Caveat Academy course · Grades 9 to 12

Human-Computer Interaction: designing technology people can use

Why you pull the door that says push, why the main button belongs near your thumb and why a confusing app is the designer's fault, not yours: Norman's principles, Nielsen's heuristics, Fitts's and Hick's laws, contrast ratios and accessibility, user research, paper prototypes, usability tests, A/B tests and dark patterns. Six modules at your own pace, with no coding required.

$19one-time · every device you sign in on

Included with the Caveat Academy pass and Whole-school licenses. Or get it in the High school electives library, $119 for 66 items.

6 modules · 18 lessonsabout 12 hours$19

Six modules, eighteen lessons

Each module ends with a practice set that tracks mastery, an explain-it-back prompt, a short written response and a module exam. The final opens when every module is proficient; passing it earns a certificate with a verification code.

  1. Module 1: People, computers and usability

    Explain usability and its qualities, trace the history of interfaces and apply the limits of working memory and attention to interface choices.

    • What HCI studies
    • A short history of interfaces
    • Human limits: memory, attention and perception
    about 2.1 h
  2. Module 2: Principles of good design

    Evaluate an interface with Norman's principles, Nielsen's ten heuristics and Gestalt principles of visual hierarchy.

    • Norman's principles of everyday design
    • Nielsen's usability heuristics
    • Visual hierarchy and Gestalt
    about 2.1 h
  3. Module 3: The laws and numbers of interaction

    Compute Fitts's law index of difficulty and Hick's law decision times, and choose feedback that matches response times.

    • Fitts's law and target size
    • Hick's law and choices
    • Response time and feedback
    about 2.1 h
  4. Module 4: Designing for everyone

    Apply WCAG principles, compute contrast ratios and use the persona spectrum to design for permanent, temporary and situational limits.

    • Accessibility
    • Color, contrast and text
    • Inclusive design
    about 2.1 h
  5. Module 5: The design process

    Plan user research with neutral questions, build paper prototypes through the double diamond and organize content with card sorting.

    • User research
    • Ideas, sketches and prototypes
    • Organizing information
    about 2.1 h
  6. Module 6: Testing, measuring and design ethics

    Run and summarize a usability test, interpret A/B test and funnel data and identify and redesign dark patterns.

    • Usability testing
    • A/B tests and analytics
    • Ethics and dark patterns
    about 2.1 h

Try it before you start

This is how every lesson works: step through a worked example at your own pace, then answer a check and get the reason right away. Nothing here is saved; the course keeps your progress.

Module 3 · Fitts's law and target size

Worked example: comparing two button designs

  1. Design A: a button 10 pixels wide, 150 pixels from the pointer. Index of difficulty = log₂(150 ÷ 10 + 1) = log₂(16) = 4 bits.

A lesson check from each module

The checks need JavaScript turned on. The course itself works the same way.

What you get

Academics · High School$19 · included with the Academy pass and Whole-school licenses

What you finish with
A finished first course in human-computer interaction: you can judge any app or website on learnability, efficiency, memorability, errors and satisfaction, explain how interfaces moved from command lines to touch, design around the limits of memory and attention, evaluate a screen with Norman's principles, Nielsen's ten heuristics and Gestalt grouping, compute Fitts's law and Hick's law, match feedback to response times, apply WCAG and compute contrast ratios, design for permanent, temporary and situational limits, plan user research with neutral questions, test paper prototypes, organize content with card sorting, run and summarize a usability test, read A/B and funnel data and spot and redesign dark patterns. Passing the final earns a Caveat certificate of completion.
Who it is for
High school students interested in design, technology or psychology, students who want to understand the apps they use every day, future computer science and design majors who want the human side first, and homeschool families looking for a technology elective with no coding and no software to buy.
Format
An online self-paced course: 6 modules and 18 lessons with worked examples you reveal step by step, 144 practice and exam items (multiple choice, numeric, fill-in and ordering), an explain-it-back prompt and a rubric-checked short response in every module, module exams with one retake, a 24-question final and a certificate with a verification code. About 12 hours in all; works on a phone or a computer.
Access
$19 one-time, yours on every device you sign in on; the course opens once you are signed in with it. Included with the Caveat Academy pass and Whole-school licenses. Also in the High school electives library ($119) and the Academics Suite pass ($149), and 1 more bundle. Progress is saved in this browser on this device, and the certificate page lets you download your record.
Where it lives
The High School space in Caveat Academics.
Support
Access, a receipt, a refund or a correction to the course: team@caveatacademic.com.

How it works

  1. Open the course and start Module 1. Each lesson takes about 25 to 35 minutes; two or three a week finishes the course in about a semester.
  2. Answer the checks as you read. Every answer shows the reason, and a miss links you back to the lesson that covers it.
  3. Finish each module with its practice set and exam. Proficient on every module opens the final; 70 percent passes it.
  4. Print or download your certificate and record from the certificate page.

Start the course

Sources and accuracy

The lessons are original writing by Caveat Academic Services. Facts were checked against these free, open references, which are also good places to read further.

  1. W3C Web Accessibility Initiative, the Web Content Accessibility Guidelines (WCAG) 2.2 and contrast and target size requirements: w3.org/WAI
  2. Usability.gov archive from the U.S. General Services Administration, on user research, card sorting and usability testing: usability.gov
  3. Centers for Disease Control and Prevention, disability and health data for the United States: cdc.gov
  4. Federal Trade Commission, Bringing Dark Patterns to Light, staff report, 2022: ftc.gov
  5. Design Council, the double diamond design process: designcouncil.org.uk

Human-Computer Interaction is a self-paced elective from Caveat Academic Services. It does not replace a school computer science course and awards no credit. Brand and product names are mentioned only as history. The legal notes on accessibility and dark patterns are general information, not legal advice. Support: team@caveatacademic.com.