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The Invisible Hand of UX

A Design Narrative - April 2026

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Role

  • Front-End Development
  • Prototyping

Team

  • Solo

Timeline

  • 3 Months

Overview

The Invisible Hand of UX serves as a wiki-style glossary that covers a breadth of concepts in the User Experience (UX) design world. Applications that enact UX principles lean on an entangled mix of cognitive psychology and technological proficiency to push a user to complete a specific action, engage with their work, or make monetary decisions (Hosen). This project seeks to investigate these principles and convey their effects using hands-on examples that delight.


In a sense, the project is a meta-exploration of the trends in User Interfaces (UIs) that allows users to experience actions firsthand within the articles themselves. It leverages cognitive familiarity to introduce concepts that users have likely seen before and establish a causal link between a given term and its intended goal. Where possible, this project seeks to show, not tell.

The Pitch

The Original Pitch Deck.

In my work for the Design Club @ Pitt, I noticed that while members were able to see the value in the concepts I taught on principle, they struggled with properly internalizing those terms and applying them to their own work.


This isn't their fault. For a field that predicates itself on inclusion, the UX world contains an awful lot of jargon. New designers that would otherwise be interested in the field are left turned away by the needless complexity of the terminology that UX professionals use to describe their work. This makes it difficult for newbies to "see" the patterns they learn in the tools they use every day.


New designers see a complicated term, their eyes glaze over, and they forget about it before they can notice it incorporated into corporate work.

THE SOLUTION?

Gamify the learning process.

Students LOVE getting their hands dirty. They learn better that way, too. A study conducted at Purdue University found that 8th graders who built a water purification device saw much higher test scores than those who followed a traditional lecture format. The proof is in the pudding. Hands-on learning is a powerful lever to engage students and help them internalize concepts.


As such, this project goes through each UX principle and gives students a demo to play with. By playing with the demos, students are able to see the patterns in action and connect the term directly to the feeling of using it, rather than just reading about it in an abstract context. They can use this resource to notice patterns in the apps they use every day.


Branding

The name "Invisible Hand of UX" stems from the concept of an invisible hand guiding a country's economy. In this case, I wanted to apply that metaphor into the design world. I knew that I needed to include a literal hand in the branding to solidify the metaphor. This is how I ended up with the finger gun symbolism. Initially, the logos were relatively static and monochrome. But the mickey mouse style hand infused it with a bit of charm.


I wanted to imply that the interface is the one "in charge" of the user's experience. That this "hand" of intentional design is not to be underestimated, even if users believe they can sidestep design nudges. This is where the "shooting through the text" concept came from.


The Invisible Hand of UX — black and white wordmark banner
The Invisible Hand of UX — print logo
The Invisible Hand of UX — color banner

The branding evolution.


I implemented the blue color palette after looking over the aesthetic of denim brands. Old Navy and the Gap were major influences on the visual style of the project. Using solid opaque blues, especially in the dark mode, project a sense of depth and sophistication, without being monochrome and boring to look at. The contrast between those colors and the inclusion of the mickey hand gives the project a balance of depth and playfulness.



Prototyping

Initial layout prototyping, courtesy of Figma.

Once the branding was finished, I began brainstorming the layout of the site. Docusaurus did a ton of this work for me. Since it's built for documentation, it has a ton of features to sort and organize the content you're looking to present. Eventually, I settled on 5 distinct categories to organize the terms I was presenting.



Anchoring

Elements that present an option as a pivot point for comparison, rather than as a standalone decision.

Attention

Elements that are engineered to efficiently capture and hold user attention.

Behavior

Elements that subtly play on human impulse to influence user behavior.

Coercion

Elements that are built to force users into decisions they may not otherwise make.

Priming

Elements that leverage context clues to prepare users to make a decision.



These 5 categories neatly mapped on to the terms I wanted to cover (more or less). Given the theme of the aggressive branding, I wanted to focus on principles that leaned manipulative, and these choices encapsulated that sentiment. The interface itself presents relatively minimal to make space for the content to speak for itself. Despite this project being meta-textual, the demos should be the focal point, not the scaffolding around it.



Development

I spent a TON of development time refining the animations and demos. Even though AI was scaffolding a lot of the component architecture, there was still a ton of manual tweaking that needed to be done to make it feel right. And as good as these models are, it surprised me how often its visuals felt stiff.


Animations

First off, the animations. In order to make the animations feel springy, I needed to use math to give the animations a bit of inertia. This is where the concept of a bezier curve came in. To demonstrate this, here is the CSS for the finger gun animation that plays when the user hovers over the menu icon.

css
@keyframes logo-recoil {
  0% {
    transform: rotate(0deg);
  }
  10% {
    transform: rotate(-20deg);
  }
  100% {
    transform: rotate(0deg);
  }
}

.navbar__logo img {
  transform-origin: bottom left;
}

.navbar__brand:hover .navbar__logo img {
  animation: logo-recoil 0.5s cubic-bezier(0.25, 0.46, 0.45, 0.94) forwards;
}

There are a couple pieces to this. To start, the @keyframes bit defines the initial animation. It consists of a rotation that starts at 0 degrees, pops up right at the beginning of the animation to simulate a recoiling gun, and then slowly returns back to 0 degrees. The transform-origin: bottom left; bit is important to ensure that the rotation pivot is set at the bottom left corner of the icon.


The part that makes it actually springy is in the cubic-bezier(x1, y1, x2, y2) bit. This function defines the way time progresses through the animation. The x1 determines when the motion starts accelerating, the y1 determines how aggressively it launches, the x2 determines when the animation starts settling down, and the y2 determines where it ends up. Try it for yourself here!


css - interactive
/* matches logo-recoil timing */
animation: logo-recoil 0.5s cubic-bezier(,,,) forwards;

Easing curve (time → value)

01

logo-recoil preview

Wiki menu finger-gun icon (logo-recoil preview)

Graph updates live; preview replays shortly after you change a value.


Demos

The demos ranged a lot in complexity, but the biggest principle I needed to adhere to was re-using components as much as possible. This A: saved me AI tokens (which is ultimately better for the environment) and B: made the development process a little speedier.


The most obvious re-used component was the MacOS style window chrome that wraps around a ton of the demo content. If there is a need to separate something from the page or give it its own "container", I would just throw it in this generic window. It saved me a ton of time that would have otherwise been spent on creating new window frames for each demo.


I also noticed that a lot of the terms I described could be pretty eloquently explained through the use of a pricing ladder, especially in Anchoring. Being able to re-use this same pricing ladder cross-terms saved me a ton of time and effort that could be spent making the other demos as good as they possibly could.



Testing

This is where it gets fun. A LOT of the design decisions I made were informed by the user feedback I recieved throughout development. The landing page navigation illustrates this perfectly.


The initial landing page design — first screen The initial landing page design — second screen

The initial landing page design was split into two screens.


Initially, the landing page was completely separated from the home page. In truth, this was done to re-use the button that Docusaurus had provided me out of the box. I wanted it to be used for something. But this simple interaction proved that I had a few blind spots. Classmates of mine that used the button noticed a few key issues:


Barrier to Content

The visual grid was one of the coolest parts of the wiki, and hiding it behind a button made it so users could very easily miss it. If users went to the menu bar first, they would have completely avoided the grid.

Confusing Naming

What is "Get Started"? What does it mean to get started? It's not clear. A phrase like "Explore!" would be more indicative of the type of page it would take you to. Even something like "Learn More" would be better.

Extra Navigation

The button acted as an extra click that was wholly unnecessary. Since the menu button on the top right returns the user back to the home page, every time they wanted to get back to that pictoral content, they had to click two buttons instead of one.

Clearly that button wasn't going to fly. I needed to try something else.


The initial landing page design — first screen

The landing page merged with the home page and expanded to fill the screen.


I decided to merge the landing page with the home page and place it on its own separate page, rather than existing as a "document" in the home page. I also expanded it to fill up more of the screen. After testing with classmates, it was clear the extra click was completely unnecessary. Placing the grid right above the fold made it so users could see it immediately, and it didn't detract from the logo design as much as I would have guessed.


The initial landing page design — first screen

Eventually, the grid morphed into a more traditional layout with sections.

After more time consulting with classmates, it became clear that the categories weren't well explained. What actually is anchoring? What does priming entail? It's mostly left up to the reader to infer based on the examples. I reworked the existing landing grid to split up the cards by category. Each category now has a full header and description to reinforce the categorical structure of the page.


Summary

In the end, I was able to create a wiki that functioned both as a learning tool and as an extensive technical showcase. I'm proud of the cohesion offered by this experience, and I'm excited to see how it continues to grow and evolve. Every article has a clearly marked "Edit this page" button that gives users the ability to contribute to the site through a GitHub pull request.


The hope is that this project will be picked up by the community and be iterated upon as a community-driven resource. UX thrives when it's applied in the real world, and this project has illuminated that fact.