What is UX Research and what is its importance?
UX research is the systematic study of what users need, how they behave and in what context they use a product or service, carried out before, during...
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User experience and user interface are not the same thing. The interface is what people see and touch, while the experience is everything they feel and accomplish when they use your product or service. A beautiful interface cannot rescue a poor experience, and executives who confuse the two tend to fund screens and neglect outcomes.
Imagine a retail bank whose leadership approves a redesign of its mobile app. The new screens are handsome, the colors match the refreshed brand and the launch event goes well. Three months later the call center reports a rise in calls from customers who cannot find how to dispute a charge, the app store rating has slipped and the head of digital is asked why a project that looked so good performed so poorly. The answer is rarely that the designers lacked taste. More often, the company bought an interface when it needed an experience. It changed how the product looks without examining what customers were trying to do, what stopped them and what the business needed from the interaction.
You have probably heard about UX, user experience, and UI, user interface. They are now very common terms, used mainly by companies dedicated to web or mobile design. In this article we define each of them, explain the difference and then take apart eight myths about UX that regularly lead teams, and the executives who sponsor them, in the wrong direction.
UX, or user experience design, is in general terms any interaction that the user has with a specific product or service. It takes into account the different elements that determine how the user feels when interacting with the product and how easily he can accomplish the tasks he wants to do. UI, or user interface design, is what the user interacts with directly, what he sees of the product.
The distinction is not only a matter of vocabulary. The field's reference definitions are broader than screens. The international standard on human-centred design, ISO 9241-210, defines user experience as a person's perceptions and responses that result from the use or anticipated use of a product, system or service, and the Nielsen Norman Group describes it as all aspects of the end-user's interaction with the company, its services and its products (both definitions are collected in the Aalto University overview of user experience definitions). Notice the words anticipated use and company. The experience begins before the person touches the product and extends beyond the interface to service, support and communication.
We must be clear, then, that UX and UI are not the same, even though we often see the two terms used without differentiation. A good user experience design takes the interface design into account, but the interface is not the only element. UX design is a process that seeks to give users interfaces with correct solutions, with which they can perform tasks easily and quickly, while feeling attracted to the look of the interface. To achieve this, the user must be understood, including their needs, because that is what allows the design to provide a better experience when they interact with the interface. UX design also considers the quality of the content the user receives, in line with what Inbound Marketing recommends, something that UI design on its own does not contemplate. For a longer comparison, see ICX's guide to UX design vs UI design.

The eight myths below are the author's list, and each one has a managerial consequence. We take them in order and add, where it helps, evidence from the wider usability field.
When people talk about UX design and aesthetics, two opposite scenarios appear. In the first, UX design is believed to be only about aesthetics. A good UX should indeed consider how the product looks, but it also considers how it works and how it feels to use. In the second, which is the opposite, the aesthetics of a product are assumed not to affect the experience, and a usable design is assumed to be unable to look good. That is completely false, and it is exactly what UX seeks to avoid. The goal is to offer the user a pleasant experience both in the usability of the product and in its visual aspect.
For an executive the practical consequence is about who sits at the table. If aesthetics are treated as the whole of UX, the brand team owns the project and usability is discovered after launch. If aesthetics are dismissed, engineering owns it and the product works for the people who built it. Both outcomes are expensive. The better arrangement gives research, design and engineering a shared brief that includes visual quality as one of several measures of success.
While it is true that content that is important to the user should not require too many clicks to reach, not all content should be governed by this rule. Some content needs a slightly longer navigation path in order to be logical. The author adds that it has been determined that other aspects, more than the three-click consideration, cause a page to be abandoned.
Independent research supports this. A well-known usability study by User Interface Engineering analyzed data from 44 users attempting 620 tasks, with more than 8,000 clicks, and found that the number of clicks did not correlate with success. Users did not give up after three clicks, and about 80 percent of tasks were completed by around fifteen clicks. The authors concluded that complaints about too many clicks really reflected failure to find content, not the count itself (Center Centre, Testing the Three-Click Rule). In plain terms, a path of five clear steps beats a path of two confusing ones. The question to ask is whether each step is obvious and whether the label tells the user what they will find, not how many clicks it takes.
Many people believe that a design without originality and creativity is not good. However, there are already solutions to common interaction problems that have been tested and work. It is also important to emphasize that users like familiar experiences. If certain conventions are changed within a design, it can cause a feeling of frustration and generate an unpleasant experience. To change a convention, there must be a compelling reason and a justification that is clear in the eyes of the user, so that bad experiences are avoided.
The usability field has a name for this principle. Jakob's Law holds that users prefer your site to work the same way as all the other sites they already know, and that building on existing mental models lets people focus on their tasks instead of learning new patterns (Laws of UX, Jakob's Law). A checkout page that looks unlike every other checkout may win a design award and lose sales. Creativity belongs where it creates value for the customer, such as in solving a problem no one has solved, not in rearranging the shopping cart for the sake of novelty.
UX design is not just another phase in the process of designing an interface. On the contrary, it is a process itself, one that in the end results in the interface. In this process, aspects such as research, tests with users, definition of navigation, interaction and visual aspect, among others, are taken into account. The infographic above shows these stages.
This is the myth with the largest budget impact. If UX is treated as a step near the end, called in to polish what has been defined, the research that should have shaped the product never happens. A team that interviews users and tests prototypes before development discovers its mistakes when they cost a few hours of design time. A team that waits for launch discovers them when they cost a release cycle. ICX has explained the value of this approach in its article on UX research and in its piece on usability testing.
The final objective of UX design is to provide a valuable experience, and for that it must take into account what the user needs. But it must also take into account the business objectives and design according to them, achieving a design that is good in terms of UX and also realistic. A design that delights users but cannot be built, sold or sustained is not good UX. It is an expensive prototype.
Executives are the ones who define the business side of that equation, and they often fail to do it. A UX team that is told only to improve the experience will optimize what it can see, such as ease and delight. A team that is told to improve the experience in a way that raises conversion, reduces support calls and fits the product roadmap will make better trade-offs. The brief should state both the user need and the business outcome.
There is a misperception that the more features a product has, the better it is. Covering many features can lead to user confusion. It is best to concentrate as much as possible on the features that are really important and create value for the user. Remember that less is often more.
Feature accumulation is a political habit as much as a design one. Every department has a request, no one wants to say no, and the product grows until the main task is hard to find. The remedy is a clear ranking of what the customer needs most often, and the willingness of leadership to remove or hide the rest. A shorter product with a clearer path will usually outperform a longer one in both satisfaction and support cost.
A false idea is that the more visual elements such as icons are used within an interface, the more the UX will improve. We often see icons added to many parts of an interface without a clear sense of what they should communicate. The visual elements then fail in their purpose and can even confuse the user. It is necessary to understand that not all words have a visual representation that is easy and clear to grasp.
The practical rule is to use an icon when its meaning is universally understood and to pair it with a label when it is not. Icons for print, search or home are widely recognized. An abstract symbol for a banking product or a compliance step is not, and a short word is faster than a puzzle. Testing a handful of icons with five or six real users is an inexpensive way to find out which ones work.
White space is not a waste. On the contrary, it is an ally in achieving good UX design, since it can help improve the understanding of content, hierarchy and readability, among other things. It gives the user visual breaks and helps emphasize certain elements.
Business stakeholders often push to fill every pixel because empty space feels like lost advertising. The effect is the opposite of what they want. A crowded page gives every message equal weight, so none stands out, and users scan past the call to action that the company most wants them to see. Space is how a page tells people what matters.
Summing up, UX design and UI design are not the same, but they are not opposite terms either. They are terms that must go hand in hand to achieve a good design result. UI is part of a good UX process, in which ease of use and pleasant aesthetics are achieved, and it ends up being the final result offered to the user. However, the interface is not the solution to the problem. The solution is a product or service that helps a person accomplish something they care about, in a way the business can sustain.
Seen together, the eight myths share a root. Each one reduces a multi-sided discipline to a single rule of thumb, whether it is a click count, a style preference or a feature list. Good UX replaces rules of thumb with evidence from users and clarity about business goals.
For the chief executive, the main point is that experience is a strategic asset and not a layer of paint. The customers who abandon a flow, call support or leave a poor rating are telling leadership where the business is losing money. Asking how the company measures task success, time to complete and satisfaction for its three most important journeys is a better governance question than asking whether the new design looks modern.
For the chief marketing officer, the link between UX and content is direct. The experience includes the quality and relevance of what the user is shown, and the interface should serve that content and not compete with it. For the chief financial officer, the myth that UX is one more step explains why redesigns overrun: research was skipped, so rework was inevitable. For the chief technology officer, the feature myth is a reminder that complexity has a maintenance cost, and that removing a feature can be a legitimate product decision. For the chief operating officer and service leaders, a confusing interface moves cost from the design budget to the contact center, which makes UX a cost-reduction topic as much as a brand one.
Pick the one journey that matters most to your revenue or retention, such as opening an account, completing a purchase or resolving a problem, and ask the team to walk through it as a customer would. Watch five real users attempt it without help, and write down where they hesitate, where they are surprised and where they give up. This hour of observation tends to reveal more than a quarter of dashboards, because it shows what customers are trying to do and where the design stops them.
Next, ask the team to bring the business objective for that journey to the table, in numbers. If the aim is to reduce abandonment by a certain share or to cut related support calls, designers can make trade-offs that serve both users and the company. Then decide who owns the experience across functions, since it usually spans marketing, product, technology and service. Without an owner, the interface will drift toward whichever department speaks loudest. To evaluate an existing interface against recognized usability principles before spending on a redesign, your team can use the ICX Heuristic Tests toolkit, which structures an expert review of a digital product so that problems are found and prioritized.
ICX Consulting is a customer experience and commercial strategy firm headquartered in Miami that serves companies in the United States and Latin America. Our user experience practice combines research, design and evaluation so that interfaces are built on evidence about customers and aligned with business goals. We help companies diagnose where experiences lose customers, design the journeys that matter most and test the results, drawing on our work in usability and accessibility.
If you suspect that your company is investing in interfaces and not in experiences, request a diagnostic with an ICX consultant. We will help you identify which myths are shaping your decisions and what to do about them.
No. UI is the interface the user sees and touches, while UX covers the whole experience of using a product or service, including how easily tasks are completed and how the person feels. UI is one part of a good UX process.
Not as a rule. A usability study of 44 users and 620 tasks found that click count did not predict success or abandonment. Clear labels and logical paths matter more than the number of steps.
No. Users prefer familiar conventions, and changing them without a clear reason can cause frustration. Originality is valuable when it solves a real problem and is justified in the eyes of the user.
Because a design that satisfies users but ignores business goals cannot be sustained. Good UX balances the needs of the user with the objectives of the company so that the result is both useful and realistic.
Yes. White space improves comprehension, hierarchy and readability, gives users visual breaks and helps emphasize the elements that matter most.
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