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UX basics: what UX design is, how it works, and where to start

UX, short for user experience, is everything a person goes through when they use a product: whether they can find what they came for, understand what to do, get it done without mistakes, and feel good about it afterwards. UX design is the work of shaping that experience on purpose, by understanding the people using a product and making decisions that fit how they think and behave.

This guide covers the basics of UI UX design: what UX design is and is not, how it differs from UI, what a UX designer does, the design process, the core principles and the skills to learn first. It ends with where to start. Every principle links to a UX law with a real screen to practise on, and two guides go deeper once you have the basics: Nielsen's 10 usability heuristics and the Gestalt principles.

What UX design is

The cognitive scientist Don Norman popularised the term user experience in the 1990s. When he joined Apple in 1993, his job title was User Experience Architect, and he has said he chose the phrase because human interface and usability felt too narrow: he wanted it to cover every part of a person's experience with a product, from the screen to the packaging to the manual.

In practice, UX design means deciding what a product should do and how it should behave for the people using it. Good UX is mostly invisible: people get what they came for and do not think about the design at all. Bad UX is noticed straight away, as confusion, mistakes or giving up.

UX vs UI: what is the difference?

UI, the user interface, is the part people see and touch: layouts, buttons, colours, type and icons. UX is the whole experience, including whether the product solves the right problem, how the steps flow, and what happens when something goes wrong. A beautiful interface can still be a bad experience, and a plain one can be a great experience.

UX designUI design
Main questionDoes this work for people?Does this look and read right?
FocusNeeds, flows, structure, behaviourLayout, visual style, components
Typical workResearch, user flows, wireframes, testingVisual design, design systems, final screens
Success looks likePeople finish the task easilyPeople understand the screen at a glance

One screen, two jobs: the UI is how the three plans look, the UX is whether people pick the plan that fits them without second-guessing.

UI stands for user interface and UX for user experience. In many teams, especially small ones, one person does both, which is why courses and job titles often join them as UI UX design and UI/UX designer.

What does a UX designer do?

  • Learns who the users are and what they are trying to do, through interviews, analytics and usability tests.
  • Turns that into a clear problem and a goal the team agrees on.
  • Maps the steps people take, as user flows and the structure of the content.
  • Sketches and prototypes possible solutions, from rough wireframes to clickable mockups.
  • Tests those solutions with real people and changes them based on what they see.
  • Works with product managers and engineers so the final product matches the decisions made.

The common thread is judgment: choosing between options and being able to explain why one is better for the people using it.

The UX design process

Most teams follow some version of the Double Diamond, a model published by the UK Design Council in the mid-2000s. It has four phases, and teams loop back through them rather than following them once in a straight line.

PhaseWhat happensTypical methods
DiscoverUnderstand the people and the problemInterviews, analytics, observing people
DefineAgree what problem to solveProblem statement, user flows, priorities
DevelopExplore and test possible solutionsSketches, wireframes, prototypes, usability tests
DeliverBuild, launch and learnFinal design, handoff, measuring the result

The first diamond is about finding the right problem, the second about finding the right solution. Skipping the first is the most common mistake beginners make: they design a good answer to the wrong question.

What makes a design usable

Jakob Nielsen describes usability with five qualities. They are a useful checklist for any screen:

  • Learnability: can people do the basic tasks the first time they see it?
  • Efficiency: once they have learned it, how fast can they get things done?
  • Memorability: after a break, can they pick it up again without relearning?
  • Errors: how many mistakes do people make, how bad are they, and can they recover?
  • Satisfaction: is it pleasant to use?

The core UX principles to learn first

UX laws are patterns in how people behave that hold across products. You do not need all of them to start. These six cover most everyday decisions:

  • Hick's Law: the more options you show, the longer people take to choose, so lead with a few.
  • Fitts's Law: big, close targets are quicker to hit, so put key actions where the thumb can reach.
  • Jakob's Law: people expect your product to work like the ones they already use, so keep common patterns familiar.
  • Law of Proximity: things close together are seen as a group, so use space to show structure.
  • Visual Hierarchy: the most important thing should look the most important.
  • Design Every State: empty, loading, error and success screens all need designing, not just the happy path.

Fitts's Law in practice: the main action is a large button at the bottom of the screen, where the thumb already rests.

UX skills to learn first

  • Seeing problems: looking at a screen and naming what is wrong and why. This is the skill everything else rests on.
  • Asking good questions: talking to users without leading them, and listening for what they do rather than what they say.
  • Structuring information: grouping and labelling content so people can find it.
  • Sketching and wireframing: getting ideas out fast enough to compare several before committing to one.
  • Testing: watching a few people use a design and learning from where they struggle.
  • Explaining decisions: saying why one option is better, with a principle or evidence behind it.

Tools such as Figma matter less than they seem at the start. They are quick to learn; the judgment about what to design is not.

Where to start learning UX

  1. Learn the vocabulary: the principles above and the usability heuristics give you words for what you see.
  2. Review products you use every day. Note one thing that works and one that does not, and say why.
  3. Practise decisions on real screens. Compare two versions of a screen and explain which is better and why.
  4. Redesign one small thing, test it with a few people, and write it up. That is your first case study.

Reading only takes you so far: UX judgment grows by making decisions and seeing why they work or do not. UX Quest is built for that step. Each challenge puts a real product decision in front of you and explains the law behind the answer, and the Beginner challenges are free: a free account, no card.

Start with the basics

Three laws behind everyday design decisions. Open one to see the screen and the challenge.

  • Hick's Law — Decision time grows logarithmically with the number and complexity of choices.
  • Jakob's Law — Users spend most of their time on other sites, so they expect yours to work the same way as the ones they already know.
  • Law of Proximity — Objects near each other are perceived as a group. Spacing communicates relationship.

Common questions

What is UX design in simple terms?

UX design is shaping how a product works for the people using it, so they can find what they need, understand what to do and get it done easily. It covers research, structure, flows and testing, not only how screens look.

What is the difference between UX and UI?

UI (user interface) is the visible interface: layout, colours, type and buttons. UX (user experience) is the whole experience, including whether the product solves the right problem and how easy the steps are. UI is part of UX.

What does a UX designer do?

A UX designer learns what users need, defines the problem, maps user flows, sketches and prototypes solutions, tests them with real people and works with the team to build the result.

What are the steps of the UX design process?

A common model is the Double Diamond: discover the people and the problem, define what to solve, develop and test possible solutions, and deliver the final design. Teams repeat steps as they learn.

Can you learn UX design on your own?

Yes. Learn the core principles, review products you use, practise making and explaining design decisions on real screens, and build a few small projects you can show as case studies.

Do you need to know how to code to do UX design?

No. Knowing what is easy or hard to build helps you work with engineers, but UX design is about understanding people and making decisions, not writing code.

Sources

  • Nielsen Norman Group: Usability 101, introduction to usability
  • Design Council: History of the Double Diamond
  • Interaction Design Foundation: Don Norman

Keep reading

  • Heuristic evaluation: how to run one in an afternoon
  • Nielsen's 10 usability heuristics, with a real example of each
  • UX audit: what it is and how to run one, with a checklist
  • UX case study: how to write one that shows your thinking
  • Bad UX examples: 10 common mistakes and how to fix them
  • AI product design: 8 principles for AI features people trust
  • Gestalt principles: the laws of grouping, with UX examples
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