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.
Why UX? A good UX should/will make you more productive, more in control (user agency), while minimizing frustration.
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 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.
See video: https://www.youtube.com/watch?v=Pw9gaEiQAxY
- 2017-11-19 Convenience isn’t digital / Why we need a different response to convenience in a digital age
- Bad mobile UI example: Fast Company: https://twitter.com/fredbenenson/status/1127020290947436545
- "Congratulations to @FastCoDesign for one of the most egregious examples of mobile cruft I’ve ever seen. It’s actually impressive how bad this is: the initial page load manages to display zero actual content" @fredbenenson May 11, 2019
- Thread: Anime computer human interface design examples and inferred principles: https://twitter.com/Foone/status/1238561450727112704 (see gifs / photos / videos)