# System-Level Guiding Principles Use these as first-order constraints before choosing specific components or page patterns. ## Concept constancy - Definition: The same business concept keeps the same name, meaning, and interaction semantics across the system. - Review question: If a user learns this concept in one place, can they transfer that understanding everywhere else? ## Primary task focus - Definition: Each screen has one dominant objective with the highest visual and interaction priority. - Review question: Can users identify the most important action within 3 seconds? ## UI copy source discipline (for product development) - Definition: visible UI copy should come from business content, not from implementation constraints or generation instructions. - Preferred copy sources: - User task: what the user is trying to do. - System state: what is happening now (loading, empty, error, success, permission). - Result + next step: what changed and what users can do next. - Risk/trust context: only when it prevents mistakes or improves confidence. - Internal-only sources (do not render directly in product UI by default): - Visual/style constraints (e.g., "minimal", "black-and-white", "modern"). - Technical constraints and implementation notes. - Prompt instructions, review rubrics, and generation meta text. - User-facing copy framing heuristic (general, not title-specific): - Applies to any prominent UI copy: titles, section headers, callouts, badges, CTA labels, and empty states. - Prefer user-outcome framing: describe the user's goal and the result they get. - Avoid self-referential/process framing for end-user product UI (e.g., "to showcase", "this page demonstrates", "showing the skill's value"). - Exception: if the surface is explicitly a demo/tutorial/spec page for builders, self-referential/process copy can be acceptable when it improves understanding. ## State perceptibility (high-level, cross-system) - Problem: users make errors when an important internal state is not perceivable (mode, scope, selection, unsaved changes, environment, permission). - Principle: make state visible using the lowest-noise signal that reliably changes behavior. - Preferred signals (in order): - Structural change: the layout/components clearly switch (read -> edit; list -> selection; view -> compare). - Control state: the control that changes behavior shows its state (tabs, toggles, segmented controls). - Inline signifiers: local cues near the affected area (selection count, scope chip, disabled reason). - Post-action feedback: clear results + next step (reduces evaluation gulf). - Only if needed: persistent banners/labels for high-risk, sticky modes. - Avoid: redundant "status labels" that restate what the structure already makes obvious (they add noise but not clarity). - Practical workflow: - First build a content model (task/state/result/risk). - Then apply visual constraints through layout, hierarchy, and component styling. - Run a final copy pass: if a sentence does not help task completion, state understanding, or trust, move it to internal notes. - Review question: is each visible sentence useful for end users, or only useful for builders/reviewers? ## Help text layering (avoid "hint sprawl") - Problem this prevents: dumping all tips onto the UI feels "safe", but it destroys hierarchy and increases scanning cost. - Placement heuristic: - L0 (Always visible): only information needed to complete the task correctly. - L1 (Nearby): short guidance for high-risk / high-ambiguity inputs. - L2 (On demand): examples, advanced details, "learn more". - L3 (After action): result, error, recovery, and next step. - Copy budget heuristic: - Prefer one clear helper line over multiple repetitive hints. - If a page needs many persistent hints, improve IA or defaults first. ## Feedback loop closure - Definition: Every user action must complete a full loop: received, in progress, result, and clear next step. - Review question: At any moment, can users tell what the system is doing and what they should do next? ## Prevention first + recoverability - Definition: Reduce error probability before submission, and provide recovery paths for high-risk outcomes. - Review question: Is the path designed to be easy to do right and safe to recover when wrong? ## Progressive complexity - Definition: Show minimum-required controls by default; reveal advanced capability only when context requires it. - Review question: Can novices complete the core task quickly without limiting expert throughput? ## Action perceptibility (affordance + signifiers) - Definition: Interactive targets and likely outcomes are perceivable from structure and visual cues, without guesswork. - Review question: Without reading help text, can users predict what is actionable and what will happen? ## Cognitive load budget - Definition: Limit new rules, terms, and interaction modes per screen; prioritize reuse over novelty. - Review question: As information grows, does comprehension cost stay stable? ## Evolution with semantic continuity - Definition: Introduce new components/patterns only when existing ones cannot solve the problem, and keep semantic compatibility. - Review question: Is this necessary innovation or avoidable interaction drift?