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- Theme split: Theme.Dark.xaml + Theme.Light.xaml + ThemeManager - New shell: 32px header (mark + wordmark + 3 icons), 40px transport strip, conditional meeting bar, slide-over settings drawer - Removed: 72px rail, 380px permanent settings panel, 6-column footer, custom chromeless title bar buttons - Ctrl+T toggles theme; follows Windows app-mode by default - Shape doc at docs/shapes/2026-05-13-teamsiso-v2-studio-terminal.md
339 lines
14 KiB
Markdown
339 lines
14 KiB
Markdown
# DESIGN.md — TeamsISO design system
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Target framework: **WPF .NET 8**. Tokens are framework-agnostic; the WPF
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XAML implementation lives in `src/TeamsISO.App/Themes/`. (A WinUI 3 rebuild
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was attempted and rolled back — see
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`docs/shapes/2026-05-13-teamsiso-v2-studio-terminal.md` for the v2 shape
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this design serves.)
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## Color
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### Strategy
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**Restrained — committed accent + neutral surface.** The surface is the work;
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the cyan accent is reserved for live state, focus, and the few moments that
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actually need attention. Coral is reserved for destructive and error.
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Everything else is neutral.
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This means: no rainbow status pills, no per-feature accent colors, no
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Slack-style chroma everywhere. If something is cyan, the operator's eye
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should know why.
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### Scene sentence
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**Dark (default):** A solo broadcast operator at 1:50am, ambient room lights
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at 5%, leaning into a 24-inch monitor, twenty minutes before a live
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international interview.
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**Light:** A morning recording session in a glass-walled conference room with
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the sun coming through the blinds, monitor brightness at 80%. Or a daytime
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producer monitoring a remote interview from a hotel desk during a working
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session before lunch.
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The default is dark — that's the dominant operator scene. Light mode exists
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because not every show happens at 1:50am.
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### Dark palette
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Every neutral is tinted toward cyan (h ≈ 200, chroma 0.005–0.008) so the
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dark surface reads as deliberate dark, not as chromatically dead.
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| Token | Role | Hex | OKLCH (approx) |
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|---|---|---|---|
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| `bg.canvas` | Window canvas | `#0A0A0A` | `oklch(0.12 0.005 200)` |
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| `bg.rail` | Left rail | `#080808` | `oklch(0.10 0.005 200)` |
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| `bg.surface` | Card / row | `#141416` | `oklch(0.18 0.006 200)` |
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| `bg.elevated` | Popovers, menus | `#1C1C1F` | `oklch(0.22 0.007 200)` |
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| `bg.hover` | Hover fill | `#26272B` | `oklch(0.28 0.008 200)` |
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| `bg.active` | Pressed fill | `#33343A` | `oklch(0.34 0.010 200)` |
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| `border.subtle` | Hairlines | `#26272B` | `oklch(0.28 0.008 200)` |
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| `border.strong` | Hover / focus | `#3A3B40` | `oklch(0.36 0.010 200)` |
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| `fg.primary` | Body text | `#F4F4F6` | `oklch(0.96 0.004 200)` |
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| `fg.secondary` | Subdued text | `#A3A4AA` | `oklch(0.70 0.006 200)` |
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| `fg.tertiary` | Captions | `#6B6C72` | `oklch(0.50 0.006 200)` |
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| `fg.disabled` | Disabled | `#404145` | `oklch(0.32 0.006 200)` |
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### Light palette
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Mirrored token names; cyan-tinted off-white so the surface still reads as
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Wild Dragon, not as generic white.
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| Token | Role | Hex | OKLCH (approx) |
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|---|---|---|---|
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| `bg.canvas` | Window canvas | `#FAFAFB` | `oklch(0.98 0.003 200)` |
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| `bg.rail` | Left rail | `#F0F1F3` | `oklch(0.95 0.004 200)` |
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| `bg.surface` | Card / row | `#FFFFFF` | `oklch(1.00 0.000 200)` |
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| `bg.elevated` | Popovers, menus | `#FFFFFF` | `oklch(1.00 0.000 200)` (+ shadow) |
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| `bg.hover` | Hover fill | `#ECEEF1` | `oklch(0.93 0.005 200)` |
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| `bg.active` | Pressed fill | `#E0E3E7` | `oklch(0.89 0.006 200)` |
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| `border.subtle` | Hairlines | `#E5E7EB` | `oklch(0.91 0.004 200)` |
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| `border.strong` | Hover / focus | `#D1D5DA` | `oklch(0.85 0.006 200)` |
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| `fg.primary` | Body text | `#0A0A0A` | `oklch(0.12 0.005 200)` |
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| `fg.secondary` | Subdued text | `#4A4B50` | `oklch(0.36 0.006 200)` |
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| `fg.tertiary` | Captions | `#71747A` | `oklch(0.53 0.006 200)` |
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| `fg.disabled` | Disabled | `#B3B6BC` | `oklch(0.76 0.005 200)` |
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### Accents — context-aware
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Some accents work in both modes; others need a darker variant for AA contrast
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when used as text on the light canvas. The token table splits them:
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| Token | Dark | Light | Reserved for |
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|---|---|---|---|
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| `accent.cyan.surface` | `#97EDF0` | `#97EDF0` | Primary button fill, badge fill (text on top is near-black in both modes — works) |
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| `accent.cyan.text` | `#97EDF0` | `#0E7C82` | Cyan-as-text (links, "live" labels, active state) |
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| `accent.cyan.hover` | `#B5F2F4` | `#0890A0` | Cyan hover |
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| `accent.cyan.muted` | `#1B3537` | `#E6F8F9` | Cyan tint background, active speaker row fill |
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| `accent.coral` | `#FB819C` | `#D43E5C` | Destructive, error, alert (as both border + text) |
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| `accent.coral.bg` | `#3A1922` | `#FDECF0` | Coral tint background |
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| `status.live` | `#4ADE80` | `#15803D` | Recording active, REC dot, "live" pill |
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| `status.live.bg` | `#13261A` | `#DCFCE7` | Live pill background |
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| `status.warn` | `#FBBF24` | `#B45309` | Low disk, NDI degraded |
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**Discipline.** Cyan is the only color that competes with body text for
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attention. It earns its place — wasted cyan is the design failing.
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`accent.cyan.surface` (#97EDF0) reads identically in both modes because
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its text is always near-black. `accent.cyan.text` exists specifically so
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captions and inline labels stay readable on a light canvas.
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## Theming
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### The toggle
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A single icon button (sun ↔ moon) lives in the title bar, positioned to the
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left of the window controls. One click swaps the theme. State persists via
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`UIPreferences.Theme` (`Dark | Light | System`). Default is `System` which
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follows the Windows app-mode preference.
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The toggle is also surfaced inside the settings drawer under an "Appearance"
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group as a tri-state pill (System / Dark / Light), so power users find it in
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the obvious place too.
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### Implementation (WPF)
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WPF doesn't have WinUI 3's `ThemeDictionary` pattern. The equivalent is to
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**split tokens by theme into separate ResourceDictionary files**, all
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addressed via `DynamicResource` (NOT `StaticResource`) so the values can
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be swapped at runtime.
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```
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Themes/
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Theme.Tokens.xaml ← styles, control templates, key shape (no colors)
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Theme.Dark.xaml ← color resources only — Dark variant
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Theme.Light.xaml ← color resources only — Light variant
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```
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`Theme.Dark.xaml` and `Theme.Light.xaml` define the SAME set of keys —
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`Wd.Bg.Canvas`, `Wd.Accent.Cyan`, etc. — with different `Color` values.
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`Theme.Tokens.xaml` references them via `DynamicResource` from styles and
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templates. At startup, `App.xaml` merges `Theme.Tokens.xaml` plus exactly
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one of `Theme.Dark.xaml` or `Theme.Light.xaml`. At runtime, `ThemeManager`
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swaps the merged dictionary's color file:
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```csharp
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var app = Application.Current;
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var oldDict = app.Resources.MergedDictionaries
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.First(d => d.Source?.OriginalString.EndsWith("Theme.Dark.xaml") == true
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|| d.Source?.OriginalString.EndsWith("Theme.Light.xaml") == true);
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var idx = app.Resources.MergedDictionaries.IndexOf(oldDict);
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app.Resources.MergedDictionaries[idx] = new ResourceDictionary {
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Source = new Uri($"/Themes/Theme.{newTheme}.xaml", UriKind.Relative)
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};
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```
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`DynamicResource`-backed `SolidColorBrush` instances re-resolve on the
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dictionary swap, so the visual tree repaints without an app restart.
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### System mode
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When `UIPreferences.Theme == "System"`, `ThemeManager` reads
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`HKCU\SOFTWARE\Microsoft\Windows\CurrentVersion\Themes\Personalize\AppsUseLightTheme`
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at startup. It also subscribes to `SystemEvents.UserPreferenceChanged` so
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the app re-resolves the theme when the operator flips Windows app-mode
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mid-session. This is the default — operators who don't care get whatever
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their Windows session is set to.
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## Typography
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### Scale (1.25 step ratio enforced)
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| Token | Family | Size | Weight | Line-height | Letter-spacing |
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|---|---|---|---|---|---|
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| `text.display` | Inter | 22 | 600 | 1.2 | -0.01em |
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| `text.title` | Inter | 18 | 600 | 1.25 | -0.005em |
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| `text.heading` | Inter | 14 | 600 | 1.3 | 0 |
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| `text.body` | Inter | 13 | 400 | 1.45 | 0 |
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| `text.subtle` | Inter | 13 | 400 | 1.45 | 0 |
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| `text.caption` | Inter | 11 | 500 | 1.3 | 0.04em (smallcaps) |
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| `text.mono` | JetBrains Mono | 12 | 400 | 1.4 | 0 |
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Body text caps at 65–75ch where it wraps. Inline status text doesn't wrap —
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it truncates with ellipsis.
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### Fonts in WPF
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Bundled fonts ship in `src/TeamsISO.App/Assets/Fonts/` and resolve via
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`pack://application:,,,/Assets/Fonts/#Inter` / `#JetBrains Mono`. The
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`<Resource>` glob in `TeamsISO.App.csproj` already covers the `.ttf` files;
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new font weights go in the same directory and pick up automatically.
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## Spacing (8px grid)
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| Token | Value | Use |
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| `space.xs` | 4 | Icon-to-text, tiny gaps |
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| `space.s` | 8 | Row internal padding, pill padding |
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| `space.m` | 12 | Card internal padding |
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| `space.l` | 16 | Card padding, between cards |
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| `space.xl` | 24 | Section gap |
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| `space.xxl` | 32 | Page edge padding |
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| `space.xxxl` | 48 | Hero section / large blocks |
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**Rhythm rule.** No two adjacent regions share the same padding value. The
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participant table breathes at `space.xl`; in-row controls compress to
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`space.s`. Same padding everywhere is monotony.
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## Radii
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| Token | Value | Use |
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| `radius.s` | 6 | Pills, inline tags, menu items |
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| `radius.m` | 8 | Buttons, text inputs, dropdowns |
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| `radius.l` | 12 | Cards, drawers, modals |
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| `radius.pill` | 999 | Status pills, ISO toggle |
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## Elevation
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Elevation through **tone**, not through shadow. The dark surface makes
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realistic drop-shadows look bolted-on. A `bg.elevated` tone difference does
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the same job with less visual noise.
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| Layer | Background | Border |
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| Canvas | `bg.canvas` | none |
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| Card | `bg.surface` | `border.subtle` |
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| Drawer / Popover | `bg.elevated` | `border.strong` |
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| Modal | `bg.elevated` | `border.strong` + 50% canvas scrim |
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## Icons
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**Single icon system, one stroke width, one optical size.** The previous GUI
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inlined ~12 bespoke `<Path Data="...">` icons with stroke widths varying
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between 1.2 and 1.6. The redesign uses **WinUI 3's bundled Segoe Fluent Icons
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font** as the baseline, with a custom subset added only where a broadcast
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concept isn't covered (e.g. NDI signal lock, ISO routing state).
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Sizes: 16 (inline), 20 (button), 24 (rail / hero).
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Stroke: inherited from font; no hand-stroked paths.
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## Motion
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- Ease-out exponential (`cubic-bezier(0.16, 1, 0.3, 1)`) for entry.
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- Ease-in-out for state changes that aren't entries.
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- Durations: 120ms for affordance feedback, 200ms for panel transitions,
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280ms hero (rarely used).
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- No bounce. No elastic. No spring overshoots.
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- **Never animate** layout properties. Animate `Translation` and `Opacity`
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(WinUI 3's composition layer handles these GPU-cheaply).
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## Component decisions
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### Buttons — finally have a real hierarchy
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The previous design used `Wd.Button.Ghost` for everything. The redesign has
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**three commitments**:
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| Variant | Use | Look |
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| `Primary` | Single per surface, the brand action ("Apply", "Start session") | Cyan fill, near-black text |
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| `Secondary` | Common operator actions ("Refresh", "Presets") | Transparent fill, `border.strong`, hover cyan border |
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| `Tertiary` | Inline, low-frequency ("Dismiss", "Show advanced") | Text-only, no border, cyan on hover |
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| `Destructive` | Stop, leave, delete | Coral border, coral text, no fill |
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**One Primary per surface.** If a screen has two primaries, the design is
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unranked.
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### ISO toggle — keep, refine
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The status-coded pill (LIVE cyan / ERROR coral / NO SIGNAL amber) is good.
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Two evolutions:
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1. The hover treatment thickens to a 2px cyan border — preserve.
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2. Add a half-height ascender showing instantaneous audio level above the
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pill. The operator sees who's talking without needing the active-speaker
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row highlight to fire on next tick.
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### Tables (Participants)
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This is the product. The table gets:
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- Row height 56 (current) → 64 to give the audio meter + signal indicator
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room to breathe.
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- The "active speaker" cyan left-border treatment stays. It's good.
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- One participant action per row at rest (the ISO toggle). Other actions
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(open preview, custom name, presets) live in a right-click context menu
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(already exists) and in a row hover-revealed kebab — *not* visible at rest.
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- Column count: avatar+name · NDI signal+codec · audio meter · output name ·
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ISO toggle. Five columns. The current six-plus + custom-name editing
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inline pushes density too far.
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### Status — one place, not three
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Recording / disk / session / control-surface state currently lives in:
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1. Rail bottom dot (engine status)
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2. Header right pill (status text)
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3. Footer columns (six monospace fields)
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The redesign consolidates to **two places only**:
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- **Header right** — session timer, REC indicator + count, disk-free.
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These are at-a-glance.
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- **Status overlay (popover from rail bottom dot)** — control surface URLs,
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log path, version, control-surface tokens. These are on-demand.
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The footer goes away entirely. It was theatre, not information.
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### Settings — drawer, not permanent panel
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The 380px right settings panel is the single biggest spatial misallocation.
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Settings are rarely changed mid-show. The redesign moves them to a **right-side
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drawer** that slides in over the participants area, dismissable with `Esc`.
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The participants table reclaims full width when the drawer is closed.
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Trigger: rail "settings" icon. Same affordance as today, different surface.
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### Onboarding
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First-launch only. Three panes max, each one panes deep — no carousel.
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Operator-tone copy ("Pick your NDI groups" not "Welcome to TeamsISO!").
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Skippable from the first frame.
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### Empty states
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The participants table empty state currently is implicit (rows just don't
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appear). The redesign adds **one** empty state with a single instructive
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sentence ("No NDI sources yet — open Teams and start a meeting") and a
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single secondary button ("Refresh"). No illustration. No mascot.
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## Anti-patterns specific to this app (audited against absolute bans)
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The current XAML has none of the impeccable absolute bans (no gradient text,
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no side-stripe borders, no glassmorphism). It does have:
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- **Identical card grids** — the in-call control bar's seven identical ghost
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buttons. Redesign: collapse to a single dense bar with primary controls
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surfaced and secondary controls in an overflow menu.
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- **Status duplication** — fix as above.
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- **Bespoke SVG icons** — fix as above.
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## Migration boundary
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The view-model surface in `src/TeamsISO.App/ViewModels/` is the contract.
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The redesign rewrites everything in `Views/` (WinUI 3) but leaves view-model
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properties and commands untouched. Any place where the redesign needs a new
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piece of view-model state, the contract widens via additive properties —
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existing bindings keep working until the new view stops needing the old shape.
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This means: the engine, the OSC bridge, the control surface, the preset
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store, the recording pipeline — none of those move. The redesign is
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a frontend-only operation.
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