What Is UX/UI Design?
UI/UX Design Principles
Chapter 1 · What Is UX/UI Design?
This site's own Creative & Design Tools subject already teaches Figma, Photoshop, and Blender — the tools. This course covers something none of those do: the actual thinking behind a good design decision. It's a companion to those tool courses, not a replacement for them — you'll still open Figma to build something, but this course is about knowing what to build and why before you open it.
UX vs. UI vs. Interaction Design
These three terms get used almost interchangeably in casual conversation, but they describe genuinely different layers of a real design problem:
| Term | What it actually covers | A useful test question |
|---|---|---|
| UX (User Experience) | The entire end-to-end experience of using a product — research, structure, flow, emotion, outcome | "Did this actually solve the person's real problem?" |
| UI (User Interface) | The specific visual and interactive surface a person touches — buttons, layout, color, type | "Is this screen clear, consistent, and pleasant to look at?" |
| Interaction Design (IxD) | How a person's actions and the system's responses are choreographed over time | "When I do this, does the system respond the way I'd expect?" |
UI is a real subset of UX — a beautifully designed screen (good UI) can still sit inside a confusing, poorly-researched product (bad UX). This course covers principles from all three layers, since a genuinely good design decision usually has to work at all of them at once.
A Real, Corrected History of "User Experience"
Norman's own real, larger contribution predates that job title: his 1988 book The Design of Everyday Things popularized ideas like affordances (what an object's own design suggests you can do with it) and feedback (how a system confirms an action was received) — concepts this course will build on directly in Chapter 4.
The broader field itself is older still. Xerox PARC's own research in the 1970s produced the graphical user interface concepts (windows, icons, a mouse) that Apple's 1984 Macintosh brought to a mass consumer audience — decades of real interface-design thinking before "UX" existed as a job title at all.
The Design Thinking Process
Design thinking is a real, widely-taught problem-solving framework, most associated today with the design firm IDEO and Stanford's own d.school. Its real intellectual roots go back further — creativity research in the 1940s-50s, L. Bruce Archer's 1960s "Systematic Method for Designers," and Horst Rittel and Melvin Webber's 1970s concept of "wicked problems" (problems too complex and interconnected to solve with a single, linear pass) — but it was IDEO and Stanford who packaged it into the five real, named stages most design teams use today.
Empathize
Research your users' real needs
Define
State the real user need and problem
Ideate
Challenge assumptions, generate ideas
Prototype
Build cheap, testable versions
Test
Try solutions with real users
Hands-On Exercises
A colleague says "I already redesigned the UX of our checkout button — I made it bigger and changed its color." Explain, in your own words, why this description more accurately describes a UI change than a UX change, and what a genuine UX change to checkout might look like instead.
📄 View solutionA teammate claims "Don Norman invented the term user experience in 1993." Explain, in your own words, what the real, verifiable historical record actually supports instead, and why the distinction matters.
📄 View solutionA team finishes user testing (the Test stage) on a new onboarding flow and discovers users don't actually understand the core problem the product is trying to solve for them. Explain, in your own words, what the design thinking process says they should do next, and why that's only possible because the process is non-linear.
📄 View solutionChapter 1 Quick Reference
- UX — the whole experience; UI — the visual/interactive surface (a real subset of UX); IxD — how actions and responses are choreographed over time
- Real correction: Don Norman was the first to use "User Experience" in a job title (Apple, 1993) — the historical record doesn't support him having coined the term itself
- Norman's real, larger contribution: The Design of Everyday Things (1988) — affordances and feedback
- The GUI itself predates "UX" as a term — Xerox PARC research in the 1970s, brought to consumers by the 1984 Macintosh
- Design Thinking's five real stages: Empathize → Define → Ideate → Prototype → Test — explicitly non-linear and iterative, not a rigid checklist