An Open Collection

The Art of UX

The unwritten principles that pattern-thinkers use to simplify complex UI. None of these are in the UX books. Most of them are more art than science. This collection starts with mine — and I'm inviting yours.

The Problem

There's an “Art and Science of UX” book. Nobody has written the art alone.

UX books teach process. Double Diamond. Jobs to Be Done. Heuristic evaluation. These are the science — and they're valuable. But there's a whole layer underneath that nobody writes about: the instincts, the body-knowledge, the pattern-recognition that happens before any methodology kicks in.

When I work from these instincts, people call me a genius. I don't say that to brag — I say it because the same work that earns that word also earns the opposite. “Too abstract.” “Can you just show me the wireframe?” It's the extreme of reward and risk. When you're over the target, people either see it or they don't. There's very little middle ground.

These principles aren't things I learned. They're things I noticed I was doing — usually after someone asked me to explain how I got from a problem to a solution that seemed to skip fifteen steps. The steps weren't skipped. They happened in a different order, in a different space, at a speed I couldn't slow down if I tried.

I think every designer has principles like these. Unwritten, untaught, deeply personal. This page is an attempt to start collecting them — beginning with mine, and inviting yours.

Contribute

What's your art?

If you read this list and recognise yourself — if you have principles that aren't in any book — I want to hear them. Send me your unwritten rules. The ones you can't explain in a sprint retro. The ones that make people call you a genius or call you difficult.

I'll add them to this collection with your name. No editing, no sanitising. Your art, your words.

Share your principles →
The Collection

21 principles and counting

These emerge on every complex UI I touch. They're not rules — they're reflexes. The way a musician doesn't think about which finger goes where.

Contributors: 1 · Principles: 21
01

Reverse the gaze

Lincoln Mitchell

Flip how people see the UX. If everyone enters from the top, enter from the bottom. If the flow goes left to right, ask what happens right to left. Inversion breaks assumptions — and assumptions are where complexity hides.

Da Vinci wrote backwards. Not to encrypt — to think differently. Mirror-writing forced a different cognitive path to the same destination.

02

Context is king — then leave

Lincoln Mitchell

Give people everything they need to understand where they are. Then let them navigate away. The best screen is the one that makes every other screen reachable. Don't trap people in flows — give them a map and trust them to move.

Christopher Alexander called this 'centres strengthening other centres'. A room is defined by the doors it opens to, not the walls it contains.

03

Find the rhyme and merge

Lincoln Mitchell

Look across sections, screens, modules, even separate apps — find the experiences that rhyme. They're doing the same thing in different costumes. Merge them. One experience that serves three contexts is always better than three experiences that serve one.

This is how music works. A theme appears, reappears in a different key, then resolves. The listener doesn't need three separate songs.

04

Find the skeleton first

Lincoln Mitchell

Every complex UI has a core — a gist, a skeleton, the irreducible shape. Find that shape. Build it clean. Then add complexity on top only if the skeleton asks for it. Most of the time, the skeleton is the product.

Buckminster Fuller: 'When I am working on a problem, I never think about beauty. But when I have finished, if the solution is not beautiful, I know it is wrong.'

05

Divide by three

Lincoln Mitchell

Primary, secondary, tertiary. Then nest it: 3 becomes 6 becomes 9. Three levels of hierarchy, three zones of attention, three tiers of information density. The human eye can hold three groups. Respect that.

Tesla: 'If you only knew the magnificence of 3, 6, and 9, then you would have the key to the universe.' He wasn't being mystical. He was describing how structure emerges from simple ratios.

06

Sacred geometry

Lincoln Mitchell

Golden ratio. Fibonacci spirals. The rule of thirds that photographers use — it works in UI too. Not because it's sacred, but because the human nervous system is built on these proportions. When spacing feels right, it's because it is right. Mathematically.

Every natural system that humans find beautiful — shells, galaxies, tree branches, faces — follows the same ratios. UI that follows them feels inevitable rather than designed.

07

No UX is the best UX

Lincoln Mitchell

Less is more, taken to its logical conclusion. The interface that doesn't exist can't confuse anyone. Every screen you remove is a decision the user doesn't have to make. The goal isn't a beautiful UI — it's the absence of unnecessary UI.

The best door handle is the door that opens when you push it. No handle needed. The interaction is implicit in the form.

08

The messy sketch

Lincoln Mitchell

Spend more time with sketches that make no sense to anyone else. Half-formed, uncommitted, loose. You half-see the sketch, half-see it in your mind. The sketch is a portal, not a plan — it's enough to learn from, enough to be inspired by, and loose enough that you haven't committed to anything yet.

Da Vinci's notebooks are full of overlapping, half-finished drawings. They weren't drafts — they were thinking tools. The mess is the method.

09

Diverge to the edge of crazy

Lincoln Mitchell

Push past sensible. Past practical. Past the point where people start looking uncomfortable. Go ethereal, abstract, absurd — then grab the one thing worth bringing back. The best ideas don't come from the centre of the range. They come from the edges, refined inward.

Every great album has a track that almost didn't make it because it was 'too weird'. That's usually the one people remember.

10

The eureka signal

Lincoln Mitchell

You know you've found it when excitement and danger hit at the same time. A charge in your chest — equal parts 'yes, this is it' and 'this could go very wrong'. That signal is the only compass worth following. If it's just exciting, it's safe and probably boring. If it's just dangerous, it's reckless. Both at once? That's the edge where the real work lives.

Archimedes ran naked through the streets. The eureka moment isn't calm recognition — it's a physical event. Your nervous system knows you've crossed a threshold before your rational mind can assess the risk.

11

Work backwards from the feeling

Lincoln Mitchell

You know how it should feel before you know what it does. Start there. If the feeling is 'calm certainty', work backwards to the layout, the spacing, the information hierarchy that creates calm certainty. Requirements tell you what to build. Feelings tell you how to build it.

Jony Ive designed the original iMac to feel 'friendly'. Not 'functional', not 'powerful' — friendly. Everything followed from that one word.

12

See the negative space

Lincoln Mitchell

What you remove reveals the design more than what you add. Every element you take away makes the remaining elements more powerful. The space between things is as designed as the things themselves. If you can't see the negative space, you've got too much positive space.

Japanese ma (間) — the conscious use of empty space as a design element, not an absence. Silence in music is a note.

13

Trust the discomfort

Lincoln Mitchell

When something 'works' but feels wrong, it IS wrong. Your body knows before your brain catches up. That tightness in your chest when looking at a screen? That's information. Don't rationalise it away because the spec says it's correct.

Experienced pilots call this 'the leans' — when instruments say you're level but your body says you're not. In UX, trust the body. The instruments are wrong.

14

Borrow from the physical world

Lincoln Mitchell

People already understand doors, drawers, shelves, windows, corridors, and rooms. The best digital experience is the one they already know. Not skeuomorphism — structural borrowing. The mental model is free if you use one that already exists.

Spreadsheets work because everyone understands a grid. File systems work because everyone understands a filing cabinet. The metaphor does the teaching.

15

Everything rhymes

Lincoln Mitchell

If a familiar interaction appears in one place, it should rhyme everywhere. Same gesture, same rhythm, same logic — at every level of the UI. The user learns once and unconsciously knows all. They stop thinking about the interface and start thinking about their work. That's the goal: a system so internally consistent that learning it feels like remembering it.

Poetry works because the pattern trains the ear. Break the pattern and you create emphasis. But you need the pattern first.

16

Rotate the problem

Lincoln Mitchell

The user sees a form. The system sees a data pipeline. The business sees a conversion funnel. Same screen, three shapes. Rotate between all three and the design that serves all three will appear. Designers who only see the user's view build beautiful dead ends.

Cubism painted multiple perspectives simultaneously. The result was strange but more true than a single viewpoint.

17

Learn just enough, then start again

Lincoln Mitchell

Each attempt isn't trying to be right — it's trying to learn one thing. Get that one thing, throw the rest away, start fresh with that knowledge baked in. Repeat. Repeat. Repeat. The final solution doesn't evolve from the first attempt. It's born from the accumulated learning of every discarded one.

Dyson built 5,127 prototypes. He wasn't refining — he was learning. Each one existed to teach him one thing he didn't know. The prototype is the question, not the answer.

18

No attachment — delete, delete, delete

Lincoln Mitchell

Kill your darlings. Delete the screen you spent three days on. Delete the component you're proud of. If it doesn't serve the skeleton, it's decoration. The willingness to destroy your own work is the difference between a designer and an artist. Artists keep everything. Designers keep what works.

Buddhist non-attachment applied to Figma. The thing you're clinging to is the thing that's making the design worse. You know this. Delete it.

19

Good ideas always come back

Lincoln Mitchell

If you delete something good, it will return. Maybe in a different form, maybe in a different project, but it will come back. This is why deletion isn't loss — it's circulation. The idea that keeps returning after you've killed it three times? That's the one that's real. The ones that stay dead were never alive.

Every songwriter knows this. The melody you can't stop humming after you threw it away — that's the hit. The ones you had to force yourself to remember were never going to work.

20

Take a shower, a walk, meditate

Lincoln Mitchell

The best design decisions don't happen at the desk. They happen when you stop trying. Walk away. Let the subconscious do the work it's been trying to do while your conscious mind was in the way. The shower isn't procrastination — it's the highest-bandwidth design tool you own.

Neuroscience calls this the default mode network — the brain state that activates when you stop focusing. It's where connections form between distant ideas. Every eureka moment in history happened when someone stopped looking for it.

21

Mission alignment

Lincoln Mitchell

Work on projects you're meant to work on — even if they succeed or fail, something is learnt that serves the larger vision. My vision: AI agents that auto-generate UX for every online experience, protecting mental health and guiding people toward wisdom. No apps. No interfaces. Just a wise AI companion that creates what you need, when you need it, and dissolves when you don't. Every project I've touched — design tokens, machine-readable systems, agentic workflows, NorthStar prototyping — is literally, technically a step toward that.

Inspiration comes from doing the will of the divine. Not religious divine — the thing that's larger than you that you can feel pulling. The mission chooses the work, not the other way around. When you're aligned, even the failures teach you something essential. When you're not aligned, even the successes feel hollow. The career arc only makes sense in reverse — and it only makes sense if there was a direction all along.

The Pattern Underneath

What connects all of them

Every one of these principles does the same thing from a different angle: it compresses complexity into a shape the human nervous system already understands.

Sacred geometry works because our biology is built on those ratios. Dividing by three works because our working memory holds three groups. Messy sketches work because the unfinished image forces your brain to complete the pattern — and the completion is where the insight lives.

This is Interconnected reasoning from Brock & Eide's MIND framework — seeing connections across domains, compressing information into spatial patterns, thinking in wholes rather than parts. Dyslexic thinkers don't process information sequentially. We process it spatially. The structure is always there. We just see it before anyone draws it.

And here's the thing about the “genius” compliment: it's not genius. It's a different operating system. The sequential thinker builds the house brick by brick and it's solid. The spatial thinker sees the whole house, walks around inside it, and then figures out which bricks go where. Same house. Different build order. Neither is superior — but only one gets called magic.

The messy sketch isn't a draft of the solution. It's a portal to the space where the solution already exists. You half-see the paper, half-see the possibility. That's where design happens — in the gap between the two.
Lincoln Mitchell — field notes
Kindred Minds

People who saw it too

I didn't find these references in UX books. I found them by recognising my own thinking in people from completely different fields — architecture, engineering, physics, industrial design.

Leonardo da Vinci

Mirror-writing, overlapping sketches, thinking across domains. Dyslexic. His notebooks are the original messy sketches — half-formed ideas that changed the world.

#01 Reverse the Gaze, #08 The Messy Sketch

Nikola Tesla

Obsessed with 3, 6, 9. Visualised complete working machines in his mind before building them. Thought in spatial systems, not sequential steps.

#05 Divide by Three, #11 Work Backwards from the Feeling

Christopher Alexander

A Pattern Language. 'The quality without a name' — that feeling when a space is alive. He couldn't define it precisely, but he could always recognise it. That's pattern-thinking.

#02 Context is King, #13 Trust the Discomfort

Buckminster Fuller

Sacred geometry as engineering. Geodesic domes, tensegrity, doing more with less. 'You never change things by fighting the existing reality. Build a new model that makes the existing model obsolete.'

#06 Sacred Geometry, #04 Find the Skeleton First

Elon Musk

'The best part is no part. The best process is no process.' His 5-step engineering method starts with 'delete the requirement' — not optimise it, delete it. Strip back to first principles and only add what physics demands.

#07 No UX is the Best UX, #04 Find the Skeleton First, #12 See the Negative Space

Steve Jobs

'Simple can be harder than complex. You have to work hard to get your thinking clean to make it simple.' Jobs didn't simplify by removing features — he simplified by finding the one thing the product actually was, then removing everything that wasn't that.

#11 Work Backwards from the Feeling, #07 No UX is the Best UX, #04 Find the Skeleton First

Dieter Rams

Less but better. 'Good design is as little design as possible.' Rams didn't remove things to be minimal — he removed things to reveal what was essential.

#07 No UX is the Best UX, #12 See the Negative Space

Albert Einstein

'Everything should be made as simple as possible, but not simpler.' Dyslexic. Failed school. Discovered relativity by imagining himself riding a beam of light — a messy thought experiment that no peer reviewer would have approved. 'Imagination is more important than knowledge.'

#04 Find the Skeleton First, #09 Diverge to the Edge of Crazy, #16 Rotate the Problem

Pablo Picasso

'Every child is an artist. The problem is how to remain an artist once we grow up.' Cubism painted the same object from every angle simultaneously — the front, the side, the inside, all at once. He didn't break the rules because he didn't know them. He broke them because he'd mastered them.

#16 Rotate the Problem, #01 Reverse the Gaze, #09 Diverge to the Edge of Crazy

Antoni Gaudí

'There are no straight lines or sharp corners in nature.' The Sagrada Familia is sacred geometry made architecture — every column, every window, every surface follows the ratios found in trees, bones, and shells. He hung chains upside down to find the perfect arch. Literally reversed gravity to find the form.

#06 Sacred Geometry, #14 Borrow from the Physical World, #01 Reverse the Gaze

Richard Feynman

'What I cannot create, I do not understand.' Drew squiggly little diagrams on napkins that revolutionised quantum physics. The Feynman Diagram is the messy sketch that made the invisible visible — a visual shorthand for processes too complex for equations alone.

#08 The Messy Sketch, #04 Find the Skeleton First, #03 Find the Rhyme and Merge

Jimi Hendrix

Left-handed, played a right-handed guitar flipped upside down — the strings were reversed, the controls were in the wrong place. He didn't adapt to the instrument. He reversed it and invented a sound nobody had heard before. Dyslexic.

#01 Reverse the Gaze, #09 Diverge to the Edge of Crazy, #10 The Eureka Signal

James Dyson

5,127 failed prototypes before the first Dyson vacuum worked. 'Enjoy failure and learn from it. You can never learn from success.' Each prototype was a messy sketch in physical form — not trying to be right, trying to learn one more thing.

#08 The Messy Sketch, #10 The Eureka Signal, #04 Find the Skeleton First

Ada Lovelace

Saw a mechanical weaving loom and envisioned general-purpose computing. Everyone else saw a machine that made patterns in fabric. She saw a machine that could make patterns in anything — music, mathematics, language. The ultimate rhyme-and-merge across domains.

#03 Find the Rhyme and Merge, #01 Reverse the Gaze, #16 Rotate the Problem

This page is unfinished. On purpose.

Every designer has principles they can't find in a textbook. The ones that make you brilliant on Monday and difficult on Tuesday. Send me yours — I'll add them here, unedited, with your name. Let's write the book that doesn't exist yet.

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