention. Students apply hierarchy principles to redesign a flat, unstructured layout.

Chapter 4See details

UI Components and Patterns

  • Lesson 1 • Navigation Components

    Builds top navigation bars, side drawers, tabs, and breadcrumbs for wayfinding across screens. Navigation patterns are applied directly in the multi-screen project in Chapter 7.

  • Lesson 2 • Form Elements and Inputs

    Designs text fields, dropdowns, checkboxes, radio buttons, and toggles with full state coverage. Form usability directly impacts task completion rates in real products.

  • Lesson 3 • Data Display Components

    Covers tables, badges, tags, avatars, and progress indicators for presenting structured information. Data display components are essential for dashboard and analytics UI work.

  • Lesson 4 • Feedback and Overlay Components

    Designs modals, toasts, tooltips, and loading indicators that communicate system status. Feedback components close the loop between user action and system response.

  • Lesson 5 • Buttons and Interactive Controls

    Covers primary, secondary, ghost, and icon button variants with all interactive states. Consistent button design is the entry point to a scalable component library.

Chapter 5See details

Design Systems and Tokens

  • Lesson 1 • Design System Architecture

    Explains the atomic design model—atoms, molecules, organisms—and how it structures a component library. Understanding architecture prevents duplication and inconsistency at scale.

  • Lesson 2 • Design System Governance

    Establishes contribution models, versioning, and deprecation workflows for maintaining a living system. Governance prevents design drift as teams and products grow over time.

  • Lesson 3 • Documenting Components

    Covers usage guidelines, do/don't examples, and prop documentation for each component. Clear documentation drives consistent adoption by designers and developers alike.

  • Lesson 4 • Design Tokens Deep Dive

    Defines color, typography, spacing, and elevation tokens and shows how they connect design to code. Tokens enable single-source-of-truth updates across platforms.

  • Lesson 5 • Theming and Dark Mode

    Applies token layers to build light and dark themes and brand-specific theme variants. Students produce a dual-theme component set using semantic token mapping.

Chapter 6See details

Interaction Design and Prototyping

  • Lesson 1 • Building Click-Through Prototypes

    Connects frames with hotspots, overlays, and scroll behaviors to simulate navigation flows. Click-through prototypes are the primary artifact for usability testing in Chapter 7.

  • Lesson 2 • Advanced Prototyping Techniques

    Uses variables, conditionals, and component interactions to prototype dynamic, stateful behaviors. Advanced prototypes reduce ambiguity in developer handoff for complex features.

  • Lesson 3 • Micro-Interaction Design

    Designs trigger-feedback loops for hover states, button presses, toggles, and form validation. Micro-interactions increase perceived quality and guide user attention effectively.

  • Lesson 4 • Motion and Animation Principles

    Applies easing curves, duration guidelines, and choreography to UI transitions and screen changes. Motion communicates hierarchy and continuity between interface states.

  • Lesson 5 • Principles of Interaction Design

    Covers affordances, feedback, mapping, and constraints as the behavioral rules of interactive UI. These principles guide every animation and transition decision in this chapter.

Chapter 7See details

Accessibility and Inclusive Design

  • Lesson 1 • Color and Contrast Accessibility

    Covers contrast ratio requirements, color-blind-safe palettes, and non-color-dependent information design. Students test and fix contrast failures in their existing component library.

  • Lesson 2 • Accessible Component Patterns

    Applies ARIA roles, labels, and live regions to modals, forms, and dynamic content components. Students update their component library with accessibility annotations for developers.

  • Lesson 3 • Focus, Keyboard, and Touch Access

    Designs visible focus indicators, logical tab order, and adequate touch target sizes for all input methods. These elements ensure operability for keyboard and motor-impaired users.

  • Lesson 4 • Typography and Readability

    Applies minimum font size, line spacing, and text resizing rules to ensure readable interfaces. Readable typography reduces cognitive load for users with visual or cognitive differences.

  • Lesson 5 • Accessibility Fundamentals

    Introduces the four accessibility principles—perceivable, operable, understandable, robust—and their design implications. These principles frame every accessibility decision in this chapter.

Chapter 8See details

End-to-End UI Design Project

  • Lesson 1 • High-Fidelity Screen Design

    Applies the design system, typography, color, and components to produce polished, production-ready screens. High-fidelity screens are the primary deliverable reviewed by stakeholders.

  • Lesson 2 • Information Architecture and Flows

    Creates site maps, user flows, and task flows to define navigation structure before visual design begins. Solid IA prevents costly structural revisions during high-fidelity design.

  • Lesson 3 • Prototype, Test, and Iterate

    Builds a navigable prototype, conducts a moderated usability test, and iterates based on findings. This section closes the design loop and demonstrates evidence-based decision-making.

  • Lesson 4 • Project Brief and Discovery

    Analyzes a realistic product brief, defines scope, and identifies user goals and business constraints. Discovery outputs directly shape the information architecture and flow in the next section.

  • Lesson 5 • Handoff and Case Study Presentation

    Prepares developer-ready specs, a redline document, and a structured portfolio case study narrative. A compelling case study is the primary tool for landing a UI design role.

  • Lesson 6 • Wireframing and Low-Fidelity Design

    Produces annotated wireframes for all key screens to validate layout and content before visual styling. Wireframes serve as the structural blueprint for high-fidelity screens.

Certification

Your valid completion certificate

This course is for you:

  • Career changer: wants to move into tech through a creative, visual discipline.

  • Marketing professional: seeks to own design work instead of briefing agencies.

  • Freelance developer: wants to handle UI design independently on client projects.

  • Recent graduate: building a first portfolio to compete in the design job market.

  • Entrepreneur: needs to design credible product interfaces without hiring a designer.

  • Graphic designer: ready to transition skills into screen-based product design work.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to switch 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 presentation style and video transcription, 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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