Course overview

How to Design Human–Computer Interfaces

46 modules
186 lessons
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Part 1

Appendices

  1. Appendix A - Diagram Templates by StepSign in

  2. Appendix B - Mapping Concepts to Real-World Design Systems and Platform GuidanceSign in

  3. Appendix C - Readiness Checklists for Moving from Step N to Step N+1Sign in

  4. Appendix D - Glossary of Canonical TermsSign in

Part 2

Course Setup and the Incremental Ladder

  1. Course Setup and the Incremental LadderSign in

  2. Why "Clicks to Thoughts"Sign in

  3. How to Use This CourseSign in

  4. The Incremental Ladder (Step 0 -> Step 7)Sign in

  5. The Course LensesSign in

  6. Diagram Legend and Notation TypesSign in

Part 3

Interfaces as Conversations

  1. Interfaces as ConversationsSign in

  2. HCI as DialogueSign in

  3. Inputs, Outputs, and Feedback LoopsSign in

  4. System Image vs Mental ModelSign in

Part 4

Perception and Attention

  1. Perception and AttentionSign in

  2. Visual Perception BasicsSign in

  3. Pre-Attentive Processing and SalienceSign in

  4. Scanning and Reading BehaviorSign in

Part 5

Cognition, Memory, and Decision Making

  1. Cognition, Memory, and Decision MakingSign in

  2. Memory LimitsSign in

  3. Cognitive Load and ChunkingSign in

  4. Choice Overload and Decision SupportSign in

Part 6

Mental Models and Conceptual Models

  1. Mental Models and Conceptual ModelsSign in

  2. How Users Imagine Systems WorkSign in

  3. Metaphors, Affordances, SignifiersSign in

  4. Aligning Conceptual ModelsSign in

Part 7

Diagramming HCI Systems

  1. Diagramming HCI SystemsSign in

  2. Task and User FlowsSign in

  3. Screen Flows and Navigation MapsSign in

  4. Component Hierarchies and System MapsSign in

Part 8

Step 0 Perceptual Principles for UI

  1. Step 0 Perceptual Principles for UISign in

  2. Gestalt PrinciplesSign in

  3. Contrast and StructureSign in

  4. Clutter, Noise, and Over-StimulationSign in

Part 9

Step 0 Cognitive Load and Simplification

  1. Step 0 Cognitive Load and SimplificationSign in

  2. Intrinsic vs Extraneous LoadSign in

  3. Progressive DisclosureSign in

  4. Defaults, Templates, and ConstraintsSign in

Part 10

Step 0 Mapping Tasks to Interfaces

  1. Step 0 Mapping Tasks to InterfacesSign in

  2. Task AnalysisSign in

  3. Recognize vs RecallSign in

  4. Novices and ExpertsSign in

Part 11

Step 1 Direct vs Indirect Manipulation

  1. Step 1 Direct vs Indirect ManipulationSign in

  2. Manipulation ModelsSign in

  3. Core Gestures in Pointer InterfacesSign in

  4. When Direct Manipulation BackfiresSign in

Part 12

Step 1 Keyboard, Focus, and Text Interaction

  1. Step 1 Keyboard, Focus, and Text InteractionSign in

  2. Focus and Tab OrderSign in

  3. Text Entry PatternsSign in

  4. Inline Validation and FeedbackSign in

Part 13

Step 1 Touch, Pen, and Gesture

  1. Step 1 Touch, Pen, and GestureSign in

  2. Touch ErgonomicsSign in

  3. Gesture VocabularySign in

  4. Discoverability vs PowerSign in

Part 14

Step 1 Voice, Conversation, and Emerging Modalities

  1. Step 1 Voice, Conversation, and Emerging ModalitiesSign in

  2. Voice and Conversational InterfacesSign in

  3. Turn-Taking and Feedback CuesSign in

  4. Multimodal ExperiencesSign in

Part 15

Step 1 Feedback, Responsiveness, and System Status

  1. Step 1 Feedback, Responsiveness, and System StatusSign in

  2. Microfeedback and StateSign in

  3. Latency and ProgressSign in

  4. Transparency Around WorkSign in

Part 16

Hierarchy and Emphasis

  1. Hierarchy and EmphasisSign in

  2. Visual WeightSign in

  3. Action PrioritySign in

  4. Rhythm and ScannabilitySign in

Part 17

Layout Systems and Grids

  1. Layout Systems and GridsSign in

  2. Grids and ColumnsSign in

  3. Responsive Layout PrinciplesSign in

  4. Alignment and SpacingSign in

Part 18

Typography for Interfaces

  1. Typography for InterfacesSign in

  2. Type HierarchySign in

  3. Readability MechanicsSign in

  4. Typography as Structure and PersonalitySign in

Part 19

Color, Iconography, and Motion

  1. Color, Iconography, and MotionSign in

  2. Color RolesSign in

  3. Icon SystemsSign in

  4. Motion as MeaningSign in

Part 20

Visual Style and Brand

  1. Visual Style and BrandSign in

  2. UI as Brand ExpressionSign in

  3. Neutral vs Opinionated Visual LanguagesSign in

  4. Style Consistency Across ProductsSign in

Part 21

Design Tokens and Foundations

  1. Design Tokens and FoundationsSign in

  2. Token Foundations and Interface InvariantsSign in

  3. Token Naming, Semantics, and ThemingSign in

  4. Light/Dark Modes and Theme StrategiesSign in

Part 22

Components: Building Blocks of Interfaces

  1. Components: Building Blocks of InterfacesSign in

  2. Primitive Components and the Grammar of InteractionSign in

  3. Complex Components and Hidden ComplexitySign in

  4. Component States as a State MachineSign in

Part 23

Patterns: Reusable Interaction Solutions

  1. Patterns: Reusable Interaction SolutionsSign in

  2. Search, Filtering, and Discovery PatternsSign in

  3. Onboarding, Settings, and Creation and Editing FlowsSign in

  4. Matching Patterns to Mental ModelsSign in

Part 24

Design System Architecture

  1. Design System ArchitectureSign in

  2. Libraries and DocumentationSign in

  3. Versioning and AdoptionSign in

  4. The Design-Dev BridgeSign in

Part 25

Governance and Evolution of Design Systems

  1. Governance and Evolution of Design SystemsSign in

  2. Contribution Models and Review ProcessesSign in

  3. Exceptions and One-OffsSign in

  4. Measuring Design DebtSign in

Part 26

Information Architecture Fundamentals

  1. Information Architecture FundamentalsSign in

  2. Content Inventory and ModelingSign in

  3. Hierarchies, Taxonomies, TaggingSign in

  4. Task vs Content-Centric IASign in

Part 27

Navigation Structures and Wayfinding

  1. Navigation Structures and WayfindingSign in

  2. Global vs Local Navigation: How Scope Boundaries Prevent DisorientationSign in

  3. Navigation Primitives: Menus, Sidebars, Tabs, Breadcrumbs, Dashboards and Their Trade-OffsSign in

  4. Reducing "Lostness": Landmarks, Orientation Cues, and Feedback That Keep Users GroundedSign in

Part 28

Flows, Journeys, and Multi-Step Tasks

  1. Flows, Journeys, and Multi-Step TasksSign in

  2. Path Types: Happy Paths, Recovery Paths, and Edge Paths as a Reliability Model for JourneysSign in

  3. Wizards vs Inline vs Multi-View Flows: Choosing the Unit of Progress and the Cost of Context SwitchingSign in

  4. Progress and Completion: Making Long Tasks Survivable With Visibility and CheckpointsSign in

Part 29

Search and Discovery

  1. Search and DiscoverySign in

  2. Search as Navigation: Simple Search, Faceted Search, and Filters as Alternate IA SurfacesSign in

  3. Suggestions and History: Autocomplete, Recents, and "Next Best" as Cognitive ScaffoldingSign in

  4. Ranking, Feedback, and Trust: How Search Results Teach Users What the System IsSign in

Part 30

Cross-Platform IA

  1. Cross-Platform IASign in

  2. Adapting IA Across Devices: Web, Mobile, Desktop Constraints and What "Same Structure" Really MeansSign in

  3. Persistent vs Transient Navigation: Balancing Always-Available Anchors With Screen Real EstateSign in

  4. Keeping Concepts Consistent: Preserving Mental Models While Allowing Platform-Specific ExpressionSign in

Part 31

Prototyping Levels and Fidelity

  1. Prototyping Levels and FidelitySign in

  2. Prototype Spectrum: Sketches, Wireframes, Mid-Fi, Hi-Fi and How Fidelity Changes What You LearnSign in

  3. When to Stay Low-Fi: Validating Structure and Flow Before Polishing VisualsSign in

  4. Clickable vs Code Prototypes: Choosing Speed, Realism, and Measurement BoundariesSign in

Part 32

Task-Based Usability Testing

  1. Task-Based Usability TestingSign in

  2. Defining Tasks and Success Criteria: Turning Goals into Observable OutcomesSign in

  3. Moderated Sessions and Think-Alouds: Eliciting Reasoning Without Steering BehaviorSign in

  4. Behavior vs Opinion: Interpreting What Users Do Versus What They Say They WantSign in

Part 33

Measuring Usability and UX

  1. Measuring Usability and UXSign in

  2. Quantitative Measures: Time-on-Task, Success Rates, Error Rates, and What They Do Not CaptureSign in

  3. Qualitative Insight: Satisfaction Surveys, Interviews, and the Interpretation Risks of Subjective DataSign in

  4. Benchmarking Across Versions: Making Iteration Measurable and Comparable Over TimeSign in

Part 34

Iteration Loops and Design Debt

  1. Iteration Loops and Design DebtSign in

  2. Iteration Cadence: Small Improvements Versus Big Redesigns and the Risk Profile of EachSign in

  3. UX Debt and Paydown: Identifying Compounding Costs in Inconsistent PatternsSign in

  4. Communicating Trade-Offs: Aligning Stakeholders on Constraints, Priorities, and Acceptable FrictionSign in

Part 35

Collaboration Across Roles

  1. Collaboration Across RolesSign in

  2. Cross-Functional Interfaces: How Designers, Engineers, PMs, and Researchers Coordinate Without AmbiguitySign in

  3. Reviews, Crits, Pairing: Feedback Rituals That Improve Quality Rather Than Enforce TasteSign in

  4. Decision Records and Design History: Preserving Rationale So the System Remains Coherent Over TimeSign in

Part 36

Accessibility Foundations

  1. Accessibility FoundationsSign in

  2. Barrier Types: Perceptual, Motor, and Cognitive Barriers, and Why Accessibility Is a Usability MultiplierSign in

  3. Semantic Structure: Headings, Landmarks, Roles, and Why Meaning Must Exist Beyond VisualsSign in

  4. Alternative Inputs: Keyboard, Screen Readers, and Assistive Technologies as Core Interaction PathsSign in

Part 37

Inclusive Design Principles

  1. Inclusive Design PrinciplesSign in

  2. Designing for Variation - Abilities, Devices, and Contexts as the Default AssumptionSign in

  3. Language, Tone, and Culture - How Words and Metaphors Include or ExcludeSign in

  4. Avoiding Assumptions - Designing for the Edges Without Penalizing the CenterSign in

Part 38

Patterns for Accessible Components

  1. Patterns for Accessible ComponentsSign in

  2. Accessible Forms and Error Messaging - Preventing Failure and Enabling RecoverySign in

  3. Dialogs, Navigation, Tables - Focus Management, Structure, and Predictable InteractionSign in

  4. Contrast and Non-Color Indicators - Ensuring Meaning Survives Modality ConstraintsSign in

Part 39

Dark Patterns and Design Ethics

  1. Dark Patterns and Design EthicsSign in

  2. Manipulative vs Empowering Design - Defining User Agency as the Ethical BoundarySign in

  3. Consent, Privacy, Visibility - Making Data Use Legible and ControllableSign in

  4. Trust Over Engagement Hacks - Aligning Incentives with Durable RelationshipsSign in

Part 40

Accessibility as a System Property

  1. Accessibility as a System PropertySign in

  2. Accessibility in Design Systems - Baking Semantics and Constraints into Components and TokensSign in

  3. Automated and Manual Audits - Linters, Checks, and Human Review as Complementary GuaranteesSign in

  4. Training and Accountability - Making Accessibility Durable Through Practice, Not HeroicsSign in

Part 41

Multi-Platform Design Language

  1. Multi-Platform Design LanguageSign in

  2. Cross-Platform Language - Defining Shared Identity Across Surfaces Without Forcing Identical UISign in

  3. Platform-Native vs Cross-Platform UX - When to Conform and When to StandardizeSign in

  4. Tailoring Interactions While Preserving Identity - Keeping Behaviors Coherent Across Device ConstraintsSign in

Part 42

Interface Systems as Products

  1. Interface Systems as ProductsSign in

  2. The UI Layer as a Product - Treating the Design System and Interface Layer as a Maintained AssetSign in

  3. Roadmaps and Backlogs - Prioritizing Foundation Work Alongside Feature RequestsSign in

  4. Reuse Across Teams - Scaling Adoption Through Incentives, Documentation, and SupportSign in

Part 43

Design Ops and Tooling

  1. Design Ops and ToolingSign in

  2. Tools, Libraries, Shared Assets - Enabling Consistency Through Shared PrimitivesSign in

  3. Handoff Workflows - Specs, Tokens, and Code as a Boundary Between Design Intent and ImplementationSign in

  4. Version Control and Collaboration at Scale - Managing Changes Without Fragmenting the SystemSign in

Part 44

Monitoring, Feedback, and Continuous UX Improvement

  1. Monitoring, Feedback, and Continuous UX ImprovementSign in

  2. Analytics for Interfaces: Funnels, Drop-Offs, Engagement, and What Numbers MissSign in

  3. In-Product Feedback: Surveys, Reports, and Qualitative Signals in ProductionSign in

  4. Closing the Loop: Turning Live Data into Design Decisions Without Chasing NoiseSign in

Part 45

Interface Systems in a Larger Ecosystem

  1. Interface Systems in a Larger EcosystemSign in

  2. Brand, Marketing, Docs, Support: Interfaces as One Surface of a Broader Experience SystemSign in

  3. Partners and Extensions: Third-Party Integrations as New UI Boundaries and Failure ModesSign in

  4. Evolving Expectations: Maintaining Coherence as Technology and User Norms ChangeSign in

Part 46

Reference Interface Architectures

  1. Reference Interface ArchitecturesSign in

  2. Interface Archetypes: Dashboard-Heavy SaaS, Consumer Apps, Admin Tools, Design Tools, and the Constraints They ShareSign in

  3. Mapping Steps to Project Phases: How the Ladder Becomes a Delivery Plan for Real TeamsSign in

  4. Pitfalls and Escape Hatches: Common Failure Modes and How to Recover Without Redesigning EverythingSign in