What calm is (and isn't)
Calm isn't silence. It's signal without noise. The right information at the right time, delivered without friction.
Quiet is absence. Empty is neglect. Calm is presence with restraint.
The contrast
Not this
Prompts that pop, stack, and demand. Each one "important." Each one fighting for now. You dismiss three to do one thing.
This
A single cue at the edge of vision. It's there when you glance. It fades when you don't need it. You never dismissed it—it just knew.
Three principles
One idea per view
If there are two ideas, make two views. A task guide shows one step. You complete it. The next appears. Never two competing for attention.
Grounded cues
Information anchored to place and moment. The reminder appears where the task happens—not in a notification drawer you'll forget to check.
Glanceable
Understood in a moment, not studied. You shouldn't need to "read" the interface. You should just know.
Motion discipline
AR can be overwhelming. Motion must be intentional:
- Comfort first (reduced motion options, always)
- Predictable transitions (no surprise animations)
- Rest states between actions (the system breathes)
Control is calm
The user should always feel in charge:
- Clear on/off states
- Intensity controls
- Easy retreat paths
If you can't turn it off, it's not calm—it's captive.