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
- Information Architecture — the structure underneath the navigation
- Navigation Patterns — the standard forms and what each assumes about intent
- Taxonomy and Labelling — using the user’s words rather than the organisation’s
- Search and Findability — when people search instead of browse, and what that says about the structure
- Faceted Filtering — the ecommerce workhorse; facet choice, ordering, and the zero-results problem
- Category Page Design — the highest-traffic page nobody optimises
- Product Page Design — imagery, specification, social proof and the buy box; the page every retail decision funnels through
- Wayfinding — knowing where you are, where you’ve been, and what’s next
Interface and interaction
- Affordances and Signifiers — what an element permits versus what it advertises
- Feedback and System Status — telling people something happened, which is most of perceived quality
- Error Prevention and Recovery — designing so the mistake can’t be made, then so it can be undone
- Form Design — field order, labels, validation timing, and the specific decisions that move completion
- Checkout Design — the highest-value flow in ecommerce, and the constraints that come with hosted checkouts
- Progressive Disclosure — revealing complexity only when it’s needed
- Empty States — the screen with nothing on it, which is a first-run experience in disguise
- Loading and Perceived Performance — skeletons, optimistic UI, and why perceived speed diverges from measured speed
- Motion and Transitions — motion as explanation of what changed, not decoration
- Easing and Duration — the values that read as natural, and why linear rarely does
- Mobile Interaction Patterns — thumb zones, gestures, and the assumptions desktop design carries over wrongly
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-motionas 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.
- Analytics — Session Replay · Heatmaps · Form Analytics · Funnel Analysis · Voice of Customer Data
- Experimentation — Hypothesis Design · A-B Tests · Usability Testing · Test Prioritisation
- Web Development — The Accessibility Tree · Semantic HTML · ARIA · Core Web Vitals · Rendering Strategies · Design Systems
- Commerce & Growth — Price Elasticity · Psychological Pricing · Lifecycle Stages