pull down to refresh

Here, I found something that might be familiar if you think about it
Entertaining to me, it says: "Some say that these gestures aren’t discoverable. I say, who cares? Keyboard shortcuts on the Mac aren’t particularly discoverable either. And shake to undo is even worse. Apple has played this nicely. If you keep doing things the old way, then nothing changes (apart from the much-better text selection). However, power users benefit from new and better options."
Which to me is very funny, but I figure it has to have at least taught you "back" and "app list" the trouble I had with the iPad back then was when I tap something sometimes I immediately want to go back. Stumped for how to go back I pressed the home button (the only button on IoS at the time before they got rid of even that) but then I didn't want to go to the home screen, I wanted to go back to the last thing I was at within the app I was in.
Breath of the Wild is actually a funny case of bad UX perceived as good. It has the "Why do I throw my weapon when I want to use my powers" problem. (The controls were design for Wii u but those controls cross wire the brain on switch) the jump botton is on top when the run button is on bottom, which makes it difficult to run and jump powers are L1, shield is L2 throw weapon is R1 while R2 (which I just had to check by putting my hands on the controller) is to string the bow and aim.
The "aerial associations" fuck with how the brain remembers things (through association as the name implys) https://youtu.be/a4ldmt3eU2I?t=2127
I know this is the sequel tears of the kingdom, but its the same controls. L1 gives you a different set of powers and in totk its a selection wheel menu whereas in botw its a left to right selection menu and you don't fuse items to your weapon in botw
But because the game is teaching the user what to do, even with wonky UX, the user still has a more enjoyable experience than reading a list of controls from the pause menu every time they want to do something (a frustration I've had in a few games as well)
So the deeper point I want to make, is instead of solving for UX in Bitcoin wallets by taking away user agency (which can be more frustrating rather than less sometimes) prompt the user to look at something that might be relevant at the time they need it and don't show that tip again afterwards.