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GroundedHelper/frontend/design.md
alvocool add94f621c Add Progress over time and a targets and reminders setup
Progress gives a Day/Week/Month view of routines held against a weekly
target, compared with the same point of the previous period, with active
time and the daily streak. Targets & reminders sets routines and minutes
per week and schedules a heads-up before each routine. The runner's summary
now shows today's held count and streak. Finished runs are mirrored to a
device run log that feeds both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KhQh614DMeYoQEH9SoMRUw
2026-11-08 20:17:58 +03:00

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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 — General Sans
| 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
- No rounded corners anywhere: sheets, cards, chips, buttons, fields, tiles and portraits are all square (`BorderRadius.zero`). Only small status dots, glows, the sun, progress rings and the breathing circle stay round.
- Screen padding `20` horizontal. Card padding `16`. Section gap `28`.
- Hairlines at `colorDivider` (black 7%), borders at `colorBorder` (black 8%).
- One soft shadow only: `0 4 18 rgba(0,0,0,0.03)`. No coloured glows.
## Colour
Near-black ink (`colorPrimaryDark #141414`) on warm off-white
(`colorPrimaryLight #EDEEEA`), with a single green accent (`colorPrimary
#2F6F4E`). Enforcement tiers own the rest of the palette:
| 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.
## 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 deep forest header block (`colorHeaderTop` → `colorHeaderBottom`):
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.