UX is the discipline of designing what it is like to use a thing. It begins before the screen does — in research and assumptions — and continues past it, into the consequences of decisions made there.
In plain language
In product and design, this term is part of the language teams use to plan, sketch, and refine what users actually see. UX is the discipline of designing what it is like to use a thing. It begins before the screen does — in research and assumptions — and continues past it, into the consequences of decisions made there. If you are new to the field, the simplest mental model is this: the shape of a user's experience with a product. Read it once with that frame in mind, then come back and read it again — that is usually enough for the rest of the entry to make sense.

An everyday picture
Think of UX as a small habit a team agrees to keep. The single act is tiny; the value comes from everyone doing it the same way, the same week, every week.
Where it shows up
UX sits inside the everyday rhythm of building software: planning, reviews, the small decisions that pile up between releases. Done well, it shows up as a calmer week; done badly, it shows up as rework.
A small example
Imagine the scene above. The role UX plays is the one its blurb describes — The shape of a user's experience with a product. When a new app feels obvious the first time you use it, ideas like this are part of why nothing got in your way.
Common misunderstanding
One line to take with you
UX is a habit. The first time costs the most; every time after that is mostly muscle memory.
