User Experience - UX, is a foundational element for Website and Application Development that deals with the entire useability and functionality of a design. It is the cohesive concepts of the jargon of visuals, layout, dropdowns or radio buttons, grids, and boxes and so on, that settles how the website really moves and reacts to the different browsing styles of multiple users who just don't like to wait!
It often happens that after the implementation of a project, the theoretically perfect design methodology comes up with unprecedented errors, strange lines appearing from nowhere, grids colliding with graphics and areas with loose ends.This can even happen at the house of professionals too. This is how we learn more.
Developers are meant to be adept with how UX designing works on the technical front, so it's vain to advise on that, but as far as "strategic implementation" goes, pointers on the ways of approach can be useful, since this is where the commonest mistakes are born.So here are some ideas to practice when working on a UX designing project. Research & Definition
Many UX designers largely begin with the focus on "what it is all about" and lose out on the visions of what the client is like, who are the target audience, or what goals the enterprise has for the long run. So while you align the elements of graphics, menu, call to action and other features of a website, as a UX designer, you must also be aware of the product(s); situations and presentation decorum. Research industry verticals. A lustrous eCommerce site ideal for fashion can turn out to be kitsch if the site is really about Healthcare products. Design around situations instead of perceptions: If someone has to look up medicine at a high time, how soon should they get to it, from finding the product, reading it's description, picking a quantity and deciding it's too expensive so again looking up a cheaper alternative. If a website truly supports these situations and activities it has to be for a really well researched UX design.No Room For Generalisation
Let's start with an example, say Custom Wardrobes vs Readymade Wardrobes. One that comes as a whole is often built on the basis of generalization. Even though it "generally" works perfectly for "general" buyers, if the wardrobe is gifted to a 7ft tall person, it may appear too small to hang up the huge clothes! This situation is a constant case for UX designing projects since objectives are largely unique and a one-size-fits-all agenda is not the way it works. So don't commit to a client that doesn't have a clear knowledge of what their objectives are, never start working on general terms. If you are agreeing to work upon assumptive decisions, you are pretty much risking your clients to get on a pitfall. User Experiences should always be built around users and not assumptions. So until and unless your client agrees to sit and brief you on the matter, don't risk your expensive time for having to mend things later.UX And UI Are Not Same
UI is User Interface - that sits pretty, looking back at you. UX is what takes you around. Something that looks good, might also feel good on the move.Design A UX Around Content
Most often, content is created after the UI and UX design. It should be the other way around, or simultaneous. Content is the key element that helps enterprises acquire authoritative web presence, so putting it last, as a filler for empty grids, is an imprudent move. However, make it a point that the content, whether textual or graphical is concise and a statement element. It will help users focus more. If there are multiple calls to actions, make a slider window, or go for a clean grid view, instead of clustered visuals and long scrolling text. As crisp and minimal your layout is, the better application is it going to have.Focus On Mobile-Friendliness
Mobile has taken over a large portion of online business, whatever industry it may be. If you are working on a better website, design the UX to be most functional on hand-held devices, especially having cross-platform accessibility. Don't pack up everything in a hamburger but too many push messages can be annoying at times, especially on tiny screened devices. So give it some clever implementation with sliders, radio buttons and always keep one tap redirection to the home page.Test For Perfection
Finally, the most important part when releasing a UX is to test it like a savage and do it over again. Let multiple people test the different segments of the design, beta, navigation, alerts, and all other applications in multiple ways that they can. It's not a segment to handle with care since users are not going to be as careful. To test the entire cycle of the UX, like you don't know how it works.Final Word Of Advice
The definition of a "better" website or application greatly depends on how well behaved it is across devices, browsers, and network speeds. The more lightweight and fast the applications are, the longer a user is likely to navigate the website. Keep away from assumptive decisions and always put the user first, instead of the client.