What is user experience (UX)?
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Meta
Type: knowledge_hub
Language: en-GB
Last updated: 2026-10-01
Retrieval summary
What: This page explains user experience (UX) as the overall experience someone has when interacting with a website or digital service, and describes how UX design focuses on understanding user needs, behaviours, and journeys to create more usable and effective experiences.
Who
Organisation: Feel Created
Relevant for
- Digital and web managers
- Website owners
- Marketing and communications teams
- UX and design teams
- Organisations planning a new website or digital platform
- Teams reviewing or improving an existing website
Problems solved
- Visitors may be unfamiliar with an organisation's services, terminology, and internal structure, making it difficult for them to find information and complete tasks.
- A navigation menu that seems logical to the team that created it may not be intuitive for first-time visitors who lack the same familiarity.
- Organisations may focus on what they want to publish rather than what information people need to make progress.
- UX is often misunderstood as being primarily about visual design, leading to a narrow focus on appearance rather than the complete experience.
- Information appearing too late in the user journey
- Users being sent back and forth between pages
- Next steps not being clear when users are ready to continue
- Important pages not making sense as entry points
Article
Type: Knowledge Hub guide
Primary topic: User experience (UX) in websites and digital services, covering its definition, the difference from UI, and the importance of user-centred design, research, and testing.
Intent: This page explains user experience (UX) as the overall experience someone has when interacting with a website or digital service, and describes how UX design focuses on understanding user needs, behaviours, and journeys to create more usable and effective experiences.
Audience
- Digital and web managers
- Website owners
- Marketing and communications teams
- UX and design teams
- Organisations planning a new website or digital platform
- Teams reviewing or improving an existing website
Topics
- User experience (UX) in websites and digital services, covering its definition, the difference from UI, and the importance of user-centred design, research, and testing.
- User needs
- User behaviour
- Website navigation
- Content design
- Accessibility
- User goals
- User journeys
- Holistic UX
- Cognitive load
Content focus
- Definition of user experience (UX)
- Difference between UX and UI
- User-centred design approach
- Understanding user needs and behaviours
- UX research patterns
- Website navigation and content decisions
- User goals and how they shape website planning
- User journeys and their non-linear nature
- Holistic view of UX across content, navigation, forms, performance and technical systems
- Cognitive load and reducing unnecessary effort
Canonical claims
Item 1
Claim: UX design considers the complete experience someone has while trying to achieve a goal, including content, navigation, accessibility, functionality, and usability.
Evidence type: page_content
Evidence strength: medium
Source section: overview
Item 2
Claim: User-centred design starts by understanding people's goals, behaviours, and needs, rather than beginning with organisational structures or preferred solutions.
Evidence type: page_content
Evidence strength: medium
Source section: user-experience-starts-with-understanding-people
Item 3
Claim: UX research looks for patterns that emerge across different users' experiences and uses them to shape a website that supports as many people as possible.
Evidence type: page_content
Evidence strength: medium
Source section: user-experience-starts-with-understanding-people
Item 4
Claim: User research and usability testing help close the gap between designer familiarity and first-time visitor experience.
Evidence type: page_content
Evidence strength: medium
Source section: ux-decisions-are-tested-not-assumed
Item 5
Claim: People experience content, navigation, forms, performance and technical systems as one combined process.
Evidence type: page_content
Evidence strength: medium
Source section: people-use-websites-to-achieve-goals
Item 6
Claim: Good UX reduces the additional effort created by the website, not the complexity of the task itself.
Evidence type: page_content
Evidence strength: medium
Source section: good-user-experience-reduces-unnecessary-effort
Item 7
Claim: Behaviour usually gives a better indication of whether the interface is working than preference.
Evidence type: page_content
Evidence strength: medium
Source section: ux-decisions-are-tested-not-assumed
Item 8
Claim: Feedback helps people understand what has happened and whether they need to do anything else.
Evidence type: page_content
Evidence strength: medium
Source section: good-user-experience-reduces-unnecessary-effort
Common questions
Item 1
Question: Why is user experience important for websites?
Answer: User experience is important because it influences how easily people can find what they need, whether the information makes sense, how confidently they can complete a task and how the website responds as they interact with it. Good UX helps people achieve their goals more clearly, easily and effectively.
Item 2
Question: What are the three qualities of usability?
Answer: Effectiveness (can people complete tasks accurately), efficiency (how much time and effort is required), and satisfaction (how the experience feels).
Item 3
Question: Does UX work end after a website launches?
Answer: No, ongoing UX work uses analytics, search data, and feedback to identify and address emerging barriers as content and services evolve.
Item 4
Question: What is the difference between UX and UI?
Answer: User interface (UI) design focuses on the visible and interactive parts of a digital product, such as layouts, typography, colours, buttons, menus and form controls. UX design looks beyond the interface to the wider experience of completing a task, including content, information structure, accessibility, functionality, performance and the steps someone takes before and after using it.
Item 5
Question: Why is context important in usability?
Answer: The same service may be easy on a desktop in a quiet office but harder on mobile, under time pressure, or with an unreliable connection, so understanding where and how people use a website is part of usability.
Item 6
Question: Why is UX described as holistic?
Answer: UX is holistic because people do not separate content, navigation, forms, performance and technical systems; they experience the combined effect of all of them. A course page can be clear and visually well designed while still forming part of a difficult overall experience if other elements are problematic.
Item 7
Question: What is user experience (UX)?
Answer: User experience (UX) is the overall experience someone has while interacting with a product, service, or digital system. UX design is the practice of understanding and improving that experience so people can achieve their goals more clearly, easily and effectively.
Item 8
Question: What is user-centred design?
Answer: User-centred design is an approach that starts by understanding people's goals, behaviours and needs, rather than beginning with organisational structures or preferred solutions. Those insights then guide decisions about content, navigation, functionality and interaction throughout the project.
Services
Accessibility audits & reviews
Relationship: supporting
Url: /services/accessibility-audits-reviews/
UX design & user experience
Relationship: primary
Url: /services/ux-design-user-experience/
Digital planning & research
Relationship: supporting
Url: /services/digital-planning-research/
Information architecture
Relationship: supporting
Url: /services/information-architecture/
Content architecture
Relationship: supporting
Url: /services/content-architecture/
Sections
Overview
Key points
- Every website creates an experience.
- This is user experience, more commonly known as UX.
Content
Item 1
Text: Every website creates an experience. Whether someone is searching for information, completing an application, comparing suppliers or making a purchase, they experience far more than its visual design. They notice how easily they can find what they need, whether the information makes sense, how confidently they can complete a task and how the website responds as they interact with it. This is user experience, more commonly known as UX. UX describes the overall experience someone has while interacting with a product, service or digital system. UX design is the practice of understanding and improving that experience so people can achieve their goals more clearly, easily and effectively. Because UX influences so many aspects of a website, it is often misunderstood. Some people associate it primarily with visual design, while others think of wireframes, prototypes or usability testing. These all contribute to UX design, but none defines the experience on its own. UX design considers the complete experience someone has while trying to achieve a goal. That means asking practical questions. What are visitors trying to do? What information do they need? Which parts of the website are easy to understand, and where do they hesitate or become uncertain? Can they complete the task successfully, and how much effort does it require? The answers guide much more than appearance. They influence content, navigation, accessibility, functionality and usability, helping organisations make decisions based on how people actually experience the website rather than how its creators expect it to be used.
UX and UI are not the same thing
Content
Item 1
Text: User interface design, usually shortened to UI, focuses on the visible and interactive parts of a digital product. It includes elements such as layouts, typography, colours, buttons, menus and form controls. UX design looks beyond the interface to the wider experience of completing a task. That includes the content, information structure, accessibility, functionality, performance and the steps someone takes before and after using it. A clear and well-crafted interface can make a website easier and more enjoyable to use, but appearance alone cannot create a good experience. Good UI contributes to good UX. It does not define it.
User experience starts with understanding people
Content
Item 1
Text: One of the most common misconceptions about UX design is that it begins with designing screens. In practice, it begins much earlier, with an understanding of the people who will eventually use the website. Every organisation knows its own services, terminology and internal structure extremely well. Teams understand department names, recognise specialist language and instinctively know where information lives because they work with it every day. Visitors arrive without that knowledge. They may be unfamiliar with the organisation, uncertain about where to begin and focused on completing the task that brought them there. A navigation menu may feel perfectly logical to the team that created it because they already understand the organisation and how its information is arranged. Someone visiting for the first time does not share that familiarity. They may look for different words, interpret labels differently or arrive with questions the content was never written to answer. UX design asks organisations to recognise that difference rather than expect visitors to adapt to the website. This approach is commonly known as user-centred design. Instead of beginning with organisational structures or preferred solutions, user-centred design starts by understanding people’s goals, behaviours and needs. Those insights then guide decisions about content, navigation, functionality and interaction throughout the project. User-centred design does not mean giving people everything they ask for or designing around individual preferences. Different users may have different levels of knowledge, priorities and ways of completing the same task. UX research looks for the patterns that emerge across those experiences and uses them to shape a website that supports as many people as possible. Starting with users’ needs also changes the questions organisations ask. Instead of asking What should this page contain?, teams can ask What is someone trying to achieve here? Rather than beginning with What information do we want to publish?, they can consider What information do people need to make progress? These shifts may appear small, but they lead to different decisions. When organisations understand the people using their websites before deciding how the experience should work, they are more likely to create services that are easier to understand and use.
People use websites to achieve goals
Key points
- Most are there because they want to achieve something.
- Sometimes the goal is clear from the beginning.
Content
Item 1
Text: People rarely visit a website simply to explore its structure or admire its design. Most are there because they want to achieve something. They may be trying to answer a question, compare organisations, apply for a course, report a problem, book an appointment or make a purchase. Sometimes the goal is clear from the beginning. At other times, people are still working out what they need as they move through the website. UX practitioners often describe these objectives as user goals. Understanding them changes how a website is planned. Instead of starting with what the organisation wants to publish, UX design considers what people are trying to accomplish and what information or functionality will help them do it. Someone applying for a university course rarely arrives ready to complete the form straight away. It’s more likely that they will spend time comparing subjects, checking entry requirements and looking at fees and accommodation before deciding whether the university feels right for them. Although those actions may take place across several pages and systems, they all form part of the same wider objective. People working in UX use the term user journey to describe how someone moves towards that outcome. Looking at the journey as a whole can reveal where the experience becomes harder than it needs to be. Important information may appear too late, people may be sent back and forth between pages, or the next step may not be clear when they are ready to continue. A user journey is not necessarily a fixed route. Some people begin on the homepage, while others arrive directly on an internal page through search, social media, email or an AI-generated answer. Returning visitors may head immediately towards a familiar task, whereas first-time visitors may need more context before deciding what to do. Good UX avoids assuming that everyone will follow the path the organisation has imagined. Important pages need to make sense as entry points in their own right. People should be able to understand where they are, what they can do and how to move forwards without first learning how the entire website is organised. The website may also represent only one part of the wider journey. A course application might begin with online research, continue through an external application system and lead to emails, interviews or telephone conversations. From an organisational perspective, these stages may be managed by different teams and technologies. The applicant experiences them as one process. This broader view is one reason UX is described as holistic. People do not separate content, navigation, forms, performance and technical systems in the way project teams often do. They experience the combined effect of all of them. A course page can be clear and visually well designed while still forming part of a difficult overall experience. If entry requirements are hard to locate, the application process gives little feedback or important information appears at the wrong point, applicants may still be left unsure about what to do next. UX design looks beyond the quality of individual pages and considers how well the whole process supports the task. Content should help people make decisions, navigation and search should guide them towards the next step, and forms should collect information without adding unnecessary obstacles. Once an action is complete, the website should also make it clear what has happened and what the person can expect next. This focus on outcomes also helps organisations decide which features are genuinely useful. A website does not become more effective simply by offering more functionality. New tools, interactions and content only improve the experience when they help people understand their options, make decisions or complete tasks more successfully. People rarely remember every page they visited or interaction they used. They remember whether the website helped them achieve what they came to do.
Good user experience reduces unnecessary effort
Content
Item 1
Text: Every website asks people to think. They need to decide where to begin, which link to follow, what information matters and what will happen when they take an action. Some of that thinking is unavoidable. Comparing university courses, completing a financial application or choosing a healthcare service naturally involves careful decisions. Good UX does not try to remove the complexity of the task itself. It reduces the additional effort created by the website. UX practitioners often describe this mental effort as cognitive load. When too much information, unfamiliar terminology or unclear interaction is presented at once, people must use more of their attention simply to work out how the website operates. That leaves less capacity for the decision or task they came to complete. Someone applying for a university course should be thinking about their qualifications and application, not trying to determine which fields are required, whether their progress has been saved or why a form will not submit. The application may remain detailed, but the interface should not make it harder than necessary. People manage this effort partly by relying on mental models. A mental model is the understanding someone develops of how a system is likely to work, based on previous experience and what they have already learned. For instance, a logo in the header is usually understood as a route back to the homepage, underlined text suggests a link and familiar icons carry familiar meanings. These conventions reduce the amount of learning required because visitors can apply what they already know. Consistency supports both learnability and efficiency. When similar elements look and behave in similar ways, people can apply knowledge from one part of the website to another. If the same visual style sometimes represents a link, sometimes a heading and sometimes nothing interactive at all, visitors have to reconsider what each element means. Before someone can use an interaction, they also need to recognise that it exists. UX practitioners refer to this quality as discoverability. Important actions should be visible or easy to locate without requiring people to explore the interface through trial and error. Related concepts include affordances and signifiers. An affordance is an action that an object or interface makes possible. A button can be selected, a field can accept text and a menu can be opened. A signifier is the visible or perceivable cue that helps someone recognise that possibility. The button’s shape, label and visual state indicate that it can be selected. An interaction can work technically and still be difficult to understand. For example, a heading that also opens a panel may be functional, but people are unlikely to recognise it as something they can select unless the design makes that clear. Signifiers provide those clues before someone has to experiment. Once someone takes an action, the interface also needs to respond. This is known as feedback. A selected option changes state. A progress indicator shows that a file is uploading. A form confirms that information has been submitted successfully. Feedback helps people understand what has happened and whether they need to do anything else. When a website gives no visible response, people are left guessing. They may select a payment button twice, resubmit the same form or abandon the process because they cannot tell whether anything has happened. Even a brief wait is easier to accept when the interface explains what is happening. Good interaction design also helps people avoid mistakes and recover when something goes wrong. A date field might show the expected format before someone begins typing, while an unavailable option can be removed or clearly disabled. If an error still occurs, the message should point to the problem, explain how to correct it and preserve the information already entered. These may seem like small details, but they dictate whether a task feels straightforward or frustrating. Clear labels, predictable responses and useful error messages help people continue without having to work out what went wrong or start again. Good UX reduces the moments when people have to stop concentrating on their goal and start concentrating on the website. The most reliable way to discover those moments is to observe what happens when real people try to use it.
UX decisions are tested, not assumed
Items
- Effectiveness: can people complete the task accurately and successfully?
- Efficiency: how much time and effort does completion require?
- Satisfaction: how does the experience feel while they are using it?
Content
Item 1
Text: Professional judgement plays an important role in UX, but even experienced teams cannot reliably predict every way people will use a website. The people who plan and design a service already understand how it works. They know what the labels mean, where information is located and what should happen next. That familiarity makes it difficult to experience the website as a first-time visitor would. User research and usability testing help close that gap. User research explores who people are, what they are trying to achieve and the circumstances in which they use a website. Depending on the project, research may involve interviews, observation, surveys, support enquiries, website analytics or search data. Each method reveals something different about users’ needs, behaviours and expectations. The objective is not simply to collect requests for new features. Research looks beyond the suggested solution to understand the need behind it. Someone may ask for a larger search box when the underlying problem is that the navigation uses unfamiliar language or important information is difficult to locate. Research can begin before any interface has been designed. For a university website, interviews might show that prospective students compare courses differently to the way that academic departments internally describe them. Similarly, search data may show that people use phrases the organisation rarely publishes. Or enquiry teams may repeatedly receive questions that the website appears to answer but does not explain clearly enough. These insights help teams make more informed decisions before significant time is committed to an approach that does not address the underlying need. Usability testing examines what happens when people try to use that approach. Participants are asked to complete realistic tasks using a prototype, an existing website or a working service. Rather than explaining how the interface is intended to work, the researcher observes what people do. Where do they begin? What do they overlook? Which labels do they understand? Where do they hesitate, make mistakes or ask for help? A prospective student might be asked to find a suitable course, check whether they meet the entry requirements and identify how to apply. The test is not assessing the participant. It is assessing whether the website provides enough information and guidance for them to complete the task independently. When someone struggles to find a page or complete a form, that behaviour provides useful evidence about the experience. It may indicate that the content, structure or interaction is not communicating as clearly as intended. Testing can show problems that preference questions miss. For example, a participant might say a design looks good, then hesitate because they can’t see what to do next. Another version may be less visually appealing but result in fewer mistakes. Both preference and observed behaviour are useful, although behaviour usually gives a better indication of whether the interface is working. Usability is a fundamental part of UX design. It is usually considered through three connected qualities: Context matters as well. The same service may be straightforward on a desktop computer in a quiet office but much harder to use on a mobile phone, under time pressure or with an unreliable connection. Understanding where, when and how people use a website is therefore part of understanding its usability. A task can be completed and still be unnecessarily difficult. Someone may reach the end of an application only after retracing their steps, correcting avoidable errors or asking for help. Completion figures will record a success, but they will not show how much effort it took to get there. This is where watching people use a website becomes valuable. Even a small round of testing can uncover points of hesitation, unclear labels or steps that make sense to the project team but not to the people completing them. More complex or higher-risk services may need repeated testing, accessibility reviews and input from people with a wider range of needs. The findings often build on one another. An interview may uncover a concern that appears again during testing. Website data can show whether the same behaviour occurs more widely, while an accessibility review may identify a barrier that nobody had previously noticed. Looking across those findings gives the team a better basis for deciding what needs attention. The design can then be changed and tested again. The purpose is not to defend the original idea or prove that it worked. It is to learn enough about the real experience to make the next version better.
User experience continues after launch
Content
Item 1
Text: A website launch does not mark the end of user experience work. It creates one of the first opportunities to see how the website performs at scale, across different devices, situations and levels of familiarity. Pre-launch research can reveal a great deal, but it cannot show every situation the website will encounter once it is live. People arrive from different places, use language the project team may not expect and sometimes approach tasks in ways that never appeared during testing. The website itself also keeps changing as new content, services and features are added. Ongoing UX work helps organisations understand these changes before small problems become established barriers. Analytics can show where people leave important processes, which pages attract repeated visits and whether common tasks are being completed. Internal search data may reveal subjects people expect to find or language that differs from the organisation’s own terminology. Support requests, complaints and feedback can highlight points where the website lacks clarity or where an online process creates avoidable work elsewhere. The numbers still need reviewing. A visitor may leave a page because they found the answer they needed, not because the experience failed. A page with unusually high traffic might be especially useful, or it might be receiving visits that should have reached another part of the website. Analytics can show that something is happening, but they do not always explain why. This is why UX improvement is usually iterative. Organisations identify a possible issue, investigate it, make a considered change and review whether the experience improves. Depending on the question, that might involve further usability testing, comparing alternative versions or monitoring task completion after an update. The changes do not always need to be substantial. Clarifying a heading, improving an error message or moving essential information earlier in a process may have more practical value than introducing a new feature. The aim is not to keep redesigning the website. It is to respond when evidence shows that people are encountering unnecessary difficulty. Accessibility also needs continued attention. A website may launch with strong technical foundations, but new content, documents and functionality can introduce barriers. Editors, designers and developers all influence the experience after launch, making UX an ongoing organisational responsibility rather than something owned only by the original project team. Treating user experience as a continuing practice helps the website remain aligned with the people it serves. As needs, services and expectations change, the organisation can continue learning from real behaviour and improve the experience where evidence shows it will make a meaningful difference.
Good user experience keeps the focus on the task
Content
Item 1
Text: UX design brings together research, content, interaction design, accessibility and technology, but each discipline supports the same objective: helping people achieve what they came to do without unnecessary difficulty. A polished interface can improve the experience, but it is only one part of it. Clear information, familiar interactions, useful feedback and straightforward recovery from errors all influence whether the website feels easy to use. The quality of the experience comes from how those elements support one another. Creating that experience also requires organisations to look beyond their own familiarity with the website. Internal teams know their terminology, structures and processes intimately. Research, testing and evidence from real-world use reveal where the intended experience differs from the one people actually encounter, giving teams a clearer basis for improvement. Good UX removes the avoidable effort between a person and the thing they came to achieve. People can find what they need, understand what to do next and recover when something goes wrong without having to learn how the website works first. That is the real value of user experience. The website stops feeling like another problem to solve and becomes a reliable way through the task.
User experience and accessibility: a complete guide
Parent id: good-user-experience-keeps-the-focus-on-the-task
Parent heading: Good user experience keeps the focus on the task
Content
Item 1
Text: Understand how user research, journeys, information architecture, accessible design and usability testing work together to... 12 minutes read Read the guide
Entities
User interface (UI) design
User experience (UX)
User-centred design
Usability testing
Discoverability
Cognitive load
User journey
Mental model
UX research
User goals
Affordance
Signifier
Concept relationships
Item 1
Subject: User experience (UX)
Predicate: includes
Object: content, navigation, accessibility, functionality, and usability
Item 2
Subject: User-centred design
Predicate: starts with
Object: understanding people's goals, behaviours, and needs
Item 3
Subject: User interface (UI) design
Predicate: contributes to
Object: user experience (UX)
Item 4
Subject: User journey
Predicate: describes
Object: how someone moves towards an outcome
Item 5
Subject: UX research
Predicate: looks for
Object: patterns across user experiences
Item 6
Subject: Cognitive load
Predicate: is
Object: mental effort created by the website
Item 7
Subject: Discoverability
Predicate: enables
Object: recognition of interactions
Item 8
Subject: Consistency
Predicate: supports
Object: learnability and efficiency
Item 9
Subject: Feedback
Predicate: helps
Object: users understand system status
Item 10
Subject: Mental models
Predicate: reduce
Object: learning effort
Implementation patterns
Item 1
Pattern: User-centred design process
Description: Start by understanding people's goals, behaviours, and needs, then use those insights to guide decisions about content, navigation, functionality, and interaction throughout the project.
Benefit: Leads to services that are easier to understand and use, because decisions are based on how people actually experience the website.
Item 2
Pattern: UX research for pattern identification
Description: Conduct research to identify patterns that emerge across different users' experiences, rather than designing around individual preferences.
Benefit: Shapes a website that supports as many people as possible, accommodating different levels of knowledge and priorities.
Item 3
Pattern: Holistic experience design
Description: Designing content, navigation, forms, performance and technical systems as one combined experience rather than separate components.
Benefit: Ensures the overall process supports the task, not just individual pages.
Item 4
Pattern: Design for error prevention and recovery
Description: Show expected formats, disable unavailable options, and provide clear error messages that preserve entered data.
Benefit: Minimises frustration and helps users complete tasks successfully.
Item 5
Pattern: Iterative testing and refinement
Description: Design, test with users, analyse findings, and change the design based on evidence.
Benefit: Improves the next version based on real user experience.
Item 6
Pattern: Outcome-focused feature selection
Description: Adding features only when they help users understand options, make decisions or complete tasks more successfully.
Benefit: Avoids unnecessary functionality that increases cognitive load.
Item 7
Pattern: Post-launch monitoring
Description: Use analytics, internal search data, and support feedback to identify emerging issues.
Benefit: Prevents small problems from becoming established barriers.
Item 8
Pattern: Provide clear feedback
Description: Give visible responses to user actions, such as state changes or progress indicators.
Benefit: Helps users understand system status and reduces errors.
Practical guidance
Item 1
Guidance: Consider the whole user journey, including stages managed by different teams and technologies, to identify where the experience becomes harder than necessary.
Importance: high
Item 2
Guidance: Ensure important pages make sense as entry points in their own right, as users may arrive directly from search, social media, email or AI-generated answers.
Importance: high
Item 3
Guidance: Ask practical questions about what visitors are trying to do, what information they need, and where they hesitate or become uncertain.
Importance: medium
Item 4
Guidance: Recognise the difference between the organisation's familiarity with its services and the visitor's lack of that knowledge.
Importance: medium
Item 5
Guidance: Start with users' needs by asking 'What is someone trying to achieve here?' instead of 'What should this page contain?'
Importance: medium
Item 6
Guidance: Use UX research to look for patterns across different users' experiences rather than relying on individual preferences.
Importance: medium
Item 7
Guidance: Reduce cognitive load by avoiding too much information, unfamiliar terminology and unclear interactions.
Importance: medium
Item 8
Guidance: Start website planning by understanding user goals rather than what the organisation wants to publish.
Importance: high
Risk areas
Item 1
Risk: Designing based on organisational assumptions rather than actual user research
Impact: May result in a website that is logical to the team but confusing for visitors, increasing effort and reducing task completion.
Item 2
Risk: Expecting visitors to adapt to the website's structure and terminology
Impact: May alienate users who lack the organisation's internal knowledge, leading to frustration and abandonment.
Item 3
Risk: Lack of feedback can lead to users guessing or abandoning processes.
Impact: Users may resubmit forms, click payment buttons twice, or abandon tasks.
Item 4
Risk: Inconsistent design can confuse users and increase cognitive load.
Impact: Visitors have to reconsider the meaning of each element, reducing efficiency.
Item 5
Risk: Focusing on individual page quality rather than the whole process
Impact: Users may still have a difficult experience even if pages are clear and well designed.
Item 6
Risk: Assuming that visual design alone creates a good user experience
Impact: May lead to a website that looks good but is difficult to use or understand, failing to meet user needs.
Item 7
Risk: Relying on preference questions instead of observed behaviour
Impact: May miss usability problems that cause hesitation or errors
Item 8
Risk: Adding more functionality without considering usefulness
Impact: The website may become less effective and increase cognitive load.
Common misconceptions
Item 1
Misconception: User-centred design means giving people everything they ask for.
Clarification: User-centred design does not mean giving people everything they ask for or designing around individual preferences. It looks for patterns across different users' experiences to shape a website that supports as many people as possible.
Item 2
Misconception: Experienced teams can reliably predict user behaviour.
Clarification: Even experienced teams cannot predict every way people will use a website; testing is necessary.
Item 3
Misconception: If a task is completed, the experience is fine
Clarification: Completion figures do not show the effort required; users may retrace steps or correct errors.
Item 4
Misconception: UX design is primarily about visual design.
Clarification: UX design considers the complete experience someone has while trying to achieve a goal, including content, navigation, accessibility, functionality, and usability. Visual design is just one contributing factor.
Item 5
Misconception: Pre-launch research covers all situations
Clarification: Once live, websites encounter unexpected language, tasks, and contexts that testing may not reveal.
Item 6
Misconception: UX design begins with designing screens.
Clarification: UX design begins much earlier, with an understanding of the people who will use the website, their goals, behaviours, and needs.
Item 7
Misconception: User journeys are fixed routes
Clarification: User journeys are not fixed; people may enter from different points and the journey can be non-linear.
Reasoning paths
Item 1
User problem: Visitors may be unfamiliar with an organisation's services, terminology, and internal structure, making it difficult for them to find information and complete tasks.
Why this guide is relevant: This page explains the topic and gives practical points to consider.
Evidence refs
- claim-001
Relevant sections
- user-experience-starts-with-understanding-people
- ux-decisions-are-tested-not-assumed
- overview
Item 2
User problem: UX is often misunderstood as being primarily about visual design, leading to a narrow focus on appearance rather than the complete experience.
Why this guide is relevant: This page explains the topic and gives practical points to consider.
Evidence refs
- claim-001
- claim-004
- claim-005
Relevant sections
- overview
- ux-decisions-are-tested-not-assumed
- user-experience-and-accessibility-a-complete-guide
Item 3
User problem: A navigation menu that seems logical to the team that created it may not be intuitive for first-time visitors who lack the same familiarity.
Why this guide is relevant: This page explains the topic and gives practical points to consider.
Evidence refs
- claim-004
- claim-001
- claim-005
Relevant sections
- user-experience-continues-after-launch
- ux-decisions-are-tested-not-assumed
- overview
Item 4
User problem: Organisations may focus on what they want to publish rather than what information people need to make progress.
Why this guide is relevant: This page explains the topic and gives practical points to consider.
Evidence refs
- claim-002
- claim-008
- claim-003
Relevant sections
- good-user-experience-keeps-the-focus-on-the-task
- good-user-experience-reduces-unnecessary-effort
- user-experience-starts-with-understanding-people
Knowledge hub
Page type: guide
Learning intent: This page explains user experience (UX) as the overall experience someone has when interacting with a website or digital service, and describes how UX design focuses on understanding user needs, behaviours, and journeys to create more usable and effective experiences.
Topic hierarchy
Primary: User experience (UX) in websites and digital services, covering its definition, the difference from UI, and the importance of user-centred design, research, and testing.
Supporting
- User needs
- User behaviour
- Website navigation
- Content design
- Accessibility
- User goals
- User journeys
- Holistic UX
Evergreen use: true
Content profile
Content type: Knowledge Hub guide
Primary topic: User experience (UX) in websites and digital services, covering its definition, the difference from UI, and the importance of user-centred design, research, and testing.
Supporting topics
- User needs
- User behaviour
- Website navigation
- Content design
- Accessibility
- User goals
Primary audience
- Digital and web managers
- Website owners
- Marketing and communications teams
- UX and design teams
- Organisations planning a new website or digital platform
- Teams reviewing or improving an existing website
Retrieval topics
- User experience (UX) in websites and digital services, covering its definition, the difference from UI, and the importance of user-centred design, research, and testing.
- User experience (UX)
- User interface (UI) design
- User-centred design
- User needs
- User behaviour
- Website navigation
- Content design
- Accessibility
- User goals
- User journeys
- Holistic UX
Organisation
Name: Feel Created
Type: Digital partner specialising in websites and digital platforms
Url: https://www.feelcreated.com/
Service model: We work as an extension of our clients' teams, combining strategy, UX, accessibility, content design, WordPress development and ongoing support to create digital platforms that help organisations communicate more clearly, work more efficiently and grow sustainably.