Destination UX: A UX Manifesto

We believe User Experience (UX) can be influenced by the following three aspects: user, system, and context. UX encapsulates all of these aspects. UX is adaptive and therefore, every element can influence the overall UX. Whenever the user is changed, the UX changes as well. The same principle holds for the system and the context. In this manifest, we try to explain the elements regarding these aspects by means of a train as metaphor for UX. As designers, we are only able to control the system. However, when you study your users and their contexts throughout your design processes, you will continuously come closer to reaching destination UX.



A user’s behavior is based on their attitude, subjective norms, and their perceived control (Montaño & Kasprzyk, 2008). This behavior is adaptive, and different for each user. Moreover, it can change over time. As designers, it is important to take into account the versatile nature of the users’ behavior. Claire and John are incomparable, so they will behave in their unique ways.

Needs & Values

In 2001, K. Sheldon and his colleagues provided a list of ten psychological needs. These needs are argued to be categories of positive experiences which can be applied to interactive products. The more a system is able to fulfill the users’ needs, the more its hedonic quality increases, resulting in meaning for users. The scenario clearly depicts the diverse needs of both Claire (e.g. relatedness) and John (e.g. money) .




Alike the users’ behavior, their surroundings is also adaptive. Environmental changes can occur due to social, physical, task, and technical and informational related aspects (Roto, V. et al., 2011). Designers have little tof the surroundings, making it important to still have a thorough understanding of the overall context. In the shared context, people have different intentions and behaviors, resulting in different experiences, even though they find themselves in the same surroundings (Niemantsverdriet, K. 2018).


Time is essential in reaching Destination UX. Always take into account when your users will be using your product. Everyone has different expectations before use, and their experience may change over time. Claire’s experience differs from John’s because their use of the same system is not similar.




Functionality implies what the system can do and how it can satisfy people’s needs and values (Hassenzahl, M. 2010). In Maslow’s principle on the hierarchy of needs, functionality is the precondition of usability. The uXpress is considered as a means of achieving the goal of transporting people from A to B.


Usability is a term describing how easy certain functionalities can be performed. In order to elicit pleasure, the system should have good usability, as Hassenzahl (2010) states. Usability for the uXpress means transporting people in the easiest and most comfortable way possible.


Designer & Researcher


Research is a way to gain insights of how the system should be designed and iterated. Since designers and researchers can only directly interfere with the system, they should be provided with theoretical knowledge about the system’s workings. To steer a train in correct directions, rail conductors should have a ‘navigation system’ in their minds, guiding them to make certain decisions.


Design can be a means of research, as well as the outcome of research. Design transforms research insights into objects in systems. Designers have the ability to shape or control the system in such a way that it can influence its users. For example, to steer a train, a rail conductor should be equipped with adequate driving skills.

Personal Contribution

  • Proposed the idea of using ‘train’ as a metaphor of describing User Experience
  • Standalonely illustrated the graphics

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