This is a comprehensive course for characterizing user experience in all platforms: mobile, desktop, and everything in between. In this course, we will learn methodologies, practical tools, enrichment & bonus materials and live practice.

Product managers, graphic designers, developers, information system managers, marketing personnel, and anyone interested in sharpening their skills in user experience and interface.

 Basic knowledge in human engineering & design of user interfaces.


40 Hours

Category : IT Technology


Certificate: No

Price: contact us for more details

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Course Outline

Day 1

Introduction to user interface

In this class, we will deal with the field of cognitive engineering, dealing with planning and assessment of man-computer systems.

  • The systemic approach to human element design.
  • Examples from day to day life.
  • User centric characterization process.
  • Design process in accordance with the UCD methodology.

Tack Analysis

The basis to every successful analysis process is using a user centric diagnostic methodology. In this class, we will learn to perform such an analysis according to

  • User characteristics analysis.
  • Analyzing the tasks and actions, a user preforms in a system, and what information he requires to perform this job.
  • Mapping the environment in which the user operates.
  • How to determine the Interface requirements based on this analysis.

Tack Analysis workshop

A practical workshop in which we will perform system characterization exercises.

In this workshop, we will practice the first and most important part of role analysis to derive user interface requirements.

Also includes presenting the products and receiving feedback from the teacher and the class.

The results of this workshop will be the basis for the course practice sessions.


 Design views

In this lesson, we will learn about principles in designing user interface views:

  • Considerations related to the world-content of the displayed entity
  • Physical and graphic aspects in the design of displays:

oCriteria for examining the displayoContrastsoFontsoUse of colors according to the human vision systemoUsing icons

  • Principles of organizing the screen:

oBased on the Gestalt theory, which explains how the brain creates patterns with stage significance we seeoSupport for the work processoPreventing visual overload


 Information visualization

Visualization of information is the presentation of abstract data in a tangible way in order to facilitate their perception and facilitate the projection

Conclusions and insights from the information. In this lesson, we will learn about:

  • Visualization versus infographics
  • Visualization considerations:

oInformation processing considerationsoAdjusting the display to the type of information: static vs. dynamicoChoosing the type of display: quantitative versus qualitativeoUsing tables and graphs and special views (connections, time and more)oVisualization of Big Data


Day 2


Desktop Design Patterns

In most systems, there are “types” screens and screen elements that tend to repeat themselves, so there is a lot of logic

In an attempt to identify similar screens and apply similar design principles to them. In this lesson, we will learn about:

  • What are design templates
  • Fitts Law and its implications for characterizing common controls
  • Sample templates: feedback, search, entity display, tabs, Ribbn, Dashboard, Wizard,
  • Master-detail providing help, blank slate.
  • Sources for additional patterns

Characterization Forms: Desktop

As a rule, users do not like to fill out forms. In this lesson, we will learn how to qualify forms to be several

Easier and faster to fill:

  • Organize the fields on the screen
  • Alignment and labels
  • Embedded help in the interface
  • Feedback, error handling and validation
  • Common forms of forms: registration, login, complex forms

Web Application Characterization

These apps are the most common apps for the desktop you’ve come across as both

As well as users. In this lesson, we will learn about:

  • History and development technology of Web applications
  • Considerations in the characterization, design and development of web applications
  • Differences between the Web application and the “Desktop”
  • Acceptable actions in the Web
  • Technical issues affecting the user experience

Navigation and operation

Principles and considerations in planning navigation and controls used to feed information and control systems:

  • Theoretical Background: Fitts Act, motor schemas and user expectations
  • Responding to users with different levels of expertise
  • Navigation: Models and controls
  • Basic controls
  • Controls for innovative and different operating tools
Prototyping and illustration animations

Building a prototype is an important step in the product development process in general and the user interface in particular. In this lesson


  • How to construct the prototype to integrate into the interface characterization process
  • Requirements of prototyping tools
  • Review of existing tools and methods PwerPint, Axure, Indig Studi, Invision, Balsamiq and more.
  • Demonstration of movement and animations in the interface

Day 3

Designing for fun & Emtinal Design

How to put elements of fun and enjoyment into the interface (and avoid feelings of frustration and anger) and take into account also

The softest elements of the user experience: feelings, feelings and personality.

In this lesson, we will learn a bit about the psychology that underlies our emotional responses, and how we can utilize it

Interface elements to make users love the interfaces that we characterize.


Characterization Workshop for Desktop – User Concept Building

Continuing the workshop

In this section, each participant will implement the material studied in designing a concept for the system according to the job analysis

Using the principles, templates and tools, we have learned.

You can select a topic to work from under Suggested topics.


Usability testing

How will we know if the system that characterized it does meet the needs of users? In which it is convenient to carry out

The tasks as we understood them? That its use is pleasant and pleasant. To do this we do usability tests.

In this lesson, we will learn about:

  • Why it is important to perform usability tests
  • Review methods of evaluating interfaces
  • How to perform – work steps
  • At what stage of the project the test should be performed

Graphics in service of UX

  • Graphics as part of a rich user experience.
  • Work methods among UX personnel, graphic designers and developers.
  • Emphasis on the concept of a graphic concept that fits the product
  • Examples of animation and data visualizatin
  • Graphic design trends – including Material Design: Android’s new interface language

Day 4



Mobile Theoretical Introduction

  • The Mobile World:

oThe Mobile experienceoSmartphonesoTablets

  • Mobile user experience:

oThe circumstances of useoTouch experienceoAPP vs. site

  • Familiarity with the standards of leading manufacturers: Apple, Android and more.
  • Innovative interfaces and future trends

Characterization for Mobile: Unlocked

  • Planning principles for a smartphone
  • Design patterns Examples of common screen design
  • Dealing with differences between operating systems of different manufacturers

Mobile: Tablet

  • Planning principles for your tablet
  • Design patterns Examples of common screen design
  • Dealing with differences between operating systems of different manufacturers

Responsive design & Multi-Platform

  • Directions for dealing

UX of the future

Familiarity with other, innovative interfaces to stimulate thinking, thought and creativity:

  • What is Responsive Design and why is it important?
  • Multiple platforms
  • Multiple resolutions
  • Familiarity with some other, innovative interfaces to stimulate thinking, thought and creativity:
  • Wearable interfaces such as glasses and watches
  • Gesture interfaces
  • Voice interfaces
  • A dreamy and imagined reality