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WT f UX

Last week, I was speaking with a post-grad design student who had just finished her Masters, and was trying to figure out her career options. She mentioned that most job opportunities on campus involved UI/UX related to mobile apps or websites. Something that wasn’t to her liking. My suggestion was not to obsess too much about industry lingo, but instead, try to figure out across industry sectors, what she would (and would not) like to work on instead.
 
In the recent years, industry lingo has made the job market murky, with plenty of keywords being irresponsibly thrown about. A few years ago, a leading digital transformation company with some very elite global clientele got in touch saying they felt I was a good fit for a senior role at their company. A note on the position had words like ‘design thinking’ and ‘innovation’ used generously. I got back to their HR contact to request her to explain the role in more detail to me. Turned out, they were simply looking for someone to help them with UI/UX for the mobile apps they built. I spent some time explaining design thinking, UI and UX, so she would be able to identify potential candidates better.
 
It obviously wasn’t her fault. Many industry sectors are evolving so rapidly for the past many years; with new skills, new terminologies and jargon popping up regularly. So much so, sometimes even human resources of such companies have not been adequately explained what and whom they should be looking for.
 
For starters, one can simply define UX (user experience) as the overarching journey to create meaningful experiences for users. And UI (user interface…design) involves different components of a product or service itself that strive to make better UX possible. Of course, the term UI tends to get used largely in relation to web and mobile or related display contexts, but let that not limit us by way of examples.
 
Let’s consider more traditional products. Take a car for example; some of them have a footrest next to the clutch, that drivers can rest their left foot on when not engaging the clutch, especially on longer journeys (instead of straining the foot by resting it only on the heel). Here, the footrest itself is a UI element that is added to improve the overall UX for the driver of that car (by reducing driver fatigue by way of the footrest feature).
 
There’s good UX and bad UX out there in the world. But here’s an example of arguably the worst kind of bad UI & UX. The seemingly invisible kind.

This switch panel is very old. From long before I knew what design thinking is. If I remember correctly, back in the day, such panels came with fixed square slots. One such slot of two would be used by one 3-point socket, or would accommodate two switches.
 
The left plug is of the refrigerator, and the right one of the microwave oven. While it might appear perfectly normal to us, there is a small invisible UX challenge here. The fridge switch obviously needs to be on at all times. The microwave however, is switched on and off a few times each day. The close proximity of the two switches is where the bad UX layout is at.
 
In an ideal layout, the switches be on either sides of the two plugs, thereby reducing almost any possibility of someone accidentally switching off the fridge while intending to switch off the microwave. And most of us might not even realize something like this when going about our busy daily routines. However, in such cases, our semi-conscious mind tends to be in a state of partial alert whenever we reach out to switch on or off the microwave. Because we do not want to accidentally switch off the fridge, but at the same time, it is too routine a task for us to pay 100% attention to it. Sometimes, we might reach out for the switch while reading something on our phone, or while speaking to someone standing opposite to the switches.
 
The reason we might not realize the layout flaw is because it is subtle. We might accidentally switch off the fridge 1 in 50 times, but for the other 49 times, we are probably in a state of partial alertness, for a task which should not ideally require that alertness of us.
 
As a UX designer or anyone who wants to create a more seamless experience around this, would ensure the fridge switch was either placed away, or access to it was covered or restricted (by placing a partially blocking partition if necessary).
 
Of course, thanks to progress in the switches and related products space, products in more recent years do not have square slots like this one. Instead, you can place switches and plug points anywhere along a line as per your preference.
 
Which brings us to trying to imagine what good UX design might be. It is one or more UI elements that make the experience so seamless for the user, that they get the task done with minimal mental processing, especially with frequent use.
 
In my book, I mention one about TV remote design – how some have buttons so well laid out (UI) that after initially familiarizing yourself with it, you can operate it without needing to look at the remote each time (UX). Well designed remotes follow a simple logical layout that makes it easier for the user to recreate a spatial position of essential buttons in their mind that are built around a central reference point.. A tacky button layout will have an inbuilt resistance, preventing the user from creating (and from remembering) a mental picture of the remote, and therefore being unable to use it without needing to first look for the button.
 
With a glaringly bad UI feature, a user almost instantly knows and doesn’t like it. However, with the seemingly invisible bad UI, the glitch might not be very obvious, and the inconvenience to the user too, might be brief and occasional. In such cases, the user might tolerate the product or experience, never at peace and enjoying it, but also unfortunately not aware enough to change it, unless a better product and the need to replace the old one comes along.

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