Mega-Guide

User Experience Basics
The real guide.

Learn UX basics from a designer with 8+ years at luxury brands. No jargon, no bootcamp fluff. Principles, process, tools, and career paths.


Design teams we learn from

Airbnb
Shopify
Linear
Slack

This guide is for complete beginners, developers moving closer to product, PMs who need a UX foundation, and career-switchers who want a clear path. If that's you, you're in the right place.

We'll cover the parts of UX that show up in real projects: the thinking, the process, the research, and the deliverables you'll hand off. You'll walk away with a map, not a mood board.

What is user experience, actually?

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

UX vs UI vs Product Design (and why it matters)

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

The core principles you'll use every day

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

How the UX design process really works

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

Research methods that aren't scary

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

Tools of the trade

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

The stuff you'll actually deliver

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

Where this takes you (career + salary)

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

Great UX looks boring on purpose. It's predictable in the right places, surprising only when it helps, and always focused on removing friction. When people say a product is 'intuitive,' they usually mean the decisions were made on their behalf.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

Curious about current salary ranges? Check the latest data on productdesignjobs.io.

How to start (without the overwhelm)

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

If you want a north star, aim for clarity. If people understand what a screen is for in five seconds, you're doing it right. If they pause, scan, or backtrack, your hierarchy or structure is off.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

UX is a team sport. You're coordinating with product, engineering, marketing, and stakeholders. The skill is not just design -- it's decision-making. The best UX designers are translators: they turn user needs into clear choices for the team.

Here's the simple version: UX is the logic behind a product. It's how people find what they need, understand what's going on, and feel confident doing the next step. If the logic is off, no amount of visual polish fixes it. The best UX feels obvious because the structure is doing the heavy lifting.

Most learning paths fail because they overload you with terminology. The better path is: understand the user, map the flow, test the riskiest assumption, then polish the interface. That order keeps you honest.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

Beginners get stuck because they jump to tools. Tools are just the paint. The real work is framing the problem, choosing the right flow, and testing it with real people. If you can't explain the problem in one sentence, you are not ready to open Figma.

The fastest path to improvement is feedback. Prototype early, test quickly, and iterate before you get attached. Small tests beat big debates every time.

UX is not just about apps and websites. It's any experience where people try to do something and either succeed or get stuck. Once you start seeing UX as behavior and outcomes, the whole field becomes easier to learn.

Author

UX Designer - 8+ years at luxury brands (Hermes, Dior) - Central Saint Martins graduate

FAQ

Do I need a design degree to learn UX?

No. Most UX skills are learned through practice and feedback. A degree can help, but it is not a requirement.

How long does it take to learn UX basics?

If you study consistently, most people feel comfortable with the basics in 8-12 weeks.

Is UX only about apps and websites?

No. UX applies to any product or service people interact with -- from onboarding flows to physical spaces.

Should I learn UI before UX?

Start with UX. If the structure makes sense, the UI has something solid to sit on.

What tools do I actually need?

Figma and a note-taking tool are enough to start. The rest can wait.

How do I know if I'm ready for a job?

When you can explain a problem, show your process, and defend your decisions with evidence.

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