For many, attributes of designs are colors, shapes, sketches, drawings, craft, patterns, etc. In shorts, it's something that looks great visually. But UX is something that goes beyond this. It's more about the impression left in the user's mind after interacting with the product. This impression can be positive, negative or neutral.
So before we more to some jargon, let's understand UX with simple examples.
Scenario 1: You see the handle in the glass door on either side but PULL or PUSH is not written on the door. You try pulling the door a couple of times and fail. Then you try pushing the door, and it opens. By doing this your psychological factor of the user might come down.
Result: Not a good user experience
Scenario 2: You see the handle in the glass door but either PULL or PUSH is written on the door in small fonts. Something which we might fail to notice in a hurry. We might try pulling the door to open instead of pushing. The shop owner thinks it's the problem with the user that they haven't read the LABEL.
Result: Shop has given the guide but the user failed to notice it.
Users might feel shame for not seeing the label.
Again the mood of the customer might go down for a couple of minutes. Not a good user experience
Scenario 3: There is a glass door but with no handle. instead they have provided a steel plate on the door and written Push on top of it, in big clear fonts. Without a handle even, users tend to push the door using the steel plate and the label PUSH on top of it helps them to understand the context.
The user gets his motive clicked at the first attempt itself.
Result: Good User experience reason being how to open the door is straightforward.
Didn't give the options to make mistakes or think longer. I hope the concept was pretty clear... So with this, let move to the definitions and other important terms.