Coach is the centre tab: questions about routines, slips, streak, today, active time and debt, answered on the device from the user's own data, with a target bar chart and buttons that start routines or open the right screen. The palette moves to neutral grey, near-black and one orange accent, and Home's header becomes a light panel. The nav is now overlapping frosted circles whose active disc pops forward, and tabs fade and rise in on switch. Goals leaves the nav for Coach and stays one tap away in Home's category row. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KhQh614DMeYoQEH9SoMRUw
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Grounded — Design Language
Reference: an airy fitness-app look. Sage mist drifting into cream behind
everything (AmbientBackground), frosted glass for controls and floating
chrome (GlassSurface, glassCircle), ink type with a soft grey second
tone, painted landscapes instead of photography (SceneArt), a floating
glass tab bar with a dark square action button (FloatingNav), and one lime
spark on night-green for the primary control.
Building blocks (designs/)
| Piece | Use |
|---|---|
AmbientBackground |
The backdrop for every light screen. |
GlassSurface / glassCircle |
Frosted panels and square controls; onDark over a scene or tinted stage. |
SceneArt |
Painted sky, sun and ridges with an optional figure glyph. Palettes come from scenePalette(kind), goalScene(accent), classScene(class); seed with sceneSeed(title) so an item always wears the same picture. |
DotDigits |
The dotted clock in the routine player. |
FloatingNav |
Home's tab bar; the selected tab is a filled night block. The side action button is optional. |
GroundedMark |
The logo, drawn — a lime sun on a ground line under two arcs. The launcher PNGs in assets/icons/ were rendered from the same geometry. |
Cards are image-led where an item has a kind (routines, goals, tasks): scene on
top or as a thumbnail, white type over the shaded lower half, three light
numbers along the bottom. Greetings are two-tone: Medium ink, then Regular
colorInkSoft. Primary buttons are square night bars with a lime icon.
Sheet is light (ambient) by default; passing chrome, banner or
scene gives a tinted stage with white type. Home, Routines and the player
build their own layouts from the same pieces.
The sections below describe the original record-style type scale, which still applies to labels and metrics.
Type — Inter
TextType.Light is Inter Display Regular (the display cut, for titles and
big numbers); Regular, Medium and Bold are Inter Regular, Medium and
SemiBold.
| Role | Family | Size | Use |
|---|---|---|---|
| Display | TextType.Light |
30–44 | Screen titles. Always light, never bold. |
| Title | TextType.Bold |
17–20 | Card and section titles. |
| Body | TextType.Regular |
13–14, height: 1.5 |
Descriptions, copy. |
| Label | TextType.Bold |
10–11, letterSpacing: 0.8–1.2, uppercase, colorGrey2 |
Metadata above a value. |
| Metric | TextType.Bold |
24–34 | Debt score, counts. |
The label/value pair is the core unit: a tiny grey all-caps label sitting directly above a large dark value. Used everywhere numbers appear.
Geometry
- Softly rounded, never pill-soft: large cards and image cards
16, buttons14, rows, tiles and fields12, small controls10, chips and badges8, bars4. Sheets round their top at20. - Portraits, the nav buttons, status dots, rings and the breathing circle are full circles.
- Screen padding
20horizontal. Card padding16. Section gap28. - Hairlines at
colorDivider(black 7%), borders atcolorBorder(black 8%). - One soft shadow only:
0 4 18 rgba(0,0,0,0.03). No coloured glows.
Colour
After the coach reference: near-black ink and buttons (colorInk,
colorNight #1C1C1C) on a neutral light grey ground (colorAmbient*
around #EAEAEA), frosted near-white cards (colorGlassStrong) with white
edges, and one warm orange accent (colorAccent #EC6A36, soft
colorAccentSoft). colorLime is that orange too: the spark on dark
buttons. Enforcement tiers keep their own colours, so standing still reads
at a glance:
| Standing | Colour |
|---|---|
| Good | green #2F6F4E |
| Warned | amber #C98A04 |
| Grounded | rust #B5442F |
| Lockdown | oxblood #7A1F14 |
The tier colour is used consistently — header, chip, meter, queue accent — so the standing is legible without reading the word.
Navigation
The nav is a floating cluster of round frosted buttons, icons only; the
open tab is a raised white disc. It switches tabs inside Home (Today,
Routines, Goals, Groups, Progress) in place: nothing is pushed, a tab has
no back arrow (tab: true), and Android back returns to Today. Tabs are
built on first open and then kept.
Structure
Every screen is: black headerBar (back, title, action) → white sheet with a
square top edge → sectionHeader (label + light display title) → content.
Rules
- Display titles are Light. Bold is for labels and metrics only.
- Numbers get a label above them, never beside them.
- Chips carry state, never actions.
- One primary button per screen; everything else is outlined or text.
- Empty states are plain. An empty overdue queue is good news, not a party.
Home
Home opens on a light header panel (colorHeaderTop → colorHeaderBottom, text colorHeaderText):
greeting and avatar, a Today / Weekly toggle, a seven-day streak panel ending
today (a leaf on every kept day, kept = 80%+), then the numbers. Today shows
minutes held against planned, a ring with + that opens the "Add to today"
sheet, the plan as thumbnails, the report-card letter as the Score, and one
bar per commitment class. Weekly swaps in the week's average, a bar per day
and the class completion rates. Below the block, on the light ambient
surface: the rest of the day. Bars on the dark block use the colorBar* tokens.
Groups
see/group/: people keeping each other honest. A group has members, shared
goals and a chat.
- Shared goals are split into objectives with a number and a unit (200 km, 40 runs, 30,000 words). Every member logs toward them; the card shows the group total, your share and a night Log button. Like personal goals, they carry no debt.
- Leaderboard ranks members by kept rate over the last 7 days, with streak, last check-in (red "quiet" after 24h) and a nudge button.
- Chat keeps the work and the talk together: plain messages are square bubbles (yours in night, others white with the author's colour), while check-ins (green bar) and nudges (amber bar) are cards in the thread. The open chat polls every 4 seconds.
- Members are drawn by
memberAvatar/avatarStack(designs/MemberAvatar.dart): square painted portraits with the initial. - Groups are reached from the nav (Groups tab), the Home "Your groups" rail (tap opens the chat) and the add sheet.
Progress
see/progress/: progress over time, reached from the nav (Progress tab).
- A Day / Week / Month switch over one white card: routines held against the target, a change chip measured against the same point of the previous period, and bars (days of the week, weeks of the month) with the current one in night and future ones as stubs. Day shows a meter instead.
- Two tiles below: active time against its target, and the daily streak.
- Runs come from the device's run log (
RoutineRunRecord), written when the routine runner logs. Targets are local (ProgressTargets). - Targets (
TargetSetup) is the only setup screen: routines per week, active minutes per week and reminders before scheduled routines. Until it is saved once, Progress measures against the schedule and shows a night "Set your weekly target" prompt. Targets never touch debt.
Coach
see/coach/: the centre tab. Questions about your own data, answered by
CoachEngine from the run log, routines, today's plan, the overdue queue
and the debt score. There is no model and no guessing: six question kinds
(keeping routines, where you slip, streak, what's left today, active time,
debt), matched by keyword; anything else gets the list. An answer is a
frosted card with bold figures (markedText), an optional bar chart
(solid accent where the target was met, soft accent where short, a dashed
outline for the target, a callout over the standout bar) and buttons that
do something real: start a routine, open overdue, targets or progress, or
ask the follow-up. Messages fade and rise in; bars grow.