Introduction to the Program

A comprehensive, 100% online program in which you will develop the skills necessary to position yourself as a Creator of Network Interfaces and Applications”      

Digital evolution has transformed the way people interact with technology, driving the need for intuitive interfaces and efficient network applications.  In key sectors such as commerce, education, and industry, user experience and connectivity have become decisive factors for business competitiveness and success. Likewise, this context demands professionals with a deep understanding of interface design principles, network application development, and the integration of new digital tools.  

In response to this need, TECH has developed this Master’s Degree in Creation of Network Interfaces and Applications. Therefore, this is a university degree designed to provide engineers and related professionals with up-to-date knowledge in user experience, usability, web development, and emerging technologies.  Throughout this academic pathway, graduates will address topics ranging from the fundamentals of UI/UX design to the implementation of scalable architectures, performance optimization in digital environments, and security in network applications. 

This academic opportunity prioritizes a practical approach, moving away from traditional models, with content directly applicable to the realities of the digital sector.  Through a 100% online methodology based on TECH exclusive Relearning method, graduates will be able to internalize concepts in a dynamic and progressive manner. It represents an opportunity to expand knowledge through high-level educational resources, without strict schedules and with 24/7 access to the Virtual Campus.  In addition, students will benefit from guidance by industry experts, personalized tutoring, and continuous assessment oriented toward the development of key competencies. All of this takes place within a flexible, interactive, and student-centered environment.  

You will develop skills to integrate APIs, web services, and databases into interactive solutions”

This Master's Degree in Creation of Network Interfaces and Applications contains the most complete and up-to-date university program on the market. Its most notable features are:

  • The development of practical case studies presented by experts in the Creation of Network Interfaces and Applications  
  • The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice 
  • Practical exercises where self-assessment can be used to improve learning
  • Special emphasis on innovative methodologies in the Creation of Network Interfaces and Applications 
  • Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments 
  • Content that is accessible from any fixed or portable device with an internet connection

You will delve into the use of advanced frameworks for the development of securely connected frontend and backend components”

The faculty includes professionals from the field of Creation of Network Interfaces and Applications, who contribute their practical experience to the program, along with renowned specialists from leading professional associations and prestigious universities

The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide an immersive learning experience designed to prepare for real-life situations.

This program is designed around Problem-Based Learning, whereby the student must try to solve the different professional practice situations that arise throughout the program. For this purpose, the professional will be assisted by an innovative interactive video system created by renowned and experienced experts.

You will create dynamic and responsive interfaces, optimized for different devices"

You will access a learning system based on repetition, enabling you to assimilate concepts in a natural and progressive manner"

Syllabus

This university degree offers a rigorous curriculum that covers topics ranging from human–computer interaction to the integration of artificial intelligence in digital environments.  Throughout the academic pathway, graduates will develop key competencies in the design of intuitive interfaces, advanced database management, and the creation of network-connected applications. In addition, they will explore in depth component reuse, knowledge engineering, and the role of open source in technological innovation processes.  Thanks to this university program, professionals will strengthen a high-level specialization in efficient and sustainable digital solutions. 

You will implement usability, accessibility, and user experience criteria in the design of Network Applications” 

Module 1. Human–Computer Interaction

1.1. Introduction to Human–Computer Interaction

1.1.1. What is Human–Computer Interaction
1.1.2. Relationship of Human–Computer Interaction with Other Disciplines
1.1.3. The User Interface
1.1.4. Usability and Accessibility
1.1.5. User Experience and User-Centered Design

1.2. The Computer and Interaction: User Interface and Interaction Paradigms

1.2.1. Interaction
1.2.2. Paradigms and Styles of Interaction
1.2.3. Evolution of User Interfaces
1.2.4. Classic User Interfaces: WIMP/GUI, Commands, Voice, Virtual Reality.
1.2.5. Innovative User Interfaces: Mobile, Wearable, Collaborative, BCI

1.3. The Human Factor: Psychological and Cognitive Aspects

1.3.1. The Importance of the Human Factor in Interaction
1.3.2. Human Information Processing
1.3.3. Information Input and Output: Visual, Auditory, and Tactile
1.3.4. Perception and Attention
1.3.5. Knowledge and Mental Models: Representation, Organization, and Acquisition

1.4. The Human Factor: Sensory and Physical Limitations

1.4.1. Functional Diversity, Disability and Impairment
1.4.2. Visual Diversity
1.4.3. Hearing Diversity
1.4.4. Cognitive Diversity
1.4.5. Motor Diversity
1.4.6. The Case of Digital Immigrants

1.5. The Design Process (I): Requirements Analysis for User Interface Design

1.5.1. User-Centered Design
1.5.2. What is Requirements Analysis?
1.5.3. Information Gathering
1.5.4. Analysis and Interpretation of the Information
1.5.5. Usability and Accessibility Analysis

1.6. The Design Process (II): Prototyping and Task Analysis

1.6.1. Conceptual Design
1.6.2. Prototyping
1.6.3. Hierarchical Task Analysis

1.7. The Design Process (III): Evaluation

1.7.1. Evaluation in the Design Process: Objectives and Methods
1.7.2. Evaluation Methods Without Users
1.7.3. Evaluation Methods with Users
1.7.4. Evaluation Standards and Norms

1.8. Accessibility: Definition and Guidelines

1.8.1. Accessibility and Universal Design
1.8.2. The WAI Initiative and the WCAG Guidelines
1.8.3. WCAG 2.0 and 2.1 Guidelines

1.9. Accessibility: Evaluation and Functional Diversity

1.9.1. Web Accessibility Evaluation Tools
1.9.2. Accessibility and Functional Diversity

1.10. The Computer and Interaction: Peripherals and Devices

1.10.1. Traditional Devices and Peripherals
1.10.2. Alternative Devices and Peripherals
1.10.3. Cell Phones and Tablets
1.10.4. Functional Diversity, Interaction and Peripherals

Module 2. Databases

2.1. Applications and Purposes of Database Systems

2.1.1. Applications of the Different Database Systems
2.1.2. Purpose of the Different Database Systems
2.1.3. View of the Data

2.2. Database and Architecture

2.2.1. Relational Database
2.2.2. Database Design
2.2.3. Object-Based and Semi-Structured Databases
2.2.4. Data Storage and Queries
2.2.5. Transaction Management
2.2.6. Data Mining and Analysis
2.2.7. Database Architecture

2.3. The Relational Model: Structure, Operations and Extended Relational Algebra

2.3.1. The Structure of Relational Databases
2.3.2. Fundamental Operations in the Relational Algebra
2.3.3. Other Relational Algebra Operations
2.3.4. Extended Relational Algebra Operations
2.3.5. Null Values
2.3.6. Database Modification

2.4. SQL (I)

2.4.1. What Is SQL?
2.4.2. The Definition of Data
2.4.3. Basic Structure of SQL Queries
2.4.4. Operations on Sets
2.4.5. Aggregation Functions
2.4.6. Null Values

2.5. SQL (II)

2.5.1. Nested Subqueries
2.5.2. Complex Queries
2.5.3. Views
2.5.4. Cursors
2.5.5. Triggers

2.6. Database Design and the E–R Model

2.6.1. Overview of the Design Process
2.6.2. The Entity–Relationship Model
2.6.3. Constraints

2.7. Entity–Relationship Diagrams

2.7.1. Entity–Relationship Diagrams
2.7.2. Entity–Relationship Design Aspects
2.7.3. Weak Entity Sets

2.8. The Extended Entity–Relationship Model

2.8.1. Characteristics of the Extended E–R Model
2.8.2. Design of a Database
2.8.3. Reduction to Relational Schemas

2.9. Designing from Relational Databases

2.9.1. Characteristics of Good Relational Designs
2.9.2. Atomic Domains and the First Normal Form (1FN)
2.9.3. Decomposition by Functional Dependencies
2.9.4. Theory of Functional Dependencies
2.9.5. Decomposition Algorithms
2.9.6. Decomposition by Means of Multivalued Dependencies
2.9.7. More Normal Forms
2.9.8. Database Design Process

2.10. NoSQL Databases

2.10.1. What are NoSQL Databases?
2.10.2. Analysis of the Different NoSQL Options and their Characteristics.
2.10.3. MongoDB

Module 3. Network Application Development

3.1. HTML5 Markup Languages

3.1.1. HTML Basics
3.1.2. New HTML5 Elements
3.1.3. Forms: New Controls

3.2. Introduction to CSS Style Sheets

3.2.1. First Steps with CSS
3.2.2. Introduction to CSS3

3.3. Browser Scripting Language: JavaScript

3.3.1. JavaScript Basics
3.3.2. DOM
3.3.3. Events
3.3.4. JQuery
3.3.5. Ajax

3.4. Concept of Component-Oriented Programming

3.4.1. Context
3.4.2. Components and Interfaces
3.4.3. States of a Component

3.5. Component Architecture

3.5.1. Current Architectures
3.5.2. Component Integration and Deployment

3.6. Front-End Framework: Bootstrap

3.6.1. Grid Design
3.6.2. Forms
3.6.3. Components

3.7. Model View Controller

3.7.1. Web Development Methods
3.7.2. Design Pattern: MVC

3.8. Information Grid Technologies

3.8.1. Increased Computing Resources
3.8.2. Concept of Grid Technology

3.9. Service-Oriented Architecture

3.9.1. SOA and Web Services
3.9.2. Topology of a Web Service
3.9.3. Platforms for Web Services

3.10. HTTP Protocol

3.10.1. Messages
3.10.2. Persistent Sessions
3.10.3. Cryptographic System
3.10.4. HTTPS Protocol Operation

Module 4. Free Software and Open Knowledge

4.1. Introduction to Free Software

4.1.1. History of Free Software
4.1.2. "Freedom" in Software
4.1.3. Licenses for the Use of Software Tools
4.1.4. Intellectual Property of Software
4.1.5. What is the Motivation for Using Free Software?
4.1.6. Free Software Myths
4.1.7. Top500

4.2. Open Knowledge and CC Licenses

4.2.1. Basic Concepts
4.2.2. Creative Commons Licenses
4.2.3. Other Content Licenses
4.2.4. Wikipedia and Other Open Knowledge Projects

4.3. Main Free Software Tools

4.3.1. Operating Systems
4.3.2. Office Applications
4.3.3. Business Management Applications
4.3.4. Web Content Managers
4.3.5. Multimedia Content Creation Tools
4.3.6. Other Applications

4.4. The Company: Free Software and its Costs

4.4.1. Free Software: Yes or No?
4.4.2. Truths and Lies about Free Software
4.4.3. Business Software Based on Free Software
4.4.4. Software Costs
4.4.5. Free Software Models

4.5. The GNU/Linux Operating System

4.5.1. Architecture
4.5.2. Basic Directory Structure
4.5.3. File System Characteristics and Structure
4.5.4. Internal Representation of the Files

4.6. The Android Mobile Operating System

4.6.1. History
4.6.2. Architecture
4.6.3. Android Forks
4.6.4. Introduction to Android Development
4.6.5. Frameworks for Mobile Application Development

4.7. Website Creation with WordPress

4.7.1. WordPress Features and Structure
4.7.2. Creation of Sites on WordPress.com
4.7.3. Installation and Configuration of WordPress on Your Own Server
4.7.4. Installing Plugins and Extending WordPress
4.7.5. Creation of WordPress Plugins
4.7.6. WordPress Theme Creation

4.8. Free Software Trends

4.8.1. Cloud Environments
4.8.2. Monitoring Tools
4.8.3. Operating Systems
4.8.4. Big Data and Open Data 2.0
4.8.5. Quantum Computing

4.9. Version Control

4.9.1. Basic Concepts
4.9.2. Git
4.9.3. Cloud and Self-hosted Git Services
4.9.4. Other Version Control Systems

4.10. Custom GNU/Linux Distributions

4.10.1. Main Distributions
4.10.2. Distributions Derived from Debian
4.10.3. Deb Package Creation
4.10.4. Modification of the Distribution
4.10.5. ISO Image Generation

Module 5. Advanced Databases

5.1. Introduction to the Different Database Systems

5.1.1. Historical Overview
5.1.2. Hierarchical Databases
5.1.3. Network Databases
5.1.4. Relational Databases
5.1.5. Non-Relational Databases

5.2. XML and Databases for the Web

5.2.1. Validation of XML Documents
5.2.2. XML Document Transformations
5.2.3. XML Data Storage
5.2.4. XML Relational Databases
5.2.5. SQL/XML
5.2.6. Native XML Databases

5.3. Parallel Databases

5.3.1. Parallel Systems
5.3.2. Parallel Database Architectures
5.3.3. Parallelism in Queries
5.3.4. Query Parallelism
5.3.5. Design of Parallel Systems
5.3.6. Parallel Processing in SQL

5.4. Distributed Databases

5.4.1. Distributed Systems
5.4.2. Distributed Storage
5.4.3. Availability
5.4.4. Distributed Query Processing
5.4.5. Distributed Database Providers

5.5. Indexing and Association

5.5.1. Ordered Indexes
5.5.2. Dense and Sparse Indexes
5.5.3. Multilevel Indices
5.5.4. Index Updating
5.5.5. Static Association
5.5.6. Using Indexes in Databases

5.6. Introduction to Transactional Processing

5.6.1. States of a Transaction
5.6.2. Implementation of atomicity and durability.
5.6.3. Sequentiality
5.6.4. Recoverability
5.6.5. Isolation Implementation

5.7. Recovery Systems

5.7.1. Failure Classification
5.7.2. Storage Structures
5.7.3. Recovery and Atomicity
5.7.4. Retrieval Based on Historical Record
5.7.5. Concurrent Transactions and Retrieval
5.7.6. High Availability in Databases

5.8. Execution and Processing of Queries

5.8.1. Cost of a Query
5.8.2. Selection Operation
5.8.3. Sorting
5.8.4. Introduction to Query Optimization
5.8.5. Performance Monitoring

5.9. Non-Relational Databases

5.9.1. Document-Oriented Databases
5.9.2. Graph-Oriented Databases
5.9.3. Key-Value Databases

5.10. Data Warehouse, OLAP and Data Mining

5.10.1. Components of Data Warehouses
5.10.2. Architecture of a Data Warehouse
5.10.3. OLAP
5.10.4. Data Mining Functionality
5.10.5. Other Types of Mining

Module 6. Software Engineering

6.1. Software Engineering Framework

6.1.1. Software Features
6.1.2. Main Processes in Software Engineering
6.1.3. Software Development Process Models
6.1.4. Standard Reference Framework for the Software Development Process: ISO/IEC 12207

6.2. Unified Software Development Process

6.2.1. The Unified Process
6.2.2. Dimensions of the Unified Process
6.2.3. Case Studies Driven Development Process
6.2.4. Fundamental Unified Process Workflows

6.3. Planning in the Agile Software Development

6.3.1. Characteristics of Agile from Software Development
6.3.2. Different Planning Time Horizons
6.3.3. The Scrum Agile Development Framework and Planning
6.3.4. User Stories as a Planning and Estimating Unit
6.3.5. Common Techniques for Deriving an Estimate
6.3.6. Scales for Interpreting Estimates
6.3.7. Planning Poker
6.3.8. Types of Planning: Releases and Iterations

6.4. Distributed Software Design and Service-Oriented Architectures

6.4.1. Communication Models in Distributed Systems
6.4.2. Middleware Layer
6.4.3. Architecture Patterns for Distributed Systems
6.4.4. Software Service Design Process
6.4.5. Design Aspects of Software Services
6.4.6. Composition of Services
6.4.7. Web Services Architecture
6.4.8. Infrastructure and SOA Components

6.5. Model-Driven Software Development

6.5.1. The Model Concept
6.5.2. Model-Driven Software Development
6.5.3. MDA Reference Framework
6.5.4. Elements of a Transformation Model

6.6. Graphical User Interface Design

6.6.1. Principles of User Interface Design
6.6.2. Architectural Patterns: Model View Controller (MVC)
6.6.3. User Experience (UX)
6.6.4. User-Centered Design
6.6.5. Graphical User Interface Analysis and Design Process
6.6.6. Usability of User Interfaces
6.6.7. Accessibility in User Interfaces

6.7. Web Application Design

6.7.1. Characteristics of Web Applications
6.7.2. Web Application User Interface
6.7.3. Navigation Design
6.7.4. Basic Interaction Protocol for Web Applications
6.7.5. Architecture Styles for Web Applications

6.8. Software Testing Strategies and Techniques

6.8.1. Testing Strategies
6.8.2. Test Case Designs
6.8.3. Cost–Quality Relationship
6.8.4. Quality Models
6.8.5. ISO/IEC 25000 (SQuaRE) Standards
6.8.6. Product Quality Model (ISO 2501n)
6.8.7. Data Quality Models (ISO 2501n)
6.8.8. Software Quality Management

6.9. Metrics in Software Engineering

6.9.1. Basic Concepts: Measurements, Metrics and Indicators
6.9.2. Types of Metrics in Software Engineering
6.9.3. Measurement Process
6.9.4. ISO 25024: External and Quality Metrics in Use
6.9.5. Object-Oriented Metrics

6.10. Software Maintenance and Reengineering

6.10.1. Maintenance Process
6.10.2. Standard Maintenance Process Framework: ISO/IEC 14764
6.10.3. Software Reengineering Process Model
6.10.4. Reverse Engineering

Module 7. Advanced Programming

7.1. Introduction to Object-Oriented Programming

7.1.1. Fundamental Concepts
7.1.2. Class Design
7.1.3. Introduction to UML for Problem Modeling

7.2. Relationships Between Classes

7.2.1. Abstraction and Inheritance
7.2.2. Advanced Inheritance Concepts
7.2.3. Polymorphism
7.2.4. Composition and Aggregation

7.3. Design Patterns for Object-Oriented Problems

7.3.1. Definition and Purpose of Design Patterns
7.3.2. Factory Pattern
7.3.3. Singleton Pattern
7.3.4. Observer Pattern
7.3.5. Composite Pattern

7.4. Exception Handling

7.4.1. Definition and Purpose of Exceptions
7.4.2. Exception Catching and Handling
7.4.3. Throwing Exceptions
7.4.4. Creating Custom Exceptions

7.5. User Interfaces

7.5.1. Introduction to Qt
7.5.2. Positioning Techniques
7.5.3. Events: Definition and Catching
7.5.4. User Interface Development

7.6. Introduction to Concurrent Programming

7.6.1. Fundamental Concepts of Concurrent Programming
7.6.2. Processes and Threads
7.6.3. Interaction Between Processes and Threads
7.6.4. Threads in C++
7.6.5. Advantages and Disadvantages of Concurrent Programming

7.7. Thread Management and Synchronization

7.7.1. Thread Life Cycle
7.7.2. Thread Class and Thread Scheduling
7.7.3. Thread Groups and Daemon Threads
7.7.4. Synchronization and Locking Mechanisms
7.7.5. Communication Mechanisms and Monitors

7.8. Common Problems in Concurrent Programming

7.8.1. The Producer–Consumer Problem
7.8.2. The Readers–Writers Problem
7.8.3. The Dining Philosophers Problem

7.9. Software Documentation

7.9.1. Importance of Documentation in Software Development
7.9.2. Design Documentation
7.9.3. Documentation Tools

7.10. Software Testing

7.10.1. Introduction to Software Testing
7.10.2. Types of Testing
7.10.3. Unit and Integration Testing
7.10.4. Validation and System Testing

Module 8. Software Reuse

8.1. Introduction to Software Reuse

8.1.1. Definition and Foundations
8.1.2. Advantages and Disadvantages
8.1.3. Main Reuse Techniques

8.2. Design Patterns

8.2.1. Concept and Purpose of Design Patterns
8.2.2. Design Pattern Catalog
8.2.3. Using Patterns to Solve Design Problems
8.2.4. Selecting the Best Design Pattern

8.3. Creational Patterns

8.3.1. General Principles
8.3.2. Abstract Factory Pattern and Its Implementation
8.3.3. Builder Pattern and Its Implementation
8.3.4. Comparison Between Abstract Factory and Builder

8.4. Creational Patterns (II)

8.4.1. Factory Method Pattern
8.4.2. Comparison Between Factory Method and Abstract Factory
8.4.3. Singleton Pattern

8.5. Structural Patterns

8.5.1. Definition and Classification
8.5.2. Adapter Pattern
8.5.3. Bridge Pattern

8.6. Structural Patterns (II)

8.6.1. Composite Pattern
8.6.2. Decorator Pattern

8.7. Structural Patterns (III)

8.7.1. Facade Pattern
8.7.2. Proxy Pattern

8.8. Behavioral Patterns

8.8.1. Definition and Purpose
8.8.2. Chain of Responsibility Pattern
8.8.3. Command Pattern

8.9. Behavioral Patterns (II)

8.9.1. Interpreter Pattern
8.9.2. Iterator Pattern
8.9.3. Observer Pattern
8.9.4. Strategy Pattern

8.10. Frameworks

8.10.1. Definition and Concept of a Framework
8.10.2. Software Development Using Frameworks
8.10.3. Model–View–Controller (MVC) Pattern
8.10.4. Frameworks for Graphical Interface Design
8.10.5. Frameworks for Web Development
8.10.6. Frameworks for Database Persistence Management

Module 9. Artificial Intelligence and Knowledge Engineering

9.1. Introduction to Artificial Intelligence and Knowledge Engineering

9.1.1. History and Evolution of Artificial Intelligence
9.1.2. Current Applications of Artificial Intelligence
9.1.3. Fundamental Concepts of Knowledge Engineering

9.2. Search Algorithms

9.2.1. Search Strategies
9.2.2. Uninformed Search
9.2.3. Informed Search

9.3. Problem Solving Through Constraint Satisfaction and Planning

9.3.1. Boolean Satisfiability
9.3.2. Constraint Satisfaction Problems
9.3.3. Automated Planning and PDDL
9.3.4. Planning as a Heuristic Search
9.3.5. SAT-Based Planning

9.4. Artificial Intelligence in Games

9.4.1. Game Theory
9.4.2. Minimax Algorithm and Alpha–Beta Pruning
9.4.3. Simulation Methods: Monte Carlo

9.5. Machine Learning

9.5.1. Fundamentals of Machine Learning
9.5.2. Classification
9.5.3. Regression
9.5.4. Model Validation
9.5.5. Clustering Algorithms

9.6. Neural Networks

9.6.1. Biological Foundations
9.6.2. Computational Model of Neural Networks
9.6.3. Supervised and Unsupervised Neural Networks
9.6.4. Single-Layer and Multilayer Perceptron

9.7. Genetic Algorithms

9.7.1. History and Foundations
9.7.2. Biological and Evolutionary Basis
9.7.3. Problem Encoding
9.7.4. Generation of Initial Populations
9.7.5. Main Algorithm and Genetic Operators
9.7.6. Individual Evaluation: Fitness Function

9.8. Knowledge Structuring

9.8.1. Vocabularies
9.8.2. Taxonomies
9.8.3. Thesauri
9.8.4. Ontologies

9.9. Knowledge Representation and the Semantic Web

9.9.1. Introduction to Lexical Semantics
9.9.2. Specifications: RDF, RDFS and OWL
9.9.3. Inference and Reasoning
9.9.4. Linked Data

9.10. Expert Systems and Decision Support Systems

9.10.1. Concept and Application of Expert Systems
9.10.2. Decision Support Systems (DSS)

Module 10. Advanced Software Engineering

10.1. Agile Methodologies

10.1.1. Process Models and Methodologies
10.1.2. Agile Approach and the Agile Manifesto
10.1.3. Comparison Between Agile and Traditional Methodologies

10.2. Scrum

10.2.1. Scrum Philosophy and Values
10.2.2. Scrum Process Flow
10.2.3. Roles, Artifacts, and Events
10.2.4. User Stories and Agile Estimation
10.2.5. Scaling Scrum

10.3. Extreme Programming (XP)

10.3.1. Rationale and Principles
10.3.2. Life Cycle and Core Practices
10.3.3. Roles in XP
10.3.4. Critical Evaluation of XP

10.4. Reuse-Based Software Development

10.4.1. Levels and Techniques of Code Reuse
10.4.2. Component-Based Development
10.4.3. Benefits and Challenges
10.4.4. Reuse Planning

10.5. Systems Architecture and Software Design

10.5.1. Architectural Design
10.5.2. Architectural and Distributed Patterns
10.5.3. Fault Tolerant Architectures
10.5.4. Design Patterns and Gamma Patterns

10.6. Cloud Application Architecture

10.6.1. Fundamentals of Cloud Computing
10.6.2. Quality and Architectural Styles in the Cloud
10.6.3. Cloud Design Patterns

10.7. Software Testing: TDD, ATDD and BDD

10.7.1. Software Verification and Validation
10.7.2. Software Testing and Methodologies
10.7.3. Test-Driven Development (TDD)
10.7.4. Acceptance Test-Driven Development (ATDD)
10.7.5. Behavior-Driven Development (BDD)
10.7.6. Using Cucumber in BDD

10.8. Software Process Improvement

10.8.1. Maturity Models and Continuous Improvement
10.8.2. The CMMI Model and Its Evolution
10.8.3. Relationship Between CMMI and Agile Methodologies

10.9. Software Quality: SQuaRE

10.9.1. Software Quality Models
10.9.2. ISO/IEC 25000 and 25010 Standards
10.9.3. Software Quality Evaluation and Certification

10.10. Introduction to DevOps

10.10.1. Concept and Fundamental DevOps Practices

With this exclusive TECH syllabus, you will discover the impact of artificial intelligence on the creation of intelligent and adaptive software” 

Master's Degree in Creation of Network Interfaces and Applications

In today’s digital era, the creation of network interfaces and applications has become essential in the business world. Technology has evolved into a key tool for enhancing user experience and increasing efficiency in communication and teamwork. The Master’s Degree in Creation of Network Interfaces and Applications at TECH Global University is a program specifically designed to train students in the development of network interfaces and applications. Students will learn to design interfaces that are easy to use and accessible to all users, regardless of their abilities or limitations. In addition, they will study the complete interface design process, from requirements analysis to evaluation. The program also emphasizes the importance of application usability and how it must be taken into account throughout the software design process. Students will gain an understanding of the different types of human diversity and the limitations users may present.

You will benefit from cutting-edge technology and methodology

The 100% online methodology of the program offers great flexibility, allowing students to study from anywhere and at any time. Furthermore, the course content is designed by expert faculty members and is constantly updated, ensuring the quality and relevance of the information provided. Upon completion of the Master’s Degree in Creation of Network Interfaces and Applications at TECH Global University, students will be prepared to face current challenges in the development of network interfaces and applications. The knowledge acquired will enable them to design usable interfaces, develop network applications, and adapt them to the needs of different users. Undoubtedly, this Master’s Degree represents an excellent option for those seeking to enhance their skills and competencies and pursue professional advancement in their field.