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:

  1. Does this expose system structure?
  2. Does this require learning?
  3. Does this assume a device?
  4. Does this add cognitive load?
  5. 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.