What are the Five Elements of UX Design?

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User experience (UX) designers are professionals who create meaningful and user-centric digital experiences. They use design principles, psychology and research methodologies to make sure that products and services are easy to use, visually appealing and in line with user expectations. Designers understand user needs and behaviors to make intuitive interfaces, optimize users’ journeys and satisfaction—and drive business success.
Author and Human-Computer Interaction (HCI) Expert, Professor Alan Dix explains why UX design is so important:
We'll first of all look at why it is that user experience has become so important now. Now, anybody who's been around the usability or the human-computer interaction area will be aware that user experience has become perhaps the major buzzword when employing anybody. So, in the past you might have got a job in interaction design or as a usability engineer.
Now, what you'll see more than anything is that people ask for *user experience specialist*. Now, very often what they mean by that is exactly the same. They want you to include the same thing. So, in the past, if you were designing interactions, you'd think about user experience. If you were asked to design user experience, you'd think about usability. But the fact that the *name* has become dominant tells you something about a change in emphasis.
And so, whereas it perhaps used to be a *minor* aspect of the role of designing interfaces and designing interactions, now it's become perhaps one of the major roles. Experience clearly matters, whether it's iPhones or Facebook. It's now *why* people often go to a computer system. They want it to make them feel things. They want it to be part of excitement or interest
or basically emotion in general. You might be talking to a loved one over a video channel or you might be playing a game in Facebook. These are clearly very, very critical. If you think about the phone as an example, if you went back – I was trying to think – 20 years, now even this – and I've got my house phone here, which is a pretty big phone – that would have been little. The first mobile phones were like bricks. It was almost like holding a book to your ear. Now, it's the iPhone.
The first mobile phones were about communication, wanting to be connected with people. And, actually, if you see satellite phones today, they're still pretty much like that – chunky things. Whereas the iPhone is very much about being an iPhone user, about the sleekness of it, about the design of it. Interestingly enough, even those early phones – there was a strong set of emotional values attached to them. People would have *fake* phones because they couldn't afford a real phone.
This is fake *mobile phones*. So, you have a fake mobile phone. So, you could sort of pull it out on the train and have it sitting there, and people would think, "Oh my goodness! There's an important person, having a mobile phone." So, actually, even those early phones – the actual phone (the real phone) was about utility. However, those fake phones were about the fact that a phone says something about who you are. And – boy – is that true of phones nowadays! Emotion is part of being human.
It's not just part of our technological experience of being human; it's part of being human. Without emotion, in many ways we don't exist fully. And that's sort of evident when things go wrong and people have accidents or illnesses which damage their emotional being. However, this isn't a new thing. You know, emotion has *always* been important. This isn't something that's happened in the last five to ten years. In fact, within the user interface community, one of the early standards that mentioned usability
was ISO 9241. And it talked about three crucial issues for user interfaces. One of them was *effectiveness*. Does it do the right thing? Does it get things done that are important? The second was *efficiency*. Does it do that with the minimum effort – the minimum mental effort, the minimum physical effort? Or is it taking extraneous effort that's unnecessary?
And, very often, people only quote those two because there was a third one, as well, which was *satisfaction*. Does it make you feel good? Do you feel happy having used this system or used this piece of software? And that last one is often missed entirely. And it's all about the emotion – the way you feel. And so, it was often ignored, often missed in the past.
What's now happened is that's become perhaps in some ways more important than the other two. Emotion is important because it's good to feel emotion. But also, emotion affects the bottom line in business. If your employees are happy, they tend to be more productive. So, if you're designing a production line or an office or wherever the environment, if you can have software and systems that make people feel good,
they'll tend to work better. And certainly you want your *customers* to feel happy because they are the people who are usually going to buy your goods. So, if you've not made your customers happy, they don't buy anything. So, emotion is important to us as humans,
but it's also important from a business point of view.
UX designers play a vital role to shape the digital landscape. They’re the architects of seamless and intuitive interactions between users and digital products or services. These designers craft compelling experiences that meet—and exceed—the needs and expectations of a design solution’s target users. As team members, they form the backbone of design teams and stick to a UX design process like design thinking. Designers strive to create products—like apps and websites—that ultimately drive customer satisfaction and loyalty.
The roles and responsibilities of a UX designer can vary—and these depend on the company and project. In the main, though, their responsibilities include:
UX designers do extensive research to get insights into user needs, behaviors and pain points. They use various techniques—like interviews, surveys and usability testing—to collect data and inform the design process. User research is a really vital part of a designer’s role. Without the insights collected from the various methods they use to observe and interview the people who will use a product or service, designers cannot create the right or needed design.
UX Strategist and Consultant, William Hudson explains the importance of user research:
User research is a crucial part of the design process. It helps to bridge the gap between what we think users need and what users actually need. User research is a systematic process of gathering and analyzing information about the target audience or users of a product, service or system. Researchers use a variety of methods to understand users, including surveys, interviews, observational studies, usability testing, contextual inquiry, card sorting and tree testing, eye tracking
studies, A-B testing, ethnographic research and diary studies. By doing user research from the start, we get a much better product, a product that is useful and sells better. In the product development cycle, at each stage, you’ll different answers from user research. Let's go through the main points. What should we build? Before you even begin to design you need to validate your product idea. Will my users need this? Will they want to use it? If not this, what else should we build?
To answer these basic questions, you need to understand your users everyday lives, their motivations, habits, and environment. That way your design a product relevant to them. The best methods for this stage are qualitative interviews and observations. Your visit users at their homes at work, wherever you plan for them to use your product. Sometimes this stage reveals opportunities no one in the design team would ever have imagined. How should we build this further in the design process?
You will test the usability of your design. Is it easy to use and what can you do to improve it? Is it intuitive or do people struggle to achieve basic tasks? At this stage you'll get to observe people using your product, even if it is still a crude prototype. Start doing this early so your users don't get distracted by the esthetics. Focus on functionality and usability. Did we succeed? Finally, after the product is released, you can evaluate the impact of the design.
How much does it improve the efficiency of your users work? How well does the product sell? Do people like to use it? As you can see, user research is something that design teams must do all the time to create useful, usable and delightful products.
UX designers take research findings and apply them to create user personas. These personas represent the target audience. Personas highlight the audience’s goals, motivations and preferences. They also reflect the user flows—what users experience in the context of how they approach, encounter and use a given product or service.
An example of a persona.
© Interaction Design Foundation, CC BY-SA 4.0
User personas serve as a reference point throughout the design process, and ensure that the final product or service meets user expectations.
Professor Alan Dix explains personas:
Personas are one of these things that gets used in very, very many ways during design. A persona is a rich description or description of a user. It's similar in some sense, to an example user, somebody that you're going to talk about. But it usually is not a particular person. And that's for sometimes reasons of confidentiality.
Sometimes it's you want to capture about something slightly more generic than the actual user you talked to, that in some ways represents the group, but is still particular enough that you can think about it. Typically, not one persona, you usually have several personas. We'll come back to that. You use this persona description, it's a description of the example user, in many ways during design. You can ask questions like "What would Betty think?"
You've got a persona called / about Betty, "what would Betty think" or "how would Betty feel about using this aspect of the system? Would Betty understand this? Would Betty be able to do this?" So we can ask questions by letting those personas seed our understanding, seed our imagination. Crucially, the details matter here. You want to make the persona real. So what we want to do is take this persona, an image of this example user, and to be able to ask those questions: will this user..., what will this user feel about
this feature? How will this user use this system in order to be able to answer those questions? It needs to seed your imagination well enough. It has to feel realistic enough to be able to do that. Just like when you read that book and you think, no, that person would never do that. You've understood them well enough that certain things they do feel out of character. You need to understand the character of your persona.
For different purposes actually, different levels of detail are useful. So I'm going to sort of start off with the least and go to the ones which I think are actually seeding that rich understanding. So at one level, you can just look at your demographics. You're going to design for warehouse managers, maybe. For a new system that goes into warehouses. So you look at the demographics, you might have looked at their age. It might be that on the whole that they're older. Because they're managers, the older end. So there's only a small number under 35. The majority
are over 35, about 50:50 between those who are in the sort of slightly more in the older group. So that's about 40 percent of them in the 35 to 50 age group, and about half of them are older than 50. So on the whole list, sort of towards the older end group. About two thirds are male, a third are female. Education wise, the vast majority have not got any sort of further education beyond school. About 57 percent we've got here are school.
We've got a certain number that have done basic college level education and a small percentage of warehouse managers have had a university education. That's some sense of things. These are invented, by the way, I should say, not real demographics. Did have children at home. The people, you might have got this from some big survey or from existing knowledge of the world, or by asking the employer that you're dealing with to give you the statistics. So perhaps about a third of them have got children at home, but two thirds of them haven't.
And what about disability? About three quarters of them have no disability whatsoever. About one quarter do. Actually, in society it's surprising. You might... if you think of disability in terms of major disability, perhaps having a missing limb or being completely blind or completely deaf. Then you start relatively small numbers. But if you include a wider range of disabilities, typically it gets bigger. And in fact can become
very, very large. If you include, for instance, using corrective vision with glasses, then actually these numbers will start to look quite small. Within this, in whatever definition they've used, they've got up to about 17 percent with the minor disability and about eight percent with a major disability. So far, so good. So now, can you design for a warehouse manager given this? Well,
you might start to fill in examples for yourself. So you might sort of almost like start to create the next stage. But it's hard. So let's look at a particular user profile. Again, this could be a real user, but let's imagine this as a typical user in a way. So here's Betty Wilcox. So she's here as a typical user. And in fact, actually, if you look at her, she's on the younger end. She's not necessarily the only one, you usually have several of these. And she's female as well. Notice only up to a third of our warehouse ones are female. So
she's not necessarily the center one. We'll come back to this in a moment, but she is an example user. One example user. This might have been based on somebody you've talked to, and then you're sort of abstracting in a way. So, Betty Wilcox. Thirty-seven, female, college education. She's got children at home, one's seven, one's 15. And she does have a minor disability, which is in her left hand. And it's there's slight problem in her left hand.
Can you design, can you ask, what would Betty think? You're probably doing a bit better at this now. You start to picture her a bit. And you've probably got almost like an image in your head as we talk about Betty. So it's getting better. So now let's go to a different one. You know, this is now Betty. Betty is 37 years old. She's been a warehouse manager for five years and worked for Simpkins Brothers Engineering for 12 years. She didn't go to university, but has studied in her evenings for a business diploma.
That was her college education. She has two children aged 15 and seven and does not like to work late. Presumably because we put it here, because of the children. But she did part of an introductory in-house computer course some years ago. But it was interrupted when she was promoted, and she can no longer afford to take the time. Her vision is perfect, but a left hand movement, remember from the description a moment ago, is slightly restricted because of an industrial accident three years ago.
She's enthusiastic about her work and is happy to delegate responsibility and to take suggestions from the staff. Actually, we're seeing somebody who is confident in her overall abilities, otherwise she wouldn't be somebody happy to take suggestions. If you're not competent, you don't. We sort of see that, we start to see a picture of her. However, she does feel threatened – simply, she is confident in general – but she does feel threatened by the introduction of yet another computer system. The third since she's been working at Simpkins Brothers. So now, when we think about that, do you have a better vision of Betty?
Do you feel you might be in a position to start talking about..."Yeah, if I design this sort of feature, is this something that's going to work with Betty? Or not"? By having a rich description, she becomes a person. Not just a set of demographics. But then you can start to think about the person, design for the person and use that rich human understanding you have in order to create a better design.
So it's an example of a user, as I said not necessarily a real one. You're going to use this as a surrogate and these details really, really matter. You want Betty to be real to you as a designer, real to your clients as you talk to them. Real to your fellow designers as you talk to them. To the developers around you, to different people. Crucially, though, I've already said this, there's not just one. You usually want several different personas because the users you deal with are all different.
You know, we're all different. And the user group – it's warehouse managers – it's quite a relatively narrow and constrained set of users, will all be different. Now, you can't have one persona for every user, but you can try and spread. You can look at the range of users. So now that demographics picture I gave, we actually said, what's their level of education? That's one way to look at that range. You can think of it as a broad range of users.
The obvious thing to do is to have the absolute average user. So you almost look for them: "What's the typical thing? Yes, okay." In my original demographics the majority have no college education, they were school educated only. We said that was your education one, two thirds of them male – I'd have gone for somebody else who was male. Go down the list, bang in the centre. Now it's useful to have that center one, but if that's the only person you deal with, you're not thinking about the range. But certainly you want people who in some sense
cover the range, that give you a sense of the different kinds of people. And hopefully also by having several, reminds you constantly that they are a range and have a different set of characteristics, that there are different people, not just a generic user.
UX designers organize and structure content to make it as usable and accessible as they can. They create information architecture—which defines the hierarchy and flow of information within a product. Wireframing is another crucial step where UX designers make low-fidelity layouts so they can visualize the product's structure and functionality. These visual representations let designers visualize a product or service’s layout and flow. And wireframes are basic representations of the interface.
William Hudson explains wireframing:
Wireframing is like creating a blueprint for a website or app. Imagine you want to build a house before the builders start. An architect draws a simple sketch showing where the rooms will be, where the doors and windows go, and how everything connects in the same way when making a website or app. Wireframing is the first step. It's a basic, no frills outline of how the pages will screens will look. It helps designers and developers plan with things will be placed like buttons, images and text. It's not about the colors or fancy details.
It's more about the structure and layout, like arranging the rooms in a house. Wireframes help make sure everything fits together well before the actual building or coding begins. Creating a wireframe during a UX project involves several steps. Understand goals, know the project goals, and user needs. Sketch ideas roughly sketch layouts on paper or digitally create low fidelity wireframes. Use a tool to make simple grayscale wireframes showing basic structure and placement.
Get feedback, share wireframes. Gather feedback and make adjustments. Refine and iterate. Make improvements based on feedback. Focusing on functionality. Create high fidelity wireframes and colors. Fonts and images for a more detailed look. Test and validate. Conduct usability testing and refine further. Finally, ease and hand off complete high fidelity wireframes and handoff to the design and development teams. Wireframing helps to plan and visualize a user friendly design before diving into the details.
UX designers build interactive prototypes so they can test—and validate—design concepts. Prototypes—interactive models that simulate the user experience—are tools that help UX designers iterate and refine their designs before going into development. Like wireframes, prototypes are essential tools for UX designers, and they let users interact with the product—and then give feedback on it. They can be low-fidelity (lo-fi) or high-fidelity (hi-fi) in terms of how sophisticated they are. The former are especially useful early in the design process, while the latter are typically far more expensive representations of how the final product will look. In any case, prototypes enable designers to iterate and refine their designs based on user insights.
Prototyping is a highly effective way to get design ideas “out there” for testing—and paper prototyping is a great way to do it early and smartly.
© Interaction Design Foundation, CC BY-SA 4.0
UX designers collaborate with user interface (UI) designers to make sure that the visual elements of a product run in line with the overall user experience strategy. They work closely with developers to make sure that the design gets implemented seamlessly.
Even after a product gets launched, UX designers look at the user feedback and behavior so they can spot areas for improvement. They do usability testing and collect data to make data-driven decisions so they can boost the user experience.
How important UX designers are for brands is something that’s impossible to overstate. As designers focus on user needs, they make digital experiences that are intuitive, engaging and memorable. This—in turn—drives customer satisfaction, loyalty and positive perceptions of the brand.
UX designers have diverse career opportunities—and they can specialize in various roles. Common ones include:
UX designers are responsible for a product or service’s overall user experience. They do user research, create wireframes and prototypes, and they collaborate with UI designers and developers to bring the design to life.
UX researchers focus on how to understand user needs, behaviors and motivations through various research methods. UX research splits into two approaches. Quantitative research focuses on the “what,” “where” and “when” of users’ needs and problems, and includes such techniques as A/B testing, analytics and tree testing. Meanwhile, qualitative research focuses on why users think and feel the way they do, and involves—for example—diary studies, interviews and usability testing. UX researchers gather data and insights both to inform the design process, and to make it so that the final product does indeed meet user expectations.
UX/UI designers combine both user experience and user interface design skills. They’re responsible for making visually appealing and user-friendly interfaces—ones that are lined up with the overall user experience strategy.
UX writers specialize in making content that’s clear and concise—content that guides users throughout their journey. They make sure that the language that’s in the product is consistent, informative and easy to understand.
Author, Speaker and UX Writer, Torrey Podmajersky explains what UX writing involves:
I'm working at the TAPP Transit System; this is a made-up transit system app. And it says, 'Oh, we need a notification for when someone's payment method has expired.' So, first I do the strategic work and I say, 'What's the *point* here?' What's the point for our user, and what's the point for the business or the organization? And what are our *voice concepts* that we want to make sure that we're landing so that it's in our brand?' So, I take it and then I start including *purpose*.
And it gets longer and longer. And I just *iterate and iterate*, and I keep all these iterations. Thank heavens for tools like Sketch and Figma where I just make artboard after artboard after artboard or frame after frame and keep them all. I choose the best of those, and I work on making it *more concise* – more concise and more concise, and you see it's getting shorter and shorter. It gets so short here at the end, it's not particularly usable. So, I'm going to go with the second to the end and go forward.
I'm going to make it more *conversational*: is this something a person would actually say? And I make more iterations. And I have my favorite among those. And then I look at all of them together, and I say, 'Here's my best ones,' and that's what I'm going to tell my team about. I'm going to say the original message doesn't follow the voice and really doesn't meet the purpose. I'm going to say which one I recommend and why and give them another couple of options.
The secret here is: *I'm happy with all three of these*; I don't care which ones they choose; and, frankly, I'd prefer to A/B test them against each other and learn more about the language.
UX consultants provide their guidance and expertise to organizations that seek to improve the user experience of their products or services. Consultants conduct audits, provide recommendations and develop strategies on how to enhance the overall user experience.
To excel in these roles, UX designers will typically have a background in design, psychology, human-computer interaction or some field that’s related. They’ve got a deep understanding of user-centered design principles, research methodologies and emerging trends in technology.
UX designers contend with a variety of challenges—and here are some:
UX designers have to strike a balance between how they meet user needs and align with the organization’s business goals. It’s something that calls for effective communication and collaboration with stakeholders—to make sure the design meets both what the users and the business expect. Users have diverse needs and preferences—and some core considerations are vital to work into the final product. So, UX designers have got to advocate for users, and educate stakeholders and clients about the need to keep user needs in sharp focus throughout the design process.
Design Director at Societe Generale, Morgan Peng gives valuable advice on this key issue that designers face:
I've been talking to a lot of people in agencies, startups, even from the GAFAs, to Google, to Apple, et cetera. And I realized that we share the same frustrations – from people who don't get design. They may sound familiar. We'll see. The first one is, 'Can you make it *pretty*?'; 'Can you do the 'UX' (whatever it is)?'; and, 'Can you add this *wow* effect?'
And if you're like me – so, this is me – when you hear that, you would cringe. And I've heard them a lot. Because what we really want to hear is... 'Can you make it *usable*?'; 'Can *we* do the UX *together*?'; And the last one: 'Can you *tell me what's broken*?'
As technology rapidly evolves, UX designers need to stay updated with the latest trends and tools—adapt their skills and design approaches to accommodate new platforms, devices and user behaviors.
For example, both the cashier and the customer have their own user experiences, which the Point-of-Sale (PoS) system and the ordering system influence. UX designers help shape these experiences as they keep up with new ways to pay and more.
© Jacob Lund Photography and Noun Project, Fair Use
It can be a challenge to do user research—whenever there are budget and time constraints. UX designers must find innovative ways to collect insights and validate design decisions, all within these limitations.
UX designers also have a challenge facing them to design inclusive experiences that cater to diverse user needs and abilities. They need to consider accessibility standards and make sure that their designs really are usable for all users.
See why accessibility is such a crucial design consideration:
Accessibility ensures that digital products, websites, applications, services and other interactive interfaces are designed and developed to be easy to use and understand by people with disabilities. 1.85 billion folks around the world who live with a disability or might live with more than one and are navigating the world through assistive technology or other augmentations to kind of assist with that with your interactions with the world around you. Meaning folks who live with disability, but also their caretakers,
their loved ones, their friends. All of this relates to the purchasing power of this community. Disability isn't a stagnant thing. We all have our life cycle. As you age, things change, your eyesight adjusts. All of these relate to disability. Designing accessibility is also designing for your future self. People with disabilities want beautiful designs as well. They want a slick interface. They want it to be smooth and an enjoyable experience. And so if you feel like
your design has gotten worse after you've included accessibility, it's time to start actually iterating and think, How do I actually make this an enjoyable interface to interact with while also making sure it's sets expectations and it actually gives people the amount of information they need. And in a way that they can digest it just as everyone else wants to digest that information for screen reader users a lot of it boils down to making sure you're always labeling
your interactive elements, whether it be buttons, links, slider components. Just making sure that you're giving enough information that people know how to interact with your website, with your design, with whatever that interaction looks like. Also, dark mode is something that came out of this community. So if you're someone who leverages that quite frequently. Font is a huge kind of aspect to think about in your design. A thin font that meets color contrast
can still be a really poor readability experience because of that pixelation aspect or because of how your eye actually perceives the text. What are some tangible things you can start doing to help this user group? Create inclusive and user-friendly experiences for all individuals.
UX designers work closely with other members of the product team—such as UI designers, graphic designers, developers and product managers—as well as stakeholders from different disciplines. They collaborate to make sure that the design goes in line with the overall product vision and meets business goals. Effective communication and solid teamwork are crucial things for successful collaboration to be a reality.
UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains the value of cross-functional teams.
Cross-functional teams, unlike silos, have all the people necessary to build a specific thing together. Let's look at an example. Imagine you're on a team that is supposed to build the onboarding flow for a new app that helps connect job applicants with jobs. You can't build the whole thing with just designers. Or with just engineers, for that matter. I mean, you probably could do it with just engineers, but it's a terrible idea.
A cross-functional team for this onboarding work might include a few engineers, perhaps some for the front end and some for the back end. Might include a designer, a researcher, a product owner or manager, maybe a content writer or a marketing person. In an ideal world, all of these folks would only work on this particular team. In the real world, where we actually live, sometimes folks are on a couple of different teams and some specialists may be brought in to consult. For example, if the team needed help from the legal department to explain some of the ramifications of a specific decision,
a cross-functional team would have a dedicated legal expert they could go to. But that legal expert might also work with lots of other teams. In agile environments, the cross-functional team generally sits together or if remote, has some sort of shared workspace. They all go to the required team meetings. They understand the goal of the team and the users. They're experts, or they soon become experts, on that onboarding flow. Contrast this to how it might be done in a siloed environment. In that case, you might have different people assigned to the team depending on need, which can seem really flexible.
Until you realize that you end up with five different designers working on the project all at different times and they all have to be brought up to speed and they don't really understand why the other designers made the decisions that they did. Same with the engineers. And do not get me started on legal. Silo teams tend to rely more on documentation that gets handed between groups. And this can lead to a waterfall project where project managers or product managers work on something for a while to create requirements, which they then hand off to designers who work on designs for a while
and then they pass the deliverables on to engineering, who immediately insists that none of this will work and demands to know why they weren't brought in earlier for consultation. You get it. By working in cross-functional teams instead, the people embedded on the project get comfortable with each other. They know how the team works and can make improvements to it. They come to deeply understand their particular users and their metrics. They actually bring engineering and even design and research into the decision making process early to avoid the scenario I described above.
For various reasons—including budgetary constraints—some organizations can blur the job description of a UX designer with that of a UI designer. And they can expect a combined UI-UX designer in one. UX designers focus on the overall experience of the user, as interaction designers or experience designers. UI designers, meanwhile, are responsible for the look and feel of the product—like the UI elements. Similarly, UX design skills are more concerned with how to understand user behavior and make a product that’s functional and is one that really meets their needs. UI design skills—though—focus on how users interact with the interface. UI designers have deep knowledge of visual design and create visuals that guide users well through the product. Meanwhile, UX designers take a more holistic approach to design and its many facets—including how to implement an interface.
The perspective that UX designers bring to the table is unique. They advocate for the user and make sure that the design runs in line with the overall product vision. As such, they form a vital foundation—or runway—for the right thing ultimately taking off in the marketplace.
There’s no specific educational path one must take to become a UX designer. Even so, most professionals do have a background in design, psychology or a related field. Employers often prefer a bachelor's degree in design, human-computer interaction or some disciple that’s related. Even so, practical experience, a strong portfolio and relevant certifications can also be invaluable assets.
What UX designers need is a combination of technical skills and soft skills. Technical skills for designers include having proficiency in design software such as Figma, Sketch, Adobe XD and InVision. They should also be familiar with user research methods, information architecture and usability testing. Soft skills—like communication, empathy and problem-solving—are equally important for effective collaboration, and for really understanding user needs.
See why empathy for users is an essential ingredient in UX design:
Do you know this feeling? You have a plane to catch. You arrive at the airport. Well in advance. But you still get stressed. Why is that? Designed with empathy. Bad design versus good design. Let's look into an example of bad design. We can learn from one small screen.
Yes, it's easy to get an overview of one screen, but look close. The screen only shows one out of three schools. That means that the passengers have to wait for up to 4 minutes to find out where to check in. The airport has many small screenings, but they all show the same small bits of information. This is all because of a lack of empathy. Now, let's empathize with all users airport passengers,
their overall need to reach their destination. Their goal? Catch their plane in time. Do they have lots of time when they have a plane to catch? Can they get a quick overview of their flights? Do they feel calm and relaxed while waiting for the information which is relevant to them? And by the way, do they all speak Italian? You guessed it, No. Okay. This may sound hilarious to you, but some designers
actually designed it. Galileo Galilei, because it is the main airport in Tuscany, Italy. They designed an airport where it's difficult to achieve the goal to catch your planes. And it's a stressful experience, isn't it? By default. Stressful to board a plane? No. As a designer, you can empathize with your users needs and the context they're in.
Empathize to understand which goals they want to achieve. Help them achieve them in the best way by using the insights you've gained through empathy. That means that you can help your users airport passengers fulfill their need to travel to their desired destination, obtain their goal to catch their plane on time. They have a lot of steps to go through in order to catch that plane. Design the experience so each step is as quick and smooth as possible
so the passengers stay all become calm and relaxed. The well, the designers did their job in Dubai International Airport, despite being the world's busiest airport. The passenger experience here is miles better than in Galileo Galilei. One big screen gives the passengers instant access to the information they need. Passengers can continue to check in right away. This process is fast and creates a calm experience,
well-organized queues help passengers stay calm and once. Let's see how poorly they designed queues. It's. Dubai airport is efficient and stress free. But can you, as a designer, make it fun and relaxing as well? Yes.
In cheerful airport in Amsterdam, the designers turned parts of the airport into a relaxing living room with sofas and big piano chairs. The designers help passengers attain a calm and happy feeling by adding elements from nature. They give kids the opportunity to play. Adults can get some revitalizing massage. You can go outside to enjoy a bit of real nature.
You can help create green energy while you walk out the door. Charge your mobile, buy your own human power while getting some exercise. Use empathy in your design process to see the world through other people's eyes. To see what they see, feel what they feel and experience things as they do. This is not only about airport design. You can use these insights when you design
apps, websites, services, household machines, or whatever you're designing. Interaction Design Foundation.
The salary of a UX designer can vary—it’s based on factors such as experience, location and industry. At the junior level, UX designers can expect an average salary of $60,000 to $80,000 per year. Mid-level UX designers earn around $80,000 to $100,000. Meanwhile, senior designers can earn upwards of $100,000 per year.
© Interaction Design Foundation, CC BY-SA 4.0
It's important to note that salary ranges can differ—geographical location and industry demand decide that. As the demand for skilled UX designers continues to grow, the salary prospects are promising for those entering—or advancing in—the field.
Numerous UX designers have made great contributions to the field and left a lasting impact on the digital landscape. Some notable examples include:
Steve Jobs—co-founder of Apple—was renowned for his emphasis on user experience. His vision and attention to detail shaped iconic products like the iPhone, iPad and Mac, and really revolutionized the way users interact with technology.
Steve Jobs
© Magnolia Pictures, Fair Use
Known as the “father of UX design,” Norman coined the term "user experience"—and he’s written influential books on the subject. He’s urged designers to embrace highly relevant challenges to the modern world through humanity-centered design as well as other approaches.
Don Norman
© Interaction Design Foundation, CC BY-SA 4.0
Sarah Doody is a UX designer and consultant—known for her expertise in user research and design thinking. She’s the founder and CEO of Career Strategy Lab and an author.
Sarah Doody
© www.SarahDoody.com, Fair Use
Alan Cooper—often termed the "Father of Visual Basic"—is a pioneer in the field of interaction design. He introduced the concept of personas, and he advocated for user-centered design principles, too.
Alan Cooper
https://mralancooper.medium.com, Fair Use
Krug—author of Don't Make Me Think—is famous for his insights on usability and user-centered design, and he’s an important contributor to UX design overall.
Steve Krug
https://theagilerevolution.com, Fair Use
Au—the former head of design at Google—has played a key role in shaping the user experiences of various Google products.
Irene Au
© Paula Macedo, Fair Use
Aspiring UX designers should consider the following tips:
Designers should get a solid understanding of design principles, user-centered design methodologies and industry-standard tools. It’s also vital for them to keep on expanding their knowledge and technical skills so they stay ahead in this rapidly evolving field.
Designers need to put themselves in their users’ shoes and strive to understand the latter’s needs, goals and pain points. Empathy’s a key trait to have for user-centered design that’s effective.
Designers should invest the time so they learn various research methods and techniques. User research is crucial for informed design decisions—and to make sure that designs really do address user needs effectively.
UX design is a collaborative field—one that calls for effective communication and teamwork all the way through the design process. So, it’s vital to develop strong collaboration skills for them to work harmoniously with cross-functional teams and stakeholders.
Designers should consider collaborating with peers, joining design communities and seeking mentorship so they can build up their skills and knowledge. It’s a vibrant and expanding industry, so it’s a vital asset to be part of a network.
Designers should create a compelling portfolio—one that showcases their design projects, thought process and problem-solving skills in the best way possible. A portfolio should show their ability to create meaningful and user-centric experiences. The portfolio’s a vital asset. It will travel ahead of the designer to tell prospective clients or employers what they’re capable of, and how. It’s vital to show the journey as well as the thinking that went into the ultimate product—not just the results.
Stephen Gay, Design Lead for the Adword Display & Apps Team at Google, gives valuable advice about UX portfolios:
Designers should keep up with the latest trends, technologies and best practices in UX design. It’s important for them to attend workshops, conferences and webinars—as well as read highly regarded books—to expand their knowledge and network with industry professionals. As technologies evolve, for instance, the elements that go into experiencing and using those technologies do change as well. So, it’s ultra-important to keep a finger on the pulse and stay up to date so they keep ahead of the game.
Designers should embrace feedback and continuously iterate on their designs based on the user insights they get. User testing and feedback are essential both for refining designs and for improving the overall user experience.
Whatever emerges during the design process, including—for example—a client’s failure to recognize necessary design points, designers should keep core considerations top of mind—always.
These include usability, desirability and accessibility—to make sure that end products really do meet user expectations and provide positive experiences.
Watch this video to understand the Elements of User Experience:
Passion and persistence are true keys to success—and that goes for any career. Designers should stay passionate about creating exceptional user experiences and stay persistent in how they pursue excellence.
Overall, it’s essential to bear in mind that good UX design involves a big-picture view—a view of who the users of a product or service are, the many aspects of their user journeys, and more. UX designers are the driving force behind the brands that shape products and services that meet user needs, drive business success and contribute to the progress of technology—at the global level.
Take our course User Experience: The Beginner’s Guide.
Read our piece How to Become a UX Designer? for some detailed insights.
Find some great examples of what UX designers do in 9 Examples of Good UX Design Every Designer Should See by Selman Gokce for further valuable information.
Consult What Does a UX Designer Actually Do? by Caroline White to understand some key points.
What is a UX Designer? How to Become One, Salary, Skills by Jessica Powers for more valuable information.
A UX designer's salary varies widely—and that’s based on location, experience, and the specific industry they work in. On average, in the U.S.:
Entry-level UX designers: Typically start with salaries of $50,000–$70,000 per year.
After a few years’ experience: $70,000–$100,000.
Senior UX designers—or those with specialized skills in high-demand areas: $100,000 or more.
Additionally, UX designers in tech hubs like San Francisco or New York often earn higher than those in other regions.
Take our Master Class How To Successfully Change Your Career To UX Design with Cory Lebson, Principal and Owner at Lebsontech LLC.
Coding isn’t essential for a UX designer, but it does offer valuable benefits. While UX design primarily focuses on understanding users' needs and creating optimal user experiences, having coding skills can be a major plus. It can really enhance a designer's toolkit, and if a UX designer knows the basics of HTML, CSS and possibly JavaScript, it helps them communicate better with developers, understand the technical constraints of their designs and make minor adjustments without always relying on a developer.
What’s more, a basic understanding of coding means UX designers can prototype their ideas more effectively—and test functionality that can be crucial for the user experience. It can also mean a designer's more marketable, as some employers appreciate that versatility in a designer.
A designer should focus on the core UX areas first, and consider learning coding as a supplementary skill that can broaden capabilities and opportunities in the field.
Take our Master Class How to Design With and For Artificial Intelligence (AI) with Daniel Rosenberg, UX Professor, Designer, Executive and Early Innovator in HCI.
Showcase your best projects. Include a variety of work that demonstrates your skills in research, wireframing, prototyping and user testing. For each project, explain your design process from understanding user needs to iterating on feedback. Emphasize outcomes and how your design improved user experience or met business goals. Be sure to put in visuals like sketches, wireframes and screenshots—they’ll make your portfolio engaging.
What’s more—always explain the context of your projects and the role you played in them. Highlight any unique challenges you faced—and how you overcame them.
Another thing is to include a section about yourself, your design philosophy and your approach to UX design. This personalizes your portfolio. Plus, it gives potential employers or clients sharp insights into how you work.
Remember: keep your portfolio updated and tailored to the job or client you’re applying for. Quality over quantity matters—so, curate your best work that aligns with their needs.
Watch as Creative Director and CEO at Hype4, Michal Malewicz explains some vital ingredients of a UX portfolio:
Remote UX design work presents unique challenges—and these include communication barriers, collaboration difficulties and time zone differences. It becomes more complex to communicate effectively with team members and stakeholders when a designer can't have in-person meetings. Misunderstandings and delays in feedback can happen, too, and slow down the design process.
To mitigate these challenges, try to establish clear communication protocols, use collaborative tools effectively and schedule regular check-ins. Flexibility and understanding from all team members are crucial things to navigate the complexities of remote UX design work successfully.
Take our Master Class How To Balance Remote and In-Person UX Work with Cory Lebson, Principal and Owner at Lebsontech LLC.
Ethical considerations in UX design focus on several major areas: how to respect user privacy, ensure inclusivity and be transparent about data use. Designers have to protect user data from unauthorized access or breaches. It’s crucial to design products that are accessible to all, including people with disabilities, ensuring everyone can use them without barriers.
Transparency about the collection, use and storage of user data is another ethical must. Users should have clear information about what data the researcher or designer is collecting and the choice to opt-out if they wish. Misleading designs—known as "dark patterns"—trick users into actions they didn't intend, like subscribing to a newsletter or making a purchase, and they’re unethical practices in UX design.
Designers hold the responsibility to create experiences that don’t exploit users’ cognitive biases or vulnerabilities. It’s also a must to consider the impact of a design on users' mental health and wellbeing—and avoid designs that might cause addiction or negative social behaviors.
Ethical UX design means a designer puts the user's interest and wellbeing at the forefront of the design process, and makes sure that technology serves to improve users' lives without compromising their rights or dignity.
Watch as CEO of Experience Dynamics, Frank Spillers explains an important dimension of accessibility as a fundamental part of what is right to do in UX design:
Start with learning the fundamentals of UX design—like user research, wireframing, prototyping and user testing. You can find many online courses, tutorials and books that are dedicated to these topics. Think about getting a formal education—such as a degree in design or related fields—or specialized UX design bootcamps. In any case, it’s crucial to build a solid understanding of design principles and user-centered design.
Next, practice your skills—and actually work on design projects. These can be hypothetical projects, redesigns of existing applications or volunteer projects for nonprofits. This hands-on experience is invaluable, and it’s something that will help you build a portfolio to showcase your work.
Networking with other designers and professionals in the field is important, too. So, join design communities, go to workshops and participate in design hackathons to meet others and learn from their experiences.
Last—but not least—keep up with industry trends and best practices. Continuous learning is key in the ever-evolving field of UX design.
Take our course User Experience: The Beginner’s Guide to start breaking into this exciting career now.
UX (user experience) design focuses on the overall experience a user has with a product—with the aim to make it efficient, effective and satisfying. It takes a designer to understand users' needs and design the whole journey they go through with interacting with a product. UX designers research, test and refine to make sure that the product really does meet the user's needs.
UI (user interface) design, though, concentrates on the visual and interactive elements of a product's interface—like its buttons, icons, spacing and typography. UI designers create the look and feel of a product, and they make sure it’s aesthetically pleasing and intuitive to use.
Both roles are crucial to a product's success—and they work closely together to create user-friendly and attractive designs.
Watch as Creative Director and CEO at Hype4, Michal Malewicz explains what UI design is:
Explore the following resources:
Design portfolios: Browse through portfolios on platforms like Behance and Dribbble. Many designers showcase their projects—and they offer a massive wealth of creative solutions and visual styles.
Design inspiration websites: Websites like Awwwards, UX Design.cc, and Pttrns feature curated collections of web and mobile design projects, and they highlight innovative and trend-setting work.
Social media: Follow UX/UI designers on social media platforms like Instagram, Twitter and LinkedIn. Many of them share their latest projects, sketches and design processes there.
Design blogs and magazines: Regularly read design blogs and online magazines such as Smashing Magazine, UX Magazine and the Nielsen Norman Group’s articles. They cover the latest trends, case studies and best practices in UX design.
Books and eBooks: Dive into books and eBooks from experienced designers and thought leaders in UX. They provide comprehensive insights into design principles, methodologies, and case studies.
Remember, inspiration can come from outside the digital world, too, so observe the design of everyday objects, architecture and nature. Sometimes, the best ideas really do stem from unrelated fields.
Take our Master Class Exclusive Design for a Better World, a Discussion with Don Norman for some powerful inspiration.
To manage stakeholder expectations in UX design projects, it takes clear communication, the setting of realistic goals and continuous engagement. Start with clearly understanding and documenting stakeholders’ expectations. Discuss the project's scope, timelines and deliverables upfront to make sure everyone’s on the same page.
Regularly update stakeholders to fill them in on the project's progress. Use visual aids like wireframes, prototypes and user feedback reports to make updates more engaging and understandable—it’s transparency that helps manage expectations and makes for timely adjustments.
Involve stakeholders in key stages of the design process—like user research and testing. This inclusion helps them understand the rationale that’s behind design decisions and nurtures a sense of ownership and collaboration.
Be honest about what’s achievable within the given constraints. If expectations are unrealistic, communicate this early and negotiate a feasible solution. Prioritize features and tasks together—focusing on user needs and project goals.
Last—but not least—educate stakeholders about UX principles and the value of a user-centered design approach. This knowledge can get their expectations into line with the realities of the design process and its outcomes.
Morgane Peng, Design Director at Societe Generale, explains common issues when designers deal with individuals who do not understand design:
UX design integrates with agile methodologies as it embeds user-centered design practices within the iterative and flexible framework of agile development. In agile teams, UX designers work closely with developers, product managers and stakeholders throughout the entire development cycle, to ensure the team continuously considers and addresses user needs.
Key points of integration include:
Sprint planning: UX designers get involved in sprint planning to define user stories and prioritize tasks based on user needs and feedback.
Continuous collaboration: Designers and developers collaborate daily, and make sure that UX considerations actually do factor in the development process from start to finish.
Iterative design: Teams adapt UX design processes—like creating wireframes and prototypes—to fit within agile sprints, something that allows for rapid iteration and testing.
User feedback: Agile methodologies put an emphasis on how important user feedback is. UX designers do user testing and conduct research within sprints—using insights to refine and improve the product in iterations that follow.
Cross-functional teams: Agile promotes cross-functional team structures—where UX designers contribute their expertise alongside developers and product managers, which nurtures a holistic approach to product development.
UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains important points about agile and UX design:
1. Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM.
This seminal publication—by Nielsen and Molich—introduced the concept of heuristic evaluation as a method for usability testing in user interface design. It’s been highly influential in the field of UX design by providing a systematic approach to evaluating interfaces based on a set of usability principles or heuristics. The method outlined in this paper has become a standard practice for UX designers to find usability issues early in the design process—leading to improved user experiences and more intuitive interfaces.
2. Zimmerman, J., Oh, C., Yildirim, N., Kass, A., Tung, T., & Forlizzi, J. (2021). UX designers pushing AI in the enterprise: a case for adaptive UIs. Interactions, 28(1), 72-77.
This article by Zimmerman et al. explores the convergence of AI and UX design, and it specifically focuses on the integration of adaptive user interfaces (AUIs) in enterprise settings. It highlights how AI technologies can enhance user experiences by automating routine tasks and providing personalized interactions. By discussing the UX process for AUIs, common interaction design patterns and the innovative potential of AUIs, the publication sheds light on the evolving landscape where AI and UX intersect. The emphasis on design ethics and implications for AUIs underscores how important it is to consider ethical considerations in leveraging AI to improve user satisfaction and efficiency in interface interactions.
Dashinsky, A. (2023). The Path to Senior Product Designer: An Actionable Growth Plan for a UX Design Career. Paperback.
This publication by Artiom Dashinsky provides a comprehensive and actionable guide for advancing a career in UX design—specifically targeting the path to becoming a senior product designer. It stands out for its practical approach, offering insights into essential skills beyond technical proficiency, such as presenting, mentoring, giving feedback, and process improvement. By drawing on industry-backed insights from prominent companies like Etsy, Dropbox and Coursera, the book outlines a structured framework for skill development and career progression within the UX design field. It equips readers with tools to set career goals, assess their skill levels and create personalized growth plans to accelerate their professional advancement.
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Here's the entire UX literature on UX Designers by the Interaction Design Foundation, collated in one place:
Take a deep dive into UX Designers with our course User Experience: The Beginner’s Guide .
If you’ve heard the term user experience design and been overwhelmed by all the jargon, then you’re not alone. In fact, most practicing UX designers struggle to explain what they do!
“[User experience] is used by people to say, ‘I’m a user experience designer, I design websites,’ or ‘I design apps.’ […] and they think the experience is that simple device, the website, or the app, or who knows what. No! It’s everything — it’s the way you experience the world, it’s the way you experience your life, it’s the way you experience the service. Or, yeah, an app or a computer system. But it’s a system that’s everything.”
— Don Norman, pioneer and inventor of the term “user experience,” in an interview with NNGroup
As indicated by Don Norman, User Experience is an umbrella term that covers several areas. When you work with user experience, it’s crucial to understand what those areas are so that you know how best to apply the tools available to you.
In this course, you will gain an introduction to the breadth of UX design and understand why it matters. You’ll also learn the roles and responsibilities of a UX designer, how to confidently talk about UX and practical methods that you can apply to your work immediately.
You will learn to identify the overlaps and differences between different fields and adapt your existing skills to UX design. Once you understand the lay of the land, you’ll be able to chart your journey into a career in UX design. You’ll hear from practicing UX designers from within the IxDF community — people who come from diverse backgrounds, have taught themselves design, learned on the job, and are enjoying successful careers.
If you are new to the Interaction Design Foundation, this course is a great place to start because it brings together materials from many of our other courses. This provides you with both an excellent introduction to user experience and a preview of the courses we have to offer to help you develop your future career. After each lesson, we will introduce you to the courses you can take if a specific topic has caught your attention. That way, you’ll find it easy to continue your learning journey.
In the first lesson, you’ll learn what user experience design is and what a UX designer does. You’ll also learn about the importance of portfolios and what hiring managers look for in them.
In the second lesson, you’ll learn how to think like a UX designer. This lesson also introduces you to the very first exercise for you to dip your toes into the cool waters of user experience.
In the third and the fourth lessons, you’ll learn about the most common UX design tools and methods. You’ll also practice each of the methods through tailor-made exercises that walk you through the different stages of the design process.
In the final lesson, you’ll step outside the classroom and into the real world. You’ll understand the role of a UX designer within an organization and what it takes to overcome common challenges at the workplace. You’ll also learn how to leverage your existing skills to successfully transition to and thrive in a new career in UX.
You’ll be taught by some of the world’s leading experts. The experts we’ve handpicked for you are:
Alan Dix, Director of the Computational Foundry at Swansea University, author of Statistics for HCI: Making Sense of Quantitative Data
Ann Blandford, Professor of Human-Computer Interaction at University College London
Frank Spillers, Service Designer, Founder and CEO of Experience Dynamics
Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups
Michal Malewicz, Designer and Creative Director / CEO of Hype4 Mobile
Mike Rohde, Experience and Interface Designer, Author of The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking
Szymon Adamiak, Software Engineer and Co-founder of Hype4 Mobile
William Hudson, User Experience Strategist and Founder of Syntagm
Throughout the course, we’ll supply you with lots of templates and step-by-step guides so you can start applying what you learn in your everyday practice.
You’ll find a series of exercises that will help you get hands-on experience with the methods you learn. Whether you’re a newcomer to design considering a career switch, an experienced practitioner looking to brush up on the basics, or work closely with designers and are curious to know what your colleagues are up to, you will benefit from the learning materials and practical exercises in this course.
You can also learn with your fellow course-takers and use the discussion forums to get feedback and inspire other people who are learning alongside you. You and your fellow course-takers have a huge knowledge and experience base between you, so we think you should take advantage of it whenever possible.
You earn a verifiable and industry-trusted Course Certificate once you’ve completed the course. You can highlight it on your resume, LinkedIn profile or website.
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