441 lines
18 KiB
Markdown
441 lines
18 KiB
Markdown
---
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name: SHD.build
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description: A precise tactical intelligence interface for The Division Resurgence community.
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colors:
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operations-black: "#0a0c0d"
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terminal-black: "#0d0f10"
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terminal-surface: "#111415"
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terminal-graphite: "#141718"
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active-graphite: "#15191a"
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structural-line: "#303536"
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structural-line-soft: "#272c2d"
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field-manual-white: "#ecebe5"
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telemetry-muted: "#858b8d"
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telemetry-dim: "#5d6567"
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signal-orange: "#f6a821"
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signal-orange-hover: "#ffc45d"
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system-success: "#75c08c"
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system-danger: "#df8069"
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system-info: "#70b9d6"
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quality-standard: "#69b66f"
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quality-specialized: "#4f9ed8"
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quality-superior: "#9b68d4"
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quality-high-end: "#e4bd3f"
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typography:
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display:
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fontFamily: "Barlow, Arial Narrow, Arial, Helvetica, sans-serif"
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fontSize: "clamp(3rem, 7vw, 6rem)"
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fontWeight: 700
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lineHeight: 0.9
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letterSpacing: "-0.04em"
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headline:
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fontFamily: "Barlow, Arial Narrow, Arial, Helvetica, sans-serif"
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fontSize: "clamp(2.25rem, 5vw, 4.5rem)"
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fontWeight: 700
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lineHeight: 0.95
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letterSpacing: "-0.03em"
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title:
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fontFamily: "Barlow, Arial Narrow, Arial, Helvetica, sans-serif"
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fontSize: "1.1875rem"
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fontWeight: 700
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lineHeight: 1.1
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letterSpacing: "0"
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body:
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fontFamily: "Barlow, Arial Narrow, Arial, Helvetica, sans-serif"
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fontSize: "1rem"
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fontWeight: 400
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lineHeight: 1.55
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letterSpacing: "normal"
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editorial:
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fontFamily: "Source Serif 4, Georgia, serif"
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fontSize: "1rem"
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fontWeight: 400
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lineHeight: 1.65
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letterSpacing: "normal"
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label:
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fontFamily: "Barlow, Arial Narrow, Arial, Helvetica, sans-serif"
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fontSize: "0.75rem"
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fontWeight: 900
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lineHeight: 1.25
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letterSpacing: "0.08em"
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rounded:
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engineered: "0px"
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avatar: "50%"
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spacing:
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xs: "5px"
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sm: "8px"
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md: "12px"
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lg: "20px"
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panel: "24px"
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components:
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button-primary:
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backgroundColor: "{colors.signal-orange}"
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textColor: "{colors.operations-black}"
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typography: "{typography.label}"
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rounded: "{rounded.engineered}"
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padding: "16px 22px"
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height: "40px"
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button-primary-hover:
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backgroundColor: "{colors.signal-orange-hover}"
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textColor: "{colors.operations-black}"
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typography: "{typography.label}"
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rounded: "{rounded.engineered}"
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padding: "16px 22px"
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button-secondary:
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backgroundColor: "transparent"
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textColor: "{colors.field-manual-white}"
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typography: "{typography.label}"
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rounded: "{rounded.engineered}"
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padding: "16px 22px"
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height: "40px"
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input:
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backgroundColor: "{colors.terminal-black}"
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textColor: "{colors.field-manual-white}"
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typography: "{typography.body}"
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rounded: "{rounded.engineered}"
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padding: "11px"
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height: "40px"
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panel:
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backgroundColor: "{colors.terminal-graphite}"
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textColor: "{colors.field-manual-white}"
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rounded: "{rounded.engineered}"
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padding: "{spacing.panel}"
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status-chip:
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backgroundColor: "{colors.active-graphite}"
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textColor: "{colors.telemetry-muted}"
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typography: "{typography.label}"
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rounded: "{rounded.engineered}"
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padding: "5px 7px"
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---
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# Design System: SHD.build
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## Overview
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**Creative North Star: "The Strategic Operations Grid"**
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SHD.build serves active agents as a dependable intelligence network: precise,
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restrained, tactical, and built around trustworthy data. Alignment, density,
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operational labels, and visible state carry the interface. Public surfaces use
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space and larger editorial hierarchy; ISAC uses the same identity in an
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efficient control surface.
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Fine structural lines, layered black and graphite surfaces, cropped game
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iconography, clipped silhouettes, and tactile state changes give the interface
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its technical character. Theme language supports comprehension and avoids
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military cosplay.
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**Key Characteristics:**
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- Dark, high-contrast operational canvas with restrained tonal layering.
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- Square engineered geometry, except circular agent avatars and the SHD mark.
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- Dense uppercase telemetry balanced by readable editorial descriptions.
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- Signal Orange used sparingly for action, focus, selection, and important data.
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- Explicit textual states paired with icons, color, and motion.
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- Responsive density from mobile touch layouts through scaled 4K workspaces.
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## Brand Identity
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SHD.build uses the two-color Core Segments identity. The emblem connects the
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orange Division signal with ISAC's role as the site's analytic system:
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- Three unequal Signal Orange arc segments form the outer circle. Each segment
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has square ends.
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- The widest break sits in the upper-right quadrant and contains one detached
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Signal Orange square, which represents a data packet.
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- A Field Manual White open square forms the ISAC core at the center.
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Keep the emblem in Signal Orange and Field Manual White on Operations Black,
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Terminal Black, or another approved dark surface. SHD.build has no one-color
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emblem. Do not close the arc gaps, equalize the segments, remove the data
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packet, fill the ISAC core, add letters to the emblem, or recolor either part.
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If a placement cannot reproduce both colors, use a dark holding surface or omit
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the emblem.
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The standard lockup pairs the emblem with the heavy angular `SHD.build`
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wordmark. Set `SHD` in Field Manual White and `.build` in Signal Orange. Place
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the uppercase descriptor `RESURGENCE DATA & TOOLS` below the wordmark in
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restrained telemetry type. Do not substitute another descriptor.
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Use the complete lockup in the 76px global header and shared footer. The header
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uses a 38px emblem; keep the wordmark and descriptor compact enough to preserve
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the navigation grid. Mobile headers may use the emblem alone when the complete
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lockup would crowd navigation. Favicons and app icons use the emblem without
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text. Small-size artwork must retain both colors, widen the arc gaps where the
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pixel grid requires it, and keep the packet and open core distinct.
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Treat the emblem as decorative when visible `SHD.build` text names the product.
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Give an emblem-only home link the accessible name `SHD.build home`. Preserve
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the approved colors and full opacity in focus, disabled, and compact contexts;
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use text or control styling to communicate state instead of fading the mark.
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The Field Manual White core and Signal Orange arcs must remain distinct from
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their background at every delivered size.
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## Colors
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The palette uses Operations Black, Terminal Graphite, Field Manual White, rare
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Signal Orange, and semantic system and item-quality signals.
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### Primary
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- **Signal Orange:** Primary actions, current navigation, focus, selected
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controls, important values, and SHD identity details.
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- **Signal Orange Hover:** Confirms that an orange action accepts input; never
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use it as a decorative accent.
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### Secondary
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- **System Success:** Completed, approved, online, and healthy states.
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- **System Danger:** Failed, rejected, blocked, destructive, and fault states.
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- **System Info:** Informational system state that is neither action nor
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success.
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### Tertiary
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- **Quality Standard, Specialized, Superior, and High-end:** Stable
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game-semantic quality colors. They identify item quality and never replace a
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textual quality label.
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### Neutral
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- **Operations Black:** The persistent application canvas.
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- **Terminal Black:** Recessed fields and data wells.
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- **Terminal Surface:** Navigation, registry, and low-level panel surfaces.
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- **Terminal Graphite:** Raised working panels and cards.
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- **Active Graphite:** Hovered, selected, and locally emphasized surfaces.
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- **Structural Line / Structural Line Soft:** Primary and subordinate
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separators that create hierarchy without elevation.
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- **Field Manual White:** Primary readable content.
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- **Telemetry Muted / Telemetry Dim:** Secondary labels and low-priority
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operational metadata.
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**The Orange Discipline Rule.** Use Signal Orange for action and emphasis. Keep
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it out of large decorative areas and away from semantic state colors.
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**The Redundant Meaning Rule.** Pair color with text, position, shape, or an
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icon. A status or quality cannot depend on hue alone.
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## Typography
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**Display Font:** Barlow (with Arial Narrow, Arial, Helvetica, and
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sans-serif fallbacks)
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**Body Font:** Barlow (with Arial Narrow, Arial, Helvetica, and
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sans-serif fallbacks)
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**Editorial Font:** Source Serif 4 (with Georgia and serif fallbacks)
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**Character:** Barlow gives the system a squared, compact, engineered voice
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that remains readable in dense interfaces. Reserve Source Serif 4 for
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explanations, guide-like prose, and selected descriptive passages. Keep
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operational data distinct from editorial knowledge.
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### Hierarchy
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- **Display** (700, fluid up to 6rem, 0.9 line-height): Short public hero
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statements and major exception messages; never dense application copy.
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- **Headline** (700, fluid up to 4.5rem, 0.95 line-height): Primary routed-page
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identity and strong editorial section titles.
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- **Title** (700, 1.1875rem, 1.1 line-height): Panel, card, record, and module
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names.
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- **Body** (400, 1rem, 1.55 line-height): Functional copy and general content;
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long passages stay near 65–75 characters per line.
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- **Editorial** (400, 1rem, 1.65 line-height): Explanations, introductions, and
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long-form descriptions.
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- **Label** (900, 0.625rem, 0.1em tracking): Uppercase telemetry, field labels,
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statuses, metadata, and compact actions.
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**The Two-Voice Rule.** Sans-serif operates the system; serif explains it. Do
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not use monospace to make an interface look technical.
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**The Telemetry Restraint Rule.** Uppercase tracked labels are short navigational
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or state-bearing signals, not paragraph typography.
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## Layout
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The system uses an aligned grid of operational regions. Public pages use
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centered containers up to 1640px with responsive outer padding. ISAC uses a
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compact command header, sticky 210px module rail, and flexible registry
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workspace. Builder and account surfaces use workbench columns that collapse
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into a task-appropriate mobile sequence.
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Spacing follows a tight 5/8/12/20px rhythm with 24px as the standard panel
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inset. Related controls stay close; modules and major sections receive clearer
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separation. One-pixel borders can form contiguous matrices so related options
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read as one instrument.
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The global header is 76px. At 900px and below, desktop navigation becomes an
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explicit mobile navigation layer and multi-column operational layouts collapse.
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At 700px and below, tables, filter matrices, action groups, and editors become
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touch-oriented stacks or controlled horizontal registries. Interactive mobile
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targets are at least 44px where space permits.
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Large displays use the shared display-scale progression: 1.15 at 2200px, 1.3 at
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2800px, and 1.5 at 3400px. The scale preserves readable density and avoids
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empty space.
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**The Connected Grid Rule.** Use borders, shared edges, and aligned tracks to
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show relationships. Do not wrap every subsection in another card.
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**The Operational Density Rule.** Public discovery may breathe; ISAC and data
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workbenches prioritize scanability and efficient repeated actions.
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## Elevation & Depth
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SHD.build uses structural layering. Depth comes from tonal surface changes,
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fine borders, clipped corners, inset active rails, and controlled overlays.
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Resting cards and panels do not float. Use shadows for temporary surfaces that
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detach from the document: menus, dialogs, toasts, and routed fault consoles.
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Give each a clear downward offset and soft black blur.
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### Shadow Vocabulary
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- **Detached Menu:** `0 18px 46px #000a` for account and compact floating menus.
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- **Operational Dialog:** `0 18px 60px #000` for focused quick views and review
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dialogs.
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- **Transient Feedback:** `0 12px 30px #000b` for toast notifications.
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- **Fault Console:** `0 24px 70px #0008` for routed exception surfaces.
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**The Structural Layering Rule.** Borders and tones establish permanent
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hierarchy; shadows communicate temporary detachment.
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**The No Ambient Card Rule.** Ordinary panels and cards remain shadowless at
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rest.
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## Shapes
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The default radius is zero. Buttons, fields, panels, cards, filters, badges,
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dialogs, and navigation elements use square engineered geometry with one-pixel
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structural borders. Select hero visuals and status consoles may use clipped
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polygon corners when the silhouette reinforces an operational artifact.
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Circular geometry identifies agent avatars, the SHD mark, compact online
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indicators, and radial or orbital data graphics. Do not use pills as a general
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control shape.
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**The Engineered Edge Rule.** Square is the default and rounding must have
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semantic justification.
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**The Identity Circle Rule.** Circular crops belong to people, the SHD emblem,
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and radial information, not arbitrary controls.
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## Components
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Components feel tactile and technical. A press produces physical feedback; a
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request exposes pending text and blocks repeat activation; focus remains clear
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without ornament.
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### Buttons
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- **Shape:** Square with no radius and compact uppercase label typography.
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- **Primary:** Signal Orange with Operations Black text and strong weight.
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- **Secondary:** Transparent or Terminal Surface with Field Manual White text
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and a Structural Line border.
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- **Danger:** Dark red-toned surface or restrained danger text; destructive
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confirmation remains explicit.
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- **Hover / Focus:** Brighter border, text, or surface using the control's
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semantic color. Focus-visible uses the thin Signal Orange outline.
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- **Pressed / Pending:** Active controls move down 1–2px, subtly scale, and
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darken. Pending controls change their label, set `aria-busy`, and disable
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duplicate activation.
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### Chips
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- **Style:** Square, compact, bordered telemetry labels. Selection uses
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Signal Orange or the relevant semantic color plus explicit selected text or
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state.
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- **State:** Multi-select chips remain individually removable; pending
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contributor references say `PENDING` and identify their provenance.
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### Cards / Containers
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- **Corner Style:** Square engineered edge.
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- **Background:** Terminal Surface or Terminal Graphite according to hierarchy.
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- **Shadow Strategy:** None at rest; see Structural Layering for overlays.
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- **Border:** One-pixel Structural Line, with a two-pixel top signal only when a
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meaningful category or state owns it.
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- **Internal Padding:** Usually 20–24px on public cards and tighter 8–14px on
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dense data registries.
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### Inputs / Fields
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- **Style:** Recessed Terminal Black fill, one-pixel Structural Line border,
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Field Manual White value, and compact uppercase label above.
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- **Focus:** Signal Orange border and a one-pixel focus-visible outline with a
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one-pixel offset.
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- **Numeric Entry:** Existing content selects on focus for efficient
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replacement.
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- **Error / Disabled:** Error state uses System Danger with recovery text.
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Disabled and pending states remain readable, expose why they are unavailable,
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and prevent duplicate requests.
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### Navigation
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Desktop global navigation uses centered tracked labels with a thin orange
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active baseline. The authenticated agent menu combines circular identity,
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online state, unread count, and an explicit expanded marker. Mobile navigation
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becomes a numbered, full-height operational list with visible current state and
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notification counts.
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ISAC navigation uses a sticky registry rail with aligned index cells, module
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labels, review badges, and an inset orange current-state bar. Permission and
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mode indicators remain visible in the command header.
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### Segmented Choice
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Two-to-six bounded choices render as one square matrix instead of a dropdown.
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Radio semantics permit one active value; checkbox semantics permit additive
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selection. Game-semantic icons may replace repeated text when their meaning is
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clear, but accessible labels remain present.
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### Searchable Assignment
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Large or relational option sets use a searchable assignment instrument with a
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selected summary, removable assignments, live match count, and an explicit
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result action. Pending records remain usable and visibly attributed.
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### Registry and Database Cards
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Registry rows prioritize names, durable statuses, relationships, and edit
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actions within consistent columns. Public database cards use an identity
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header, icon, metadata, compact fact matrices, and optional relationship icon
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rails. Facts disappear when they do not apply rather than displaying empty
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placeholders.
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### Toasts and Dialogs
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Toasts are transient, top-right detached panels with semantic top and side
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signals, clear titles, concise recovery text, and dismiss controls. Dialogs use
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a darkened backdrop, orange top rule, structured header, constrained scroll
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region, and explicit confirmation actions. Reduced-motion preferences remove
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entrance animation.
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## Do's and Don'ts
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### Do:
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- **Do** reserve Signal Orange for action, focus, selection, and important
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operational values.
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- **Do** build hierarchy with connected grids, fine borders, tonal layers, and
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concise labels.
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- **Do** pair every state color and icon with explicit text.
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- **Do** use reusable segmented choices for bounded sets and searchable
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assignments for large relational sets.
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- **Do** preserve tactile pressed, focus-visible, pending, disabled, error,
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success, and reduced-motion behavior.
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- **Do** let public editorial surfaces breathe while keeping ISAC dense and
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task-oriented.
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### Don't:
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- **Don't** use camouflage, distressed textures, decorative weapon imagery, or
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tactical ornament in utility interfaces.
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- **Don't** introduce rounded friendly-SaaS cards, decorative pills, glass
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panels, gradient text, or ambient card shadows.
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- **Don't** cover large areas in orange or use glow as a substitute for
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hierarchy.
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- **Don't** turn every section into equal icon-heading-description cards or
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nest cards inside cards.
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- **Don't** use monospace as a technical costume or tracked uppercase type for
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long-form copy.
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- **Don't** let operational terminology obscure the action, consequence,
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recovery, or state it describes.
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