A cognitive walkthrough is a task-based usability-inspection technique used to evaluate the learnability of a system from the perspective of a new user.
Basic psychological principles can guide you as a UX designer because most users share many common characteristics. Consider learning more about: motivation, attention, memory, persuasion, learning, decision making, emotion, sensation, perception, or cognitive biases.
Users don't work hard enough to discover how to use your design in the intended manner. Bad user! But really, they're just prioritizing their own time and interests and behaving the way evolution made people.
User experience is not really about computers or technology. It's about the users (people) and about the design teams and proper processes for their members (people) to produce good UX.
People have very limited ability to keep information in their working memory while performing tasks, so user interfaces should be designed accordingly: to minimize memory load. One way of doing so is to offload items to external memory by showing them on the screen.
Video game design is a special case of user interface design, with some differences (especially in user goals) but also many similarities with more traditional UX design problems and methods.
The user experience field will see dramatic changes over the next 3 decades, driven by trends in demographics and the world economy. We will end up like the Little Mermaid. (This was Jakob Nielsen's UX Conference keynote.)
Problems arise when people get older, but that just means opportunities for better design to support older users. The very best designs will help older users, but also be adapted by everybody else.
Users waste unacceptably much time struggling with computer bugs. Users' mental models suffer when systems don't work as advertised, leading people to question their understanding of the UX.
To solve big-scale design problems, Don Norman recommends engaging with the community that has these problems and leveraging existing creativity and experience.
Human-centered design has 4 principles: understand the problem, the people, and the system, and do iterative design. But what if you don't have time to do all 4 steps?
At the first Virtual UX Conference, Jakob Nielsen answered participant questions about topics ranging from user-experience careers and skill development to foldable smartphones and the future of user interfaces.
User interfaces must be fast, or users will give up. (In the case of websites, they'll leave if pages download too slowly.) The exact maximum response times vary by usage circumstances, and should be either 0.1, 1.0, or 10 seconds.