UnisonOS Renderer Design Language Specification (Canonical)¶
Purpose¶
This document defines the design language and behavioral contract of the UnisonOS renderer.
The renderer is not a UI framework, a windowing system, or a visualization layer.
It is a real-time experiential surface that translates intent into perception.
This specification governs: - Motion - Layout - Presence - Transitions - Silence and emptiness - Modality coexistence
All renderer implementations must conform to this document to avoid regression into legacy interface metaphors.
1. Core Principle¶
1.1 The Renderer Is an Abstraction Boundary¶
The renderer sits between intent and perception.
Its responsibility is not to expose system structure.
Its responsibility is to:
- Reveal meaning
- Reduce cognitive load
- Maintain trust
- Disappear when not needed
2. Presence Before Information¶
2.1 Presence Is the First State¶
The renderer’s default state is presence, not content.
Presence means: - The system feels available - The system feels attentive - The system is not demanding interaction
Presence may be expressed through: - Subtle motion - Ambient sound - Spatial positioning - Stillness
Presence must never: - Compete for attention - Request action - Display menus or affordances
2.2 Empty Is a Valid State¶
An empty renderer is not a failure.
Silence, darkness, or stillness may be the correct response to intent.
If there is nothing valuable to present: - Present nothing - Do not fill space - Do not “idle animate” for reassurance
Presence ≠ activity.
3. Layout: Field, Not Frames¶
3.1 No Windows, No Panels, No Cards¶
The renderer must not implement: - Windows - Cards - Panels - Sidebars - Docked regions
These imply: - Persistent structure - Navigation - Tool ownership
All content exists within a single perceptual field.
3.2 Centering Is Meaningful¶
The center of the field represents: - Current intent - Highest relevance - Immediate focus
Peripheral regions may be used for: - Contextual information - Transient cues - Secondary awareness
Nothing should be permanently anchored.
3.3 Spatial Hierarchy Over Visual Hierarchy¶
Hierarchy is conveyed through: - Spatial position - Depth - Motion - Temporal sequencing
Not through: - Borders - Containers - UI chrome - Typography alone
4. Motion Language¶
4.1 Motion Is Semantic¶
Motion is never decorative.
Every motion must communicate at least one of: - Intent recognition - State change - Progression - Causality - Completion
If motion does not convey meaning, it must be removed.
4.2 Organic, Not Mechanical¶
Motion characteristics: - Continuous - Eased - Non-linear - Physically plausible
Avoid: - Snapping - Bouncing - Elastic UI effects - Gamified transitions
The renderer should feel alive, not animated.
4.3 Motion as Feedback, Not Control¶
Motion confirms action. It does not request it.
The renderer should never: - Prompt interaction through motion - Animate to attract attention unnecessarily - Signal urgency unless intent or safety requires it
5. Temporal Design¶
5.1 Time Is a First-Class Dimension¶
The renderer must respect: - Cognitive pacing - Sensory load - Intent urgency
Transitions should: - Match the seriousness of the intent - Slow down for reflection - Speed up for execution
Time is contextual.
5.2 No Artificial Waiting¶
Loading states, spinners, and progress bars are discouraged.
Instead: - Acknowledge intent immediately - Transition into presence - Reveal progress implicitly through motion or state evolution
Waiting should feel like thinking, not blocking.
6. Presence Cues¶
6.1 Visual Presence¶
Visual presence may include: - Subtle breathing motion - Gentle luminance shifts - Minimal geometric forms - Ambient depth changes
Constraints: - No text - No icons - No indicators that imply “clickability”
6.2 Auditory Presence¶
Auditory cues: - Must be calm - Must be brief - Must be optional - Must respect accessibility preferences
Sounds should signal: - Awareness - Readiness - Completion
Never: - Notification fatigue - Anthropomorphic speech by default - Repetitive cues
6.3 Haptic Presence (Where Applicable)¶
Haptics should: - Be deliberate - Be rare - Reinforce state changes
Never use haptics for decoration.
7. Modality Coexistence¶
7.1 No Primary Modality¶
The renderer must assume: - The screen may disappear - Audio may be unavailable - Haptics may be absent
No experience should depend on a single modality to preserve meaning.
7.2 Cross-Modal Coherence¶
When multiple modalities are active: - They must reinforce the same meaning - They must not duplicate excessively - They must not contradict
The renderer orchestrates modalities; it does not mirror them.
8. Information Density¶
8.1 Less Is the Default¶
Information density must be: - Minimal - Contextual - Progressive
Reveal information only when: - It advances intent - It reduces uncertainty - It supports decision-making
Never preload “just in case” information.
8.2 Progressive Disclosure Without Navigation¶
Additional detail is revealed through: - Temporal progression - Focus shifts - Clarifying questions - Intent refinement
Never through: - Drill-downs - Tabs - Menus - Navigation trees
9. Trust and Safety in Rendering¶
9.1 Renderer Never Surprises¶
The renderer must never: - Change state without cause - Introduce information without relevance - Trigger physical actuation cues without confirmation
All perceivable changes must be traceable to: - Intent - System state - Safety requirements
9.2 High-Trust Domains¶
In domains like health, finance, or actuation: - Motion must slow - Transitions must clarify causality - Confirmations must be explicit - Ambiguity must be reduced
The renderer shifts tone to reinforce seriousness.
10. Actuation Representation¶
10.1 Physical Action Is Reflected, Not Simulated¶
When physical actuation occurs: - The renderer reflects state and outcome - It does not mimic robotics controls - It does not expose mechanical detail unless requested
Actuation is treated as intent resolution, not device control.
11. Anti-Patterns (Explicitly Forbidden)¶
The renderer must not implement: - App-like surfaces - Persistent dashboards - File metaphors - Toolbars - Icons implying actions - Cursor-centric interaction models - Keyboard-first assumptions
If these appear, abstraction has failed.
12. Canonical Renderer Test¶
Before approving any renderer behavior, ask:
- Does this expose system structure?
- Does this require learning?
- Does this assume a device?
- Does this add cognitive load?
- Does this reduce trust?
If any answer is “yes,” the design must be revised.
13. Closing Principle¶
The renderer is successful when it feels: - Inevitable - Calm - Obvious - Forgettable
The best renderer is the one a person never thinks about.