• 1940s–1950s: Early human factors and ergonomics emerge in military and industrial design (e.g., aviation cockpits, wartime equipment). Key focus: safety, usability, reducing human error. (See: Human Factors literature; R. Fitts.)

  • 1960s–1970s: Cognitive psychology influences design (mental models, information processing). Douglas Engelbart and Ivan Sutherland develop early interactive computing tools; Xerox PARC invents WIMP interfaces and the desktop metaphor. (See: Engelbart 1968 demo; Xerox PARC history.)

  • 1980s: Personal computing and Apple’s Macintosh popularize graphical user interfaces and user-centered design principles. Don Norman coins “user-centered design” and later “user experience.” (See: Don Norman, The Design of Everyday Things.)

  • 1990s: Web emergence shifts focus to information architecture, navigation, and early usability testing. Jakob Nielsen advances usability heuristics and discount usability testing. (See: Nielsen & Molich.)

  • 2000s: UX professionalizes—interaction design (IxD), information architecture (IA), and usability become formal roles. Rise of user research methods, wireframing, and prototyping. Agile and Lean UX practices begin. (See: Cooper, Rosenfeld & Morville.)

  • 2010s: Mobile-first design, responsive design, and service design expand UX scope. Design systems, data-driven UX, and emphasis on accessibility, inclusivity, and ethics grow. Tools like Sketch, Figma, and InVision accelerate collaboration.

  • 2020s: Continued integration of UX with product strategy, AI-driven personalization, voice and multimodal interfaces, and stronger regulatory/ethical attention (privacy, algorithmic bias, accessibility). Emphasis on holistic experience across ecosystems.

Key concepts: user-centered design, usability, affordances, information architecture, interaction design, accessibility, design systems, prototyping, user research.

Recommended reading:

  • Don Norman, The Design of Everyday Things.
  • Jakob Nielsen, Usability Engineering.
  • Jesse James Garrett, The Elements of User Experience.
  • Alan Cooper, About Face.

Mobile-first design is a development strategy and design philosophy that starts the design process with the smallest (typically mobile) screen and then scales up to tablets and desktops. Core ideas:

  • Priority: Begin by designing for mobile constraints (screen size, touch input, performance, limited bandwidth) so you force-prioritization of content, features, and interactions.
  • Progressive enhancement: Deliver a focused, functional baseline for all users, then add enhancements and richer layouts for larger screens and more capable devices.
  • Content-first thinking: Design decisions are driven by content and key user tasks rather than desktop-era layouts; navigation, hierarchy, and calls-to-action are simplified and prioritized.
  • Performance and accessibility: Optimizing for mobile often yields faster loading, better accessibility, and reduced cognitive load across devices.
  • Responsive implementation: Use responsive CSS/layouts and adaptive patterns to scale the mobile design up to wider viewports while preserving usability.

Why it matters: Mobile-first reduces feature bloat, improves usability on constrained devices, and aligns design with current usage patterns where many users primarily access services via mobile. (See Luke Wroblewski, Mobile First; responsive design principles by Ethan Marcotte.)

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