Hey, can you ‘do the UX’ for us? A history of UX

UI/UX Design
30 Jun, 2019
“Do the UX”

What they wanted to say: can you help us think about the interaction design, structure, and navigation of the app? The mistake is to assume that a single person is responsible for successfully conceiving, designing, implementing and validating the user experience with a product.

A good user experience depends on:

Navigation flows and clear structure; a compelling and clear visual design; a great copy and tone of voice; reflective animations and transitions; the performance and speed of the application; the performance and speed of the user’s mobile phone; the user’s Internet connection; the fact that the product makes sense to that user; the fact that the product adds value to what that user needs; a clear understanding by the user of what the product does; how accessible the product is; the social, cultural and demographic context of the user; where the user is at the time of interacting with the application; everything the user has seen in his/her entire life; how the user feels on that particular day of using the product; etc., etc., etc.

Sure, I can do the UX for you.

“I love the user experience you made for that mobile application”

What they meant: I love the interface you designed. Where’s the misconception: UX is an abstract noun, not a concrete one

“This UI lacks a bit of UX”

What they meant: This user interface is difficult to use. Where’s the misconception: That a good user experience equals good usability.

UX stands for User Experience. A user’s experience with your product can be good or bad (in the example above, probably bad). UX designers are not magical creatures holding a wand that simply “adds” UX to an interface. The UX was already there, it was just making the user’s life miserable.

“Hmm, there is too much user experience in this product”

What they meant: iougarklasjbsdfgaiweoqiuwyrshbe. Where’s the problem: in the world.

“New course: Learn all about Android user experience”

What they meant: Learn some of the best practices that will help you make fewer mistakes when designing application interfaces that will live on Android-powered devices. Where’s the mistake: Thinking that all Android app experiences are the same and that there are a number of universal laws that work for any Android app, from a game to an e-commerce app, including dating apps and maps. It’s like creating a course for architects called “learning to design lofts.” It does not matter if it is 300 or 3000 square feet. Be it a residential or storage area. Either for a single person or for a family of eight. Whether it is built in a Rio slum or on an Icelandic plateau. Whether it is made of clay or steel. “In one weekend you will learn how to create lofts for any situation.”


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