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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.