Design Realm
Making the interface feel intentional.
Four details I check 1 / 4
Clarity
Show what matters. Hide what doesn't. The user's eye should never have to hunt for the next move.
Signal
Four details I check 2 / 4
Rhythm
8pt grid. Type that scales. Motion timed in beats. Cohesion the user feels but can't name.
- 8
- 16
- 24
- 32
- 48
- 64
Four details I check 3 / 4
Affordance
Buttons that look pressable. Inputs that look fillable. State that updates the second a finger lifts.
State
Press the surface.
Four details I check 4 / 4
Taste
Spacing, weight, contrast, and timing working together without calling attention to themselves.
AngleGolden is 137.51°
Motion Motion for feedback and continuity.
Motion
Timed in beats. Eases that feel native, not bolted on.
The curve is the ease. The comet is Anime.js running it. Pick one again to replay.
Palette Mix a palette. Watch it land.
Color
Tap a base, tap an accent. The tokens update live, the way they should.
- --color-bg
- --color-surface
- --color-text
- --color-accent
Figma first One master, nine instances
Systems
Designed in Figma first, then brought back to code. Tokens. 8pt grid. Components that scale past the demo.
Master corners
The lit tile is the master. Change its corners and the other eight follow.
Next Two more worlds, each as it already is
Next: the Gallery and the Room
Tab order. Focus rings. Reduced motion respected.