UX is all about how a user feels about a product. It's a relationship - one that we can influence with design, content, technology and social interaction. UX touches every aspect of a project: the visuals, the interaction, the mood-setting animation, the general usability, and the million little things most people forget about...like the speed at which it loads and the feeling it leaves users with.
Like Jobs said "Design is not just what it looks like and feels like. Design is how it works."
I've been in the health and wellness agency world for a few years now, working on a global web sites, iPad Sales presentations and a lot of apps. I run a small department that works on personas, mental models, content strategy, wires, and prototypes. We spend a lot of time talking about designing for behavior change, and hashing out how design and strategy deliver on goals that save people's lives. Prior to that, and fairly dramatically, I launched 2 publishing startups that focused on social features inside books.
Design follows a fluid thread from the past to the present. We build, imperfectly and iteratively (and never quickly enough) on what came before. Moreover, the closer we come to reproducing the way we live IRL, the better a technology feels. For example, using voice and motion kill the abstraction layer (beautiful as it is), that we've been buried under for the last 25 years, but are really hard to do well, and often don't fit into our consumption patterns. The web is s beast - a mix of old and new with uncertainty about where it will be seen and how it will be used.