A hero section has about three seconds to answer three questions: who is this, what do they do, and what should I do next.
Most heroes fail on the third one. Two filled buttons, a glowing object and a big headline all ask for attention at once, so the eye has nowhere to land.
The fix is hierarchy, not decoration. One solid button for the action that matters. An outline for the secondary one. Space around the CTA so effects frame it instead of crowding it. And the visual should support the message, never compete with it.
Good heroes feel calm because someone decided what comes first.
A hero section has about three seconds to answer three questions: who is this, what do they do, and what should I do next.
Most heroes fail on the third one. Two filled buttons, a glowing object and a big headline all ask for attention at once, so the eye has nowhere to land.
The fix is hierarchy, not decoration. One solid button for the action that matters. An outline for the secondary one. Space around the CTA so effects frame it instead of crowding it. And the visual should support the message, never compete with it.
Good heroes feel calm because someone decided what comes first.