Chapter 6 - UX UI

Updated 4 Oct 2026

What is User Experience (UX)?

  • UX is the quality of experience a person has when interacting with a specific design
  • Ranges from small artifacts (a cup, toy, website, app) to large integrated experiences (museum, airport)
  • UX is how users feel when using a product — whether they like or dislike using it
  • Determines if they will use it again (users always have alternative choices)

Think of a ketchup bottle: The old upright bottle (UI) looks familiar, but the squeezable upside-down bottle (UX) is actually easier to use — same product, better experience.


Common Sense vs. Information Architecture vs. User Experience

LevelWhat it does
Common SenseGroups things into basic categories (forks, knives, spoons)
Information ArchitectureLabels and names each item precisely (dessert fork, butter knife, soup spoon…)
User ExperienceArranges everything into a proper dinner setup so the user knows exactly what to use and when

Like setting a dinner table: UX isn't just organizing cutlery — it's putting everything in the right place so guests don't have to think.


User Experience Design (UXD)

  • UXD is the process of enhancing user satisfaction by improving the usability, accessibility, and pleasure of the interaction between user and product
  • Goal: design a product users can use not only with success but with pleasure — and one they want to use again

"It doesn't matter if you used a device a hundred times successfully — you will remember the unsuccessful attempt." — Donald Norman


What Do You Want Your Audience To Do?

GoalMeans
UsefulHave a reason/value to use it
UsableBe able to complete tasks
DesirableEnjoy themselves while using it
FindableNavigate and find content easily
CreditableTrust you
AccessibleBe able to use it regardless of ability
→ ReturnCome back again

User Interface (UI)

  • UI is the interface that users interact with — a meeting plane of user needs and product features
  • When users see an interface, they form a conceptual model — they imagine how the product works and what actions to take
  • Designers must investigate user needs and apply findings to the design
  • Designers are responsible not only for how the product looks but how users interact with it

"A picture is worth a thousand words. An interface is worth a thousand pictures." — Ben Shneiderman


UX vs. UI Design

UX Design (UXD)UI Design (UID)
FocusQuality of the overall experienceVisual and interactive elements
GoalEnhance satisfaction, loyalty, ease of useMake interaction simple and efficient
IncludesInteraction design, info architecture, wireframes, user research, scenarios, personasVisual design, colors, layouts, typography, branding, graphic design
ScopeThe whole systemThe interface layer

UX is like the blueprint and floor plan of a house; UI is the interior design and decoration.


The 5 Layers of UX (Jesse James Garrett Model)

(Image-only slide — see lecture diagram)

Bottom → Top, Abstract → Concrete:

  1. User Needs / Site Objectives ← Foundation
  2. Functional Specifications / Content Requirements
  3. Interaction Design / Information Architecture
  4. Interface Design / Navigation Design / Information Design
  5. Visual Design ← Most concrete/visible

Misconceptions About UXD

1. UXD ≠ UI Design

  • UX is the design of whole systems and their interconnections, not just a layer or component

2. UXD ≠ A Step in the Process

  • UX isn't a checkbox; it must be integrated into everything you do

3. UXD ≠ Just About Technology

  • UX is any interaction with any product, artifact, or system — it doesn't even need a screen

4. UXD ≠ Just About Usability

  • Usability matters, but UX also includes learnability, and visceral/behavioral/emotional responses

5. UXD ≠ Just About the User

  • Business objectives must be met too
    • Designing to collect user data (interests, behavior) → prediction/recommendation models
    • Designing to maximize time spent on app → more profit

6. UXD ≠ Role of One Person/Department

  • UX is everyone's responsibility across the whole organization

7. UXD ≠ A Single Discipline

  • Requires people from multiple disciplines (design, engineering, psychology, business…)

8. UXD ≠ A Choice

  • Companies that don't invest in UX won't survive — experiences happen whether or not you plan them; unplanned = likely poor

What UXD Actually IS

MisconceptionReality
UI designThe system
A stepThe process
About technologyAbout behavior
About usabilityAbout value
About the userAbout context and business
One departmentOrganizational culture
One disciplineA collaboration
A choiceA means of survival

Experience Building Blocks

(See lecture diagram — "house" model)

Foundation: Users (emotional & rational wants/needs) + Business (measurable goals) + Brand (core values)

Building BlockKey Questions
UsefulIs there a reason to use this? Does it serve a purpose? Does it satisfy needs?
UseableIs it intuitive? Easy to use? Accessible?
DesirableIs it aesthetically pleasing? Differentiated? Memorable?
SustainableCan it be maintained? Can it evolve? Can it scale?
SocialDoes it facilitate conversation? Support sharing? Encourage community?

→ Together these build Great Customer Experience


UX Design Process

(Image-only slide — see lecture diagrams for "new product" and "improving existing product" flows)

For New Products

  • Define: Initial project scope and objectives
  • Learn: Research user needs → Create personas/use scenarios → Refine content & functionality
  • Generate: User flow maps, IA, wireframing, prototyping → Graphic UI → Prototyping
  • Supply: Front-end, UI & visual design, documentation, style guides, CSS, code
  • Loops back through: user interviews, user observations, testing & feedback, A/B testing

For Existing Products

  • Input: Existing data, user profiles & feedback, analytics, issues
  • Learn: Analyze current usability → Update use cases/personas → Update content/functionality
  • Generate: Improve IA & interactivity, partial wireframing → Improve graphic UI, prototyping
  • Loops back through: user feedback, contextual inquiries, multi-testing

The Psychology in UX Design

UX sits at the intersection of:

  • Psychology — the way it makes you feel
  • Science — the way it works
  • Art — the way it looks

Key Cognitive Areas in UX:

  1. Attention
  2. Memory
  3. Language
  4. Problem Solving
  5. Decision Making
  6. Reasoning

#1 — Cognitive Attention

  • Attentional process is divided into two types:
    • Bottom-up (Stimulus-driven): stimuli come to notice unexpectedly (e.g., a flashing notification)
    • Top-down (Goal-directed): you are actively looking for something (e.g., searching for a button)
  • Research finding: People spend more than twice as much time looking at the left side of a page than the right
  • Content above the fold gets dramatically more attention (57% of viewing time on screen 1, dropping sharply afterward)

Like reading — we naturally start from the top-left. Place the most important content where eyes land first.


#2 — Cognitive Memory

Von Restorff Effect

  • Items that stand out from their surroundings are more likely to be remembered
  • Applications in UI:
    • Notification badges (red dot on app icons)
    • Highlighted recommended pricing tier
    • Prominent CTAs like "Buy It Now" in a contrasting color



Like one red balloon among white ones — it's immediately memorable.

Serial Position Effect

  • Users best remember the first and last items in a series
    • Primacy Effect: First things are most important — they influence what comes next
    • Recency Effect: Last things are remembered — most accurate representation of "now"
  • Design implication: Place the most important items at the beginning and end; least important in the middle


Like a speech — people remember your opening and your closing, rarely the middle details.


#3 — Language in UX Design

  • Make language objective and obvious — never assume technical vocabulary
  • Examples of good language choices:
    • ❌ "expiring soon" → ✅ "expiring in an hour"
    • ❌ "authentication" → ✅ "login"
    • ❌ "funds" → ✅ "money"
  • Sounds and symbols are also language — follow your users' conventions for icons
  • Don't design a clever icon that only your team understands

Clear language is invisible — users don't notice it. Confusing language is all they notice.


#4 — Reasoning in UX Design

  • Reasoning = drawing conclusions based on knowledge and experience to solve problems and make decisions
  • Users bring their existing mental models to your product — don't force them to relearn from scratch
  • Example: Search bars
    • Conventionally placed at upper-right corner
    • Activated by a click
    • Users expect to start search by pressing Enter
    • Changing any of these without reason creates friction

Innovation is great — but new patterns must connect to users' existing background and expectations.


#5 — Problem-Solving in UX Design

  • Problem-solving = developing strategies to reach goals within a problem space

  • A problem space has three states:

    1. Initial State — where the user starts
    2. Intermediate State — the path/journey
    3. Goal State — what the user wants to achieve
  • Design goal: Make your app the preferred initial state and ensure the intermediate phase goes smoothly

Like a GPS: your job is to give the user a clear route from where they are to where they want to go, without dead ends.


#6 — Decision-Making: Hick's Law


T=b⋅log⁡2(n+1)\boxed{T = b \cdot \log_2(n + 1)}

Where:

  • TT = reaction time / time to make a decision
  • bb = empirically derived constant
  • nn = number of equally probable choices

Key insight: The more options, the longer it takes to decide.

  • Reduce the number of perceived options on screen → more user-friendly
  • Appropriate number: 3–5 options
  • Works well for simple options, not for complex decisions
  • ⚠️ Don't oversimplify — too many small steps causes users to drop off before reaching the goal

Like a restaurant menu: a 5-item menu is easy to decide from; a 200-item menu causes decision paralysis.


Color Psychology in UX/UI Design

Color Preference by Gender

  • Men tend to prefer bright colors / shades (darker versions)
  • Women tend to prefer soft colors / tints (lighter versions)
  • Both genders' #1 favorite color: Blue (57% men, 35% women)

Color Associations in Branding

ColorAssociationsExample Brands
YellowOptimism, clarity, warmthMcDonald's, IKEA, Nikon
OrangeFriendly, cheerful, confidenceAmazon, Harley-Davidson
RedExcitement, bold, youthfulCoca-Cola, YouTube, Netflix
PurpleCreative, wise, imaginativeCadbury, Hallmark
BlueTrust, dependable, strengthDell, PayPal, LinkedIn
GreenPeaceful, health, growthWhole Foods, Starbucks
Black/WhiteBalance, calmApple, Nike

Colors communicate before words do. Choosing the wrong color palette can undermine your brand's message entirely.


Wireframe

What is a Wireframe?

  • A visual outline for UX design
  • Clearly lays out content, functions, and connections between pages (screens)
  • Does not include color or visual aesthetics — represents the bare bones of the design
  • Shows:
    • Page layout — how elements are arranged
    • Information priority — what's most important
    • A bridge between ideas and prototype

A wireframe is like an architect's floor plan — no wallpaper or furniture, just walls, doors, and rooms.

Wireframe vs. Mockup

WireframeMockup (Prototype)
ContainsStructure + Functions + ContentStyle + Colours + Right Content
FidelityLow-fidelityHigh-fidelity
PurposeLayout and navigationVisual design validation

Wireframing Technique (5 Steps)

  1. Make sure you know what you're building — define the scope and goals clearly
  2. Focus on UX — think about user flows and needs, not aesthetics
  3. Find inspiration in existing design sources — research competitors and patterns
  4. Build your wireframe — sketch or use a tool
  5. Make it work! — add interactivity and test

Start with Structure & Navigation

  • Before sketching screens, map out the site/app hierarchy
  • Example e-commerce hierarchy:
    • Index
      • Product Info 1 / 2 / 3
      • Log In → Registration, Checkout
      • Shopping Cart
      • Customer Service/Help → FAQs, Terms & Condition, Delivery Policy, Contact Us

Think of it like organizing a physical store — you need to plan the aisles before stocking the shelves.


Wireframing Tools

ToolNotes
Balsamiq (balsamiq.com/wireframes/cloud/)Low-fidelity wireframing, 30-day free trial
Justinmind (justinmind.com)Wireframes to interactive prototypes, 14-day free trial, Mac & Windows
Pencil Project (pencil.evolus.vn)Free & open-source GUI prototyping tool, all platforms
Uizard (app.uizard.io)AI-assisted, supports uploading hand-drawn wireframes
FigmaIndustry-standard, free tier available

Summary

UX Design is NOT:          UX Design IS:
─────────────────────────────────────────────
UI design              →   The whole system
A step in process      →   The entire process
About technology       →   About behavior
About usability        →   About value
About the user         →   About context & business
One department         →   Organizational culture
One discipline         →   A collaboration
A choice               →   A means of survival

Good UX doesn't happen by accident. It's the result of strategy, research, and testing — always centered on understanding real users and real goals.