user-experience

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User experience, often abbreviated as UX, refers to the total experience a user has with a tool, or even an entire company, across all methods of communication and interaction with that tool, including both direct interactions using a tool UI and indirect interactions via other tools such as email, SMS, phone calls, in-person human representatives of the tool or company, etc.

Contents

Why

Why UX? A good UX should/will make you more productive, more in control (user agency), while minimizing frustration.

How

Iterating with your own use-cases (scratching your own itches, per principles) helps you at least build a good UX for yourself, as long as you do use it yourself (selfdogfood).

Then if/when you have a second user, watch *how* they use your software, and take notes. Watch where they get stuck, or frustrated. Listen to them verbalize *what* they want to get down, but be very ware of anything they say about *how* they want to do it, or any opinions about tools etc.

Beware of

Beware of just "asking" users what they want. They're usually wrong (they don't have sufficient self-cognition plus design skills to do so, not their fault) and you'll usually get bad outcomes if you try to build accordingly.

Homer Simpson in his ridiculously overdesigned overfeatured car

See video: https://www.youtube.com/watch?v=Pw9gaEiQAxY

Or:

Dilbert comic where marketing person gets engineer to build what users asks for, and it punches them in the face.

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