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Courses/UX Design Foundations/What is UX Design?
Level 1 · Getting Started with UX Design

What is UX Design?

14 min read
6 exercises
250 XP
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Topics in this lesson

The Cognitive Origins of User ExperienceThe 7 Facets of Peter Morville's UX HoneycombUX Architecture vs. UI Sensory SurfaceQuantifying Business ROI: The $300 Million ButtonMental Models vs. Implementation ModelsThe User-Centered Design (UCD) Lifecycle

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UX Design FoundationsBeginner · 25 lessons
What is UX Design?

Lesson

What is UX Design?

The Cognitive Origins of User ExperienceThe 7 Facets of Peter Morville's UX HoneycombUX Architecture vs. UI Sensory SurfaceQuantifying Business ROI: The $300 Million ButtonMental Models vs. Implementation ModelsThe User-Centered Design (UCD) Lifecycle
Start lesson
Complete lesson and earn 250 PX
Exercise #1

The Cognitive Origins of User Experience

UX design (User Experience Design) is the disciplined practice of designing digital products, services, and systems that provide meaningful, intuitive, and seamless experiences for human beings.

The phrase was coined and popularized in 1993 by cognitive scientist and usability engineer Dr. Donald Norman during his tenure as an Apple Fellow and User Experience Architect. Norman observed that existing industry descriptors—such as 'human interface' and 'software usability'—were fundamentally too narrow:

"I invented the term because I thought human interface and usability were too narrow. I wanted to cover all aspects of the person's experience with the system including industrial design graphics, the interface, the physical interaction and the manual." — Don Norman

Rooted in human factors and cognitive ergonomics from the mid-20th century, modern UX design bridges human cognitive architecture—how people perceive, remember, make decisions, and experience frustration—with computational engineering.

Exercise #2

The 7 Facets of Peter Morville's UX Honeycomb

To quantify and evaluate experiential quality beyond superficial aesthetics, information architect Peter Morville established the UX Honeycomb. This framework defines seven interdependent facets required for product excellence:

  1. Useful: Content and functionality must fulfill genuine human needs. If a feature solves no actual user problem, visual polish cannot save it.
  2. Usable: Interfaces must be intuitive, predictable, and forgiving of human operational error.
  3. Desirable: Emotional design, brand identity, and aesthetic appeal create resonance and engagement.
  4. Findable: Content and core actions must be discoverable through clear information architecture and logical wayfinding.
  5. Accessible: Digital systems must be operable by individuals of all abilities, adhering to accessibility standards (WCAG).
  6. Credible: Design elements must project institutional trust, security, and honest communication.
  7. Valuable: The product must deliver measurable value to the user while sustaining commercial business viability.
Exercise #3

UX Architecture vs. UI Sensory Surface

A common industry confusion equates UX design with user interface (UI) design. While symbiotically linked, they operate at distinctly different layers of product engineering:

  • UX Design (The Architectural Foundation): Focuses on structure, logic, task flows, cognitive friction, user mental models, and empirical validation through user research. UX answers: Why does this feature exist? What problem does it solve? How does information flow from step A to B?
  • UI Design (The Sensory Surface): Focuses on the visual, auditory, and haptic manifestation of the experience. It governs typography, [color schemes](/glossary/color-theory), iconography, spatial grids, micro-animations, and interactive component states. UI answers: How does this screen look, feel, and respond to input?

Jesse James Garrett formalized this relationship in The Elements of User Experience, organizing digital products into five interdependent planes from abstract strategy to concrete sensory surface:

  1. Strategy Plane: User needs and business objectives.
  2. Scope Plane: Functional specifications and content requirements.
  3. Structure Plane: Interaction design and information architecture.
  4. Skeleton Plane: Interface design, navigation design, and wireframing.
  5. Surface Plane: Visual sensory presentation.
Exercise #4

Quantifying Business ROI: The $300 Million Button

High-caliber UX design directly moves top-line business metrics. The most famous empirical demonstration in e-commerce history is Jared Spool's '$300 Million Button' case study.

A major multi-billion-dollar retail platform required all customers to complete an account registration form before purchasing. The form asked for email, password, and confirmation, operating under the marketing assumption that users would appreciate seamless repeat visits:

  • The Usability Reality: First-time buyers resisted forced account creation, viewing it as an invasive demand for personal relationship before trust was established. Returning customers rarely remembered passwords, and 75% of attempted password resets failed, resulting in abandoned carts.
  • The UX Intervention: Designers replaced the forced registration requirement with a simple checkout button and explicit reassurance: "You do not need to create an account to make purchases on our site. Simply click Continue to proceed to checkout."
  • The Empirical Outcome: The number of completed purchases skyrocketed by 45%. In the first year alone, this single interaction adjustment resulted in an additional $300,000,000 in verified revenue.

Good UX removes friction at the exact intersection of user intent and business conversion.

Exercise #5

Mental Models vs. Implementation Models

In About Face, interaction design pioneer Alan Cooper established the critical distinction between three models in software:

  1. Implementation Model: How software actually works internally (database schemas, network calls, state trees, server errors).
  2. Mental Model (Conceptual Model): The user's internal idea of how the task works, formed by prior life experiences and analogies.
  3. Manifested Model (Design Model): How the designer chooses to present the system's operation to the user through the interface.

The Dissonance Principle

Usability crashes whenever the interface forces the user to understand the implementation model rather than aligning with their mental model.

For example, when a banking app displays "Error 504: Gateway Timeout in microservice auth-proxy" instead of "We couldn't verify your transfer right now. Your money has not been deducted—please try again in a minute," it forces developers' internal machinery onto a bewildered customer.

Exercise #6

The User-Centered Design (UCD) Lifecycle

Modern design teams operate according to ISO 9241-210 (Human-Centered Design for Interactive Systems). This standard formalizes product development as an iterative cycle comprising four continuous phases:

  1. Understand and Specify the Context of Use: Identify who will use the product, what their goals and constraints are, and the environmental conditions under which they operate.
  2. Specify User and Organizational Requirements: Translate qualitative observations and quantitative data into concrete functional requirements and UX metrics (e.g., task completion rate, error frequency).
  3. Produce Design Solutions: Progressively evolve concepts from low-fidelity wireframes and user journey maps to interactive prototypes and tested design systems.
  4. Evaluate Designs against Requirements: Conduct rigorous usability testing with representative users to validate assumptions and locate cognitive bottlenecks.

Because software is never 'finished,' this cycle repeats continuously across the product lifecycle.