Tags: ux map

User Experience MOC

Date: 2026-08-16


UX is the discipline of finding out what people actually do, then removing what stops them. The research half tells you what’s wrong; the design half is a set of constraints on how humans process things.


Ordered research → behaviour → structure → interface → accessibility → content → measurement. The first section is what makes the rest more than opinion.

Research

  • Qualitative vs Quantitative Research — one tells you why, the other how many. Neither substitutes for the other, and most disputes are people using one to answer the other’s question
  • User Interviews — asking about behaviour without asking people to predict themselves, which they can’t
  • Usability Testing — watching someone attempt a task; the highest-yield-per-hour method there is
  • Heuristic Evaluation — expert inspection against principles; hypotheses, not findings, because one evaluator finds about a third of the problems
  • Moderated vs Unmoderated Testing — depth versus volume, and when remote unmoderated is enough
  • Sample Size in Qualitative Research — why five users finds most usability problems, and what that claim actually rests on
  • Surveys — question design, response bias, and why most survey data is worse than no data
  • Diary Studies — behaviour over time, for decisions that aren’t made in one sitting
  • Card Sorting and Tree Testing — testing whether your structure matches the user’s model
  • Jobs To Be Done — framing by the progress someone is trying to make rather than by who they are
  • Personas — the useful version and the decorative version
  • Journey Mapping — the whole path including the parts that aren’t your site
  • Service Blueprints — the backstage half: staff, systems and policies that shape the front-stage experience
  • Research Repositories — making findings findable, without which every study is run twice

Behaviour and psychology

Constraints on how people process, not tricks. Each one is a reason a design fails.

  • System 1 and System 2 — fast automatic processing versus slow deliberate reasoning, and why most interface decisions happen in the fast one
  • Fogg Behaviour Model — behaviour happens when motivation, ability and a prompt coincide; a diagnostic for which of the three is missing
  • Cognitive Load — the working-memory budget every interface spends
  • Hick’s Law — decision time rising with the number of options
  • Fitts’s Law — target size and distance determining how hard something is to hit
  • Choice Overload — more options reducing the chance of any choice at all
  • Anchoring — the first number seen setting the frame for every number after
  • Framing Effects — identical information changing the decision depending on presentation
  • Loss Aversion — losses weighing heavier than equivalent gains
  • Social Proof — others’ behaviour as evidence, and where it backfires
  • Scarcity and Urgency — the real mechanism, and the point at which it becomes a lie
  • Reactance — pushback when a choice feels taken away; why heavy pressure can cost more conversions than it wins
  • Reciprocity — the obligation created by giving something first
  • Commitment and Consistency — a small first agreement making the next one likelier, which is why multi-step forms work
  • Goal Gradient Effect — effort rising as the finish gets closer; progress indicators, stamp cards, and the head start that exploits it
  • Zeigarnik Effect — the memory claim behind onboarding checklists fails to replicate; the resumption effect beside it holds
  • Sunk Cost Fallacy — continuing because of what’s already been put in, and the flows that lean on it
  • Authority — deference to perceived expertise, and which credentials actually register
  • Liking — similarity, familiarity and warmth moving decisions, and the limits of that in an interface
  • Unity — shared identity as the strongest affiliation signal; Cialdini’s later addition and the least established
  • The Default Effect — whatever’s preselected being what most people get
  • Peak-End Rule — memory of an experience being dominated by its peak and its end
  • Trust Signals — what actually moves credibility, and the ones that do nothing
  • Deceptive Design — the taxonomy of dark patterns, and where UK law now bites

Information architecture

Interface and interaction

Accessibility

Not a section that comes last in practice, only in this list.

  • WCAG — the standard’s structure, levels, and what conformance actually requires
  • Accessibility Law in the UK — the Equality Act position, public sector regulations, and what applies to a commercial site [CHECK: current European Accessibility Act obligations for UK-based retailers]
  • Screen Readers — how a page is actually consumed non-visually
  • Keyboard Navigation — focus order, focus visibility, traps
  • Focus Management — where focus goes after a modal, a route change, or a deletion
  • Reduced Motion — prefers-reduced-motion as a requirement, not an enhancement
  • Colour Contrast — the ratios, the tooling, and the cases the ratios miss
  • Accessible Forms — labels, error association, and the failures that make a form unusable rather than annoying
  • Cognitive Accessibility — plain language, consistency, and time limits
  • Inclusive Design — designing for the range rather than the average, and why it improves the average anyway

Content and copy

  • Content Design — content as the thing being designed, not the thing poured in afterwards
  • Microcopy — the small text carrying most of the interaction’s clarity
  • Reading Behaviour Online — scanning patterns, and writing for people who won’t read
  • Readability — sentence length, reading level, and measuring it honestly
  • Voice and Tone — the difference between them, and why tone varies by context while voice doesn’t
  • Value Propositions — stating what it is, for whom, and why it’s better, in the space available
  • Awareness Stages — how much the visitor already knows about the problem and the product, and matching the page to it; traffic source as the rough proxy
  • Features, Benefits and Outcomes — what it has, what that does, and what changes for the customer; why copy stalls at the first
  • Headlines — the highest-leverage line on any page
  • Curiosity Gap — withholding just enough to earn the next click, and where it becomes clickbait
  • Persuasive Structures — the durable copy frames, and where they stop being honest
  • Product Descriptions — the ecommerce-specific problem of writing at scale without writing nothing

Measurement

Where UX stops being taste.

  • Usability Metrics — task success, time on task, error rate, and the standard instruments
  • System Usability Scale — the SUS questionnaire, its scoring, and what a score means
  • Qualitative Coding — turning transcripts into counts without pretending they’re a survey
  • Triangulation — reconciling analytics, replay and interviews when they disagree
  • Research Ethics — consent, recording, incentives, and handling participant data

Borders

Filed elsewhere, needed constantly here.