UX Basics
User experience design is the practice of creating products that provide meaningful, relevant, and enjoyable experiences. This guide covers the foundational concepts that inform all UX work.
Last updated: December 2025
What UX design actually is
At its core, UX design is about understanding people and designing products that help them accomplish their goals effectively. It's not about making things pretty (though aesthetics matter) or following trends (though being current helps). It's about understanding the relationship between people and the things they use.
The field draws from psychology, human factors, design, and technology. For a comprehensive overview of the field's history and scope, see the Wikipedia article on user experience design.
Core concept: User goals
Everything in UX starts with understanding what people are trying to accomplish. Users don't interact with your product for its own sake—they're trying to do something.
Levels of goals
Goals exist at different levels:
Life goals: Broad aspirations ("be successful," "provide for my family")
End goals: What they want to achieve in a session ("book a flight," "find a recipe")
Experience goals: How they want to feel ("not frustrated," "in control," "confident")
Good UX addresses all three levels, but end goals are where most design work happens. If users can't accomplish their end goals, experience and life goals become irrelevant to that product.
Identifying user goals
Ask:
- What is this person trying to accomplish right now?
- What would success look like to them?
- What will they do after they succeed?
Watch:
- What do people actually do (vs. what they say they do)?
- Where do they get stuck or confused?
- What workarounds have they developed?
Pick an app you use regularly. For your last three uses, write down what your goal was before you opened it and whether you accomplished it. Notice the gap between the product's features and your actual needs.
Core concept: Constraints
Every design exists within constraints. Understanding and working with constraints is essential to practical UX work.
Types of constraints
User constraints: Cognitive limits (attention, memory), physical abilities, prior knowledge, context of use
Business constraints: Budget, timeline, strategic priorities, technical debt
Technical constraints: Platform capabilities, integration requirements, performance needs
Legal/regulatory constraints: Accessibility requirements, privacy laws, industry regulations
Working with constraints
Constraints aren't obstacles—they're design parameters. The best solutions often emerge from tight constraints because they force creative problem-solving.
When constraints seem impossible:
- Question assumptions: Is this actually a constraint, or an assumption someone made?
- Reframe the problem: Can you solve a different problem that achieves the same goal?
- Negotiate: Can some constraints be loosened if the tradeoff is worthwhile?
- Sequence: Can you address constraints in phases?
Core concept: Feedback loops
Good interfaces communicate with users. They answer questions like:
- What can I do here?
- What did I just do?
- What's happening now?
- What will happen if I do this?
Types of feedback
Immediate feedback: Hover states, button depression, input field focus
Progress feedback: Loading indicators, progress bars, step indicators
Outcome feedback: Success messages, error states, confirmation
Ambient feedback: Subtle cues about system state (notification badges, status indicators)
Common feedback failures
- No feedback: User does something and nothing visible happens
- Delayed feedback: System responds too slowly, so users repeat actions
- Wrong feedback: Feedback doesn't match what actually happened
- Overwhelming feedback: Too much feedback obscures what matters
Core concept: The iterative process
Good design emerges through iteration, not inspiration. The basic cycle:
- Understand: Learn about users, context, and constraints
- Explore: Generate multiple possible solutions
- Prototype: Make ideas tangible enough to test
- Test: See how solutions work with real users
- Refine: Improve based on what you learned
Then repeat. Each cycle should increase confidence that you're solving the right problem in a useful way.
Why iteration matters
- First ideas are rarely best ideas
- Assumptions need testing
- Users surprise you
- Context changes
- Understanding deepens through doing
Making iteration practical
Iteration requires time, but not as much as you might think:
- Sketches over specs: A rough sketch takes minutes, not hours
- Prototype the questions: Build only what you need to learn what you need
- Test early and rough: Users can give useful feedback on napkin sketches
- Time-box exploration: Set limits to prevent endless exploration
Common mistakes
Designing for yourself
You are not your user. Your technical knowledge, familiarity with the product, and personal preferences all differ from actual users. This is true even if you're technically part of the target audience.
Combat this by:
- Testing with real users regularly
- Documenting user research and returning to it
- Including diverse perspectives in design reviews
- Being explicit about assumptions
Skipping understanding
Jumping to solutions before understanding the problem wastes effort. You might build something beautiful that solves the wrong problem.
Signs you've skipped understanding:
- The team has different ideas about who users are
- You can't articulate why design decisions were made
- "Users will figure it out" appears in discussions
- Stakeholder opinions drive design more than user needs
Ignoring constraints
Designing without considering constraints produces work that can't ship. It feels creative but isn't productive.
Better approach: Know your constraints early, design within them, and push back on constraints that significantly harm users.
Over-iterating
Iteration is valuable, but it has diminishing returns. At some point, ship what you have and learn from real use. Endless polishing delays learning.
Signs of over-iteration:
- Changes are increasingly minor
- Team members disagree about whether changes are improvements
- You're optimizing for edge cases that rarely occur
- The product is good enough but hasn't shipped
Practical exercises
Exercise 1: Goal analysis
Choose a common task (e.g., buying coffee, checking email, booking a meeting). Map out:
- The end goal
- Sub-goals needed to accomplish it
- Obstacles that might prevent success
- How you'd know if the goal was accomplished
Exercise 2: Constraint mapping
For your current project, list:
- 5 user constraints
- 5 business constraints
- 5 technical constraints
For each, note whether it's truly fixed or potentially negotiable.
Exercise 3: Feedback audit
Walk through a product you use. For each interaction:
- What feedback did you receive?
- Was it timely?
- Was it appropriate?
- What feedback was missing?
UI (user interface) design focuses on the visual and interactive elements users see and touch. UX encompasses a broader scope including research, information architecture, and the overall experience. UI is part of UX, but UX includes more.
Not necessarily, but understanding technical basics helps you design feasible solutions and communicate with developers. You don't need to write production code, but knowing what's easy vs. hard technically makes you more effective.
Start by observing. Watch someone use a product you're working on (or any product). Note what they do, where they hesitate, and what they say. This informal observation is valuable research. Our Research Planning guide covers more structured approaches.
Usually they're not as opposed as they seem. Products that genuinely help users tend to succeed. When conflicts arise, look for creative solutions that address both, or make explicit tradeoffs with clear rationale.
Some research is better than none. Even a few informal conversations or observation sessions provide value. Five 15-minute sessions with users teaches you more than weeks of debating in a conference room.
Test it. Good design helps users accomplish their goals effectively. The only way to know if your design does that is to watch people use it. Aesthetic judgment and expert review help, but user testing is essential.