# DESIGN.md — TeamsISO design system Target framework: **WPF .NET 8**. Tokens are framework-agnostic; the WPF XAML implementation lives in `src/TeamsISO.App/Themes/`. (A WinUI 3 rebuild was attempted and rolled back — see `docs/shapes/2026-05-13-teamsiso-v2-studio-terminal.md` for the v2 shape this design serves.) ## Color ### Strategy **Restrained — committed accent + neutral surface.** The surface is the work; the cyan accent is reserved for live state, focus, and the few moments that actually need attention. Coral is reserved for destructive and error. Everything else is neutral. This means: no rainbow status pills, no per-feature accent colors, no Slack-style chroma everywhere. If something is cyan, the operator's eye should know why. ### Scene sentence **Dark (default):** A solo broadcast operator at 1:50am, ambient room lights at 5%, leaning into a 24-inch monitor, twenty minutes before a live international interview. **Light:** A morning recording session in a glass-walled conference room with the sun coming through the blinds, monitor brightness at 80%. Or a daytime producer monitoring a remote interview from a hotel desk during a working session before lunch. The default is dark — that's the dominant operator scene. Light mode exists because not every show happens at 1:50am. ### Dark palette Every neutral is tinted toward cyan (h ≈ 200, chroma 0.005–0.008) so the dark surface reads as deliberate dark, not as chromatically dead. | Token | Role | Hex | OKLCH (approx) | |---|---|---|---| | `bg.canvas` | Window canvas | `#0A0A0A` | `oklch(0.12 0.005 200)` | | `bg.rail` | Left rail | `#080808` | `oklch(0.10 0.005 200)` | | `bg.surface` | Card / row | `#141416` | `oklch(0.18 0.006 200)` | | `bg.elevated` | Popovers, menus | `#1C1C1F` | `oklch(0.22 0.007 200)` | | `bg.hover` | Hover fill | `#26272B` | `oklch(0.28 0.008 200)` | | `bg.active` | Pressed fill | `#33343A` | `oklch(0.34 0.010 200)` | | `border.subtle` | Hairlines | `#26272B` | `oklch(0.28 0.008 200)` | | `border.strong` | Hover / focus | `#3A3B40` | `oklch(0.36 0.010 200)` | | `fg.primary` | Body text | `#F4F4F6` | `oklch(0.96 0.004 200)` | | `fg.secondary` | Subdued text | `#A3A4AA` | `oklch(0.70 0.006 200)` | | `fg.tertiary` | Captions | `#6B6C72` | `oklch(0.50 0.006 200)` | | `fg.disabled` | Disabled | `#404145` | `oklch(0.32 0.006 200)` | ### Light palette Mirrored token names; cyan-tinted off-white so the surface still reads as Wild Dragon, not as generic white. | Token | Role | Hex | OKLCH (approx) | |---|---|---|---| | `bg.canvas` | Window canvas | `#FAFAFB` | `oklch(0.98 0.003 200)` | | `bg.rail` | Left rail | `#F0F1F3` | `oklch(0.95 0.004 200)` | | `bg.surface` | Card / row | `#FFFFFF` | `oklch(1.00 0.000 200)` | | `bg.elevated` | Popovers, menus | `#FFFFFF` | `oklch(1.00 0.000 200)` (+ shadow) | | `bg.hover` | Hover fill | `#ECEEF1` | `oklch(0.93 0.005 200)` | | `bg.active` | Pressed fill | `#E0E3E7` | `oklch(0.89 0.006 200)` | | `border.subtle` | Hairlines | `#E5E7EB` | `oklch(0.91 0.004 200)` | | `border.strong` | Hover / focus | `#D1D5DA` | `oklch(0.85 0.006 200)` | | `fg.primary` | Body text | `#0A0A0A` | `oklch(0.12 0.005 200)` | | `fg.secondary` | Subdued text | `#4A4B50` | `oklch(0.36 0.006 200)` | | `fg.tertiary` | Captions | `#71747A` | `oklch(0.53 0.006 200)` | | `fg.disabled` | Disabled | `#B3B6BC` | `oklch(0.76 0.005 200)` | ### Accents — context-aware Some accents work in both modes; others need a darker variant for AA contrast when used as text on the light canvas. The token table splits them: | Token | Dark | Light | Reserved for | |---|---|---|---| | `accent.cyan.surface` | `#97EDF0` | `#97EDF0` | Primary button fill, badge fill (text on top is near-black in both modes — works) | | `accent.cyan.text` | `#97EDF0` | `#0E7C82` | Cyan-as-text (links, "live" labels, active state) | | `accent.cyan.hover` | `#B5F2F4` | `#0890A0` | Cyan hover | | `accent.cyan.muted` | `#1B3537` | `#E6F8F9` | Cyan tint background, active speaker row fill | | `accent.coral` | `#FB819C` | `#D43E5C` | Destructive, error, alert (as both border + text) | | `accent.coral.bg` | `#3A1922` | `#FDECF0` | Coral tint background | | `status.live` | `#4ADE80` | `#15803D` | Recording active, REC dot, "live" pill | | `status.live.bg` | `#13261A` | `#DCFCE7` | Live pill background | | `status.warn` | `#FBBF24` | `#B45309` | Low disk, NDI degraded | **Discipline.** Cyan is the only color that competes with body text for attention. It earns its place — wasted cyan is the design failing. `accent.cyan.surface` (#97EDF0) reads identically in both modes because its text is always near-black. `accent.cyan.text` exists specifically so captions and inline labels stay readable on a light canvas. ## Theming ### The toggle A single icon button (sun ↔ moon) lives in the title bar, positioned to the left of the window controls. One click swaps the theme. State persists via `UIPreferences.Theme` (`Dark | Light | System`). Default is `System` which follows the Windows app-mode preference. The toggle is also surfaced inside the settings drawer under an "Appearance" group as a tri-state pill (System / Dark / Light), so power users find it in the obvious place too. ### Implementation (WPF) WPF doesn't have WinUI 3's `ThemeDictionary` pattern. The equivalent is to **split tokens by theme into separate ResourceDictionary files**, all addressed via `DynamicResource` (NOT `StaticResource`) so the values can be swapped at runtime. ``` Themes/ Theme.Tokens.xaml ← styles, control templates, key shape (no colors) Theme.Dark.xaml ← color resources only — Dark variant Theme.Light.xaml ← color resources only — Light variant ``` `Theme.Dark.xaml` and `Theme.Light.xaml` define the SAME set of keys — `Wd.Bg.Canvas`, `Wd.Accent.Cyan`, etc. — with different `Color` values. `Theme.Tokens.xaml` references them via `DynamicResource` from styles and templates. At startup, `App.xaml` merges `Theme.Tokens.xaml` plus exactly one of `Theme.Dark.xaml` or `Theme.Light.xaml`. At runtime, `ThemeManager` swaps the merged dictionary's color file: ```csharp var app = Application.Current; var oldDict = app.Resources.MergedDictionaries .First(d => d.Source?.OriginalString.EndsWith("Theme.Dark.xaml") == true || d.Source?.OriginalString.EndsWith("Theme.Light.xaml") == true); var idx = app.Resources.MergedDictionaries.IndexOf(oldDict); app.Resources.MergedDictionaries[idx] = new ResourceDictionary { Source = new Uri($"/Themes/Theme.{newTheme}.xaml", UriKind.Relative) }; ``` `DynamicResource`-backed `SolidColorBrush` instances re-resolve on the dictionary swap, so the visual tree repaints without an app restart. ### System mode When `UIPreferences.Theme == "System"`, `ThemeManager` reads `HKCU\SOFTWARE\Microsoft\Windows\CurrentVersion\Themes\Personalize\AppsUseLightTheme` at startup. It also subscribes to `SystemEvents.UserPreferenceChanged` so the app re-resolves the theme when the operator flips Windows app-mode mid-session. This is the default — operators who don't care get whatever their Windows session is set to. ## Typography ### Scale (1.25 step ratio enforced) | Token | Family | Size | Weight | Line-height | Letter-spacing | |---|---|---|---|---|---| | `text.display` | Inter | 22 | 600 | 1.2 | -0.01em | | `text.title` | Inter | 18 | 600 | 1.25 | -0.005em | | `text.heading` | Inter | 14 | 600 | 1.3 | 0 | | `text.body` | Inter | 13 | 400 | 1.45 | 0 | | `text.subtle` | Inter | 13 | 400 | 1.45 | 0 | | `text.caption` | Inter | 11 | 500 | 1.3 | 0.04em (smallcaps) | | `text.mono` | JetBrains Mono | 12 | 400 | 1.4 | 0 | Body text caps at 65–75ch where it wraps. Inline status text doesn't wrap — it truncates with ellipsis. ### Fonts in WPF Bundled fonts ship in `src/TeamsISO.App/Assets/Fonts/` and resolve via `pack://application:,,,/Assets/Fonts/#Inter` / `#JetBrains Mono`. The `` glob in `TeamsISO.App.csproj` already covers the `.ttf` files; new font weights go in the same directory and pick up automatically. ## Spacing (8px grid) | Token | Value | Use | |---|---|---| | `space.xs` | 4 | Icon-to-text, tiny gaps | | `space.s` | 8 | Row internal padding, pill padding | | `space.m` | 12 | Card internal padding | | `space.l` | 16 | Card padding, between cards | | `space.xl` | 24 | Section gap | | `space.xxl` | 32 | Page edge padding | | `space.xxxl` | 48 | Hero section / large blocks | **Rhythm rule.** No two adjacent regions share the same padding value. The participant table breathes at `space.xl`; in-row controls compress to `space.s`. Same padding everywhere is monotony. ## Radii | Token | Value | Use | |---|---|---| | `radius.s` | 6 | Pills, inline tags, menu items | | `radius.m` | 8 | Buttons, text inputs, dropdowns | | `radius.l` | 12 | Cards, drawers, modals | | `radius.pill` | 999 | Status pills, ISO toggle | ## Elevation Elevation through **tone**, not through shadow. The dark surface makes realistic drop-shadows look bolted-on. A `bg.elevated` tone difference does the same job with less visual noise. | Layer | Background | Border | |---|---|---| | Canvas | `bg.canvas` | none | | Card | `bg.surface` | `border.subtle` | | Drawer / Popover | `bg.elevated` | `border.strong` | | Modal | `bg.elevated` | `border.strong` + 50% canvas scrim | ## Icons **Single icon system, one stroke width, one optical size.** The previous GUI inlined ~12 bespoke `` icons with stroke widths varying between 1.2 and 1.6. The redesign uses **Segoe Fluent Icons font** (shipped with Windows 11; falls back to Segoe MDL2 Assets on Windows 10) as the baseline, with a custom subset added only where a broadcast concept isn't covered (e.g. NDI signal lock, ISO routing state). Sizes: 16 (inline), 20 (button), 24 (rail / hero). Stroke: inherited from font; no hand-stroked paths. ## Motion - Ease-out exponential (`cubic-bezier(0.16, 1, 0.3, 1)`) for entry. - Ease-in-out for state changes that aren't entries. - Durations: 120ms for affordance feedback, 200ms for panel transitions, 280ms hero (rarely used). - No bounce. No elastic. No spring overshoots. - **Never animate** layout properties. Animate `RenderTransform` and `Opacity` (WPF's composition layer handles these GPU-cheaply). ## Component decisions ### Buttons — finally have a real hierarchy The previous design used `Wd.Button.Ghost` for everything. The redesign has **three commitments**: | Variant | Use | Look | |---|---|---| | `Primary` | Single per surface, the brand action ("Apply", "Start session") | Cyan fill, near-black text | | `Secondary` | Common operator actions ("Refresh", "Presets") | Transparent fill, `border.strong`, hover cyan border | | `Tertiary` | Inline, low-frequency ("Dismiss", "Show advanced") | Text-only, no border, cyan on hover | | `Destructive` | Stop, leave, delete | Coral border, coral text, no fill | **One Primary per surface.** If a screen has two primaries, the design is unranked. ### ISO toggle — keep, refine The status-coded pill (LIVE cyan / ERROR coral / NO SIGNAL amber) is good. Two evolutions: 1. The hover treatment thickens to a 2px cyan border — preserve. 2. Add a half-height ascender showing instantaneous audio level above the pill. The operator sees who's talking without needing the active-speaker row highlight to fire on next tick. ### Tables (Participants) This is the product. The table gets: - Row height 56 (current) → 64 to give the audio meter + signal indicator room to breathe. - The "active speaker" cyan left-border treatment stays. It's good. - One participant action per row at rest (the ISO toggle). Other actions (open preview, custom name, presets) live in a right-click context menu (already exists) and in a row hover-revealed kebab — *not* visible at rest. - Column count: avatar+name · NDI signal+codec · audio meter · output name · ISO toggle. Five columns. The current six-plus + custom-name editing inline pushes density too far. ### Status — one place, not three Recording / disk / session / control-surface state currently lives in: 1. Rail bottom dot (engine status) 2. Header right pill (status text) 3. Footer columns (six monospace fields) The redesign consolidates to **two places only**: - **Header right** — session timer, REC indicator + count, disk-free. These are at-a-glance. - **Status overlay (popover from rail bottom dot)** — control surface URLs, log path, version, control-surface tokens. These are on-demand. The footer goes away entirely. It was theatre, not information. ### Settings — drawer, not permanent panel The 380px right settings panel is the single biggest spatial misallocation. Settings are rarely changed mid-show. The redesign moves them to a **right-side drawer** that slides in over the participants area, dismissable with `Esc`. The participants table reclaims full width when the drawer is closed. Trigger: rail "settings" icon. Same affordance as today, different surface. ### Onboarding First-launch only. Three panes max, each one panes deep — no carousel. Operator-tone copy ("Pick your NDI groups" not "Welcome to TeamsISO!"). Skippable from the first frame. ### Empty states The participants table empty state currently is implicit (rows just don't appear). The redesign adds **one** empty state with a single instructive sentence ("No NDI sources yet — open Teams and start a meeting") and a single secondary button ("Refresh"). No illustration. No mascot. ## Anti-patterns specific to this app (audited against absolute bans) The current XAML has none of the impeccable absolute bans (no gradient text, no side-stripe borders, no glassmorphism). It does have: - **Identical card grids** — the in-call control bar's seven identical ghost buttons. Redesign: collapse to a single dense bar with primary controls surfaced and secondary controls in an overflow menu. - **Status duplication** — fix as above. - **Bespoke SVG icons** — fix as above. ## Migration boundary The view-model surface in `src/TeamsISO.App/ViewModels/` is the contract. The redesign rewrites `MainWindow.xaml` and `Themes/*` but leaves view-model properties and commands untouched. Any place where the redesign needs a new piece of view-model state, the contract widens via additive properties — existing bindings keep working until the new view stops needing the old shape. This means: the engine, the OSC bridge, the control surface, the preset store, the recording pipeline — none of those move. The redesign is a frontend-only operation.