# Polaris Task Force Design System ## 1. Atmosphere & Identity Polaris is a dark operations console: focused, quiet, and information-dense without feeling cramped. The signature is a neutral charcoal surface hierarchy with restrained white controls and small, purposeful state accents. ## 2. Color ### Palette | Role | Token | Usage | | --------------------- | --------------------------------------- | ------------------------------------ | | Surface / page | `bg-background` | Frontend page background | | Surface / card | `bg-card` | Elevated content sections | | Text / primary | `text-foreground` | Headings and primary labels | | Text / secondary | `text-muted-foreground` | Descriptions and supporting copy | | Interactive / primary | `bg-primary`, `text-primary-foreground` | Primary actions and checked controls | | Interactive / focus | `ring-ring` | Keyboard focus indicators | | Border | `border-border` | Card and control boundaries | | Status / error | `text-destructive` | Inline validation and failure copy | | Status / success | `text-emerald-500` | Existing save confirmations | ### Rules - Use semantic Tailwind tokens backed by `src/app/(frontend)/styles.css`; do not add raw colors in frontend components. - Preserve the dark neutral palette and use accent color only for interactive state. ## 3. Typography ### Scale | Level | Token | Usage | | ---------- | ------------------------------- | ---------------------------- | | Page title | `text-lg font-semibold` | Route heading | | Card title | `font-semibold` | Section heading | | Body | inherited `text-base` | Primary content | | Supporting | `text-sm text-muted-foreground` | Descriptions and helper text | | Compact | `text-xs` | Secondary metadata only | ### Font Stack - Primary: Geist, sans-serif - Mono: Geist Mono, monospace ## 4. Spacing & Layout ### Base Unit Spacing follows Tailwind's 4px scale. Existing frontend stacks use `gap-1`, `gap-2`, `gap-3`, `gap-4`, and `gap-6`. ### Rules - Use `flex flex-col gap-*` for vertical stacks; do not use `space-y-*`. - Account content is constrained with `max-w-2xl` and uses `gap-6` between cards. - Preference sections use `CardHeader` and `CardContent`; controls use `gap-4`. - Preference sub-options are indented with `pl-6` and remain one readable column on narrow screens. ## 5. Components ### Card sections - **Structure**: `Card` → `CardHeader` → `CardTitle` + `CardDescription`; `CardContent` body. - **Variants**: default dark card surface. - **Spacing**: built-in card padding; internal control stack uses `gap-4`. - **States**: default, focus/error states belong to child controls. - **Accessibility**: headings and descriptions provide section context. - **Motion**: no section-level motion. - **Layout**: vertical stack. ### Poker table surface - **Purpose**: The poker table is a diegetic game surface. The velvet felt carries the board, the dealer station, opponent arc, and the player's action console without floating control overlays. - **Material**: Preserve the existing velvet felt gradient, dark inset rim, and restrained gold trim. The action console is a darker inset panel with the same trim language, while chips use dark, clay, and gold-trim variants for action hierarchy. - **Primitives**: `poker-felt-table`, `poker-dealer-station`, `poker-seat-arc-*`, `poker-action-console`, `poker-hand-placard`, and `poker-chip`. - **States**: betting and waiting console states, acting-seat highlight, folded and eliminated players, showdown result, game-complete placement, open and occupied waiting seats, and reduced-motion deal presentation. - **Accessibility**: The cosmetic dealer station is labelled as a station and is not included in player or seat data. Action controls remain native buttons and inputs with visible focus states. Card labels continue to describe face-up and face-down cards. - **Motion**: Cards originate visually at the dealer shoe using transform and opacity with a 60ms stagger. Reduced motion removes the deal animation while retaining static card tilts and highlight states. - **Layout**: The felt is a flat-bottom semicircle. Opponents occupy count-aware upper arc slots, the dealer is top-center, community cards sit in the middle, and the user's console is pinned to the flat bottom edge. Fullscreen increases felt depth without moving the console out of the viewport canvas. ### Locker inventory surface - **Purpose**: The authenticated locker is a Polaris operations surface: a dense, readable inventory rather than a literal game replica. The grid is the focal region and selection context is kept adjacent to it. - **Palette**: Use the existing semantic neutral tokens: `bg-background` for the page, `bg-card`/`bg-muted` for framed regions, `border-border` for structure, `text-foreground` and `text-muted-foreground` for hierarchy, and `bg-primary`/`ring-ring` for active selection and primary actions. Amber utility accents are reserved for existing equipment/skin meaning; they do not become a second surface palette. - **Typography**: Keep Geist for interface copy and Geist Mono with `tabular-nums` for coordinates, counts, dimensions, and other inventory metadata. Compact labels use the existing `text-xs` level, never ad-hoc display sizes. - **Primitives**: - **`locker-shell`**: one responsive page region with a compact control band and a single-column fallback below `xl`. - **`inventory-frame`**: a strong rectangular border around the existing two-dimensional grid. The grid may scroll only inside this bounded region when its footprint exceeds the available inline size; the page itself must not gain a horizontal scrollbar. - **`selection-rail`**: selected-item context and actions sit beside the inventory at `xl` and later, then become an inline section below the grid at narrower widths. It remains readable when no item is selected. - **`metadata-strip`**: a compact cluster for occupancy, dimensions, and drag/drop guidance, using 4px spacing and semantic muted text. - **`wardrobe-slot-board`**: a body-ordered rectangular board: head/face spans the top, torso and pack occupy the middle, and weapons/attachments plus sidearm finish the lower row. The primary weapon owns an indented attachment subgroup for optic, muzzle, and bipod slots. Each slot is a labeled semantic button with distinct filled and empty states; the board is driven by `WARDROBE_SLOT_LAYOUT` and never relies on a character image as its control surface. - **States**: default, hover, focus-visible, selected, search-highlight, valid drop, invalid drop, attachment drop, empty, error, disabled, and reduced-motion. Selected items use a visible semantic ring; placement feedback stays inside the grid cells; empty and error states retain the existing user/manager-specific copy. - **Accessibility**: Tabs remain native shadcn tab semantics. Every icon-only button has an accessible label, every meaningful thumbnail keeps descriptive alt text, draggable items retain dnd-kit keyboard attributes, and all actions keep visible `focus-visible` rings. The responsive rail must not reorder focus away from the selected item context. - **Motion**: Preserve the existing dnd-kit activation threshold and absolute-position/ResizeObserver mechanics. Interaction polish is limited to existing shadcn color transitions, transform/opacity drag feedback, and the existing search highlight; `prefers-reduced-motion` disables highlight animation and nonessential transitions. No decorative looping motion is introduced. - **Responsive behavior**: At 375px the shell becomes one readable column with no viewport-level horizontal overflow. Only the `inventory-frame` may expose bounded two-dimensional scrolling when required by the configured grid; the selection rail follows the grid inline, while the tab/search control cluster wraps before it can overflow. The inventory and selection rail use the side-by-side layout only at `xl` and above so the grid remains dominant and rail labels remain readable. The wardrobe slot board keeps its body order at `lg` and collapses regions to one readable column below that threshold. ### Mission card - **Structure**: linked `Item` with `ItemHeader`, `ItemMedia`, `ItemTitle`, `ItemContent`, and `ItemDescription` primitives. - **Variants**: `default` uses the neutral outline surface; `image` adds an optional cover image with a translucent gradient overlay. The contextual default is `image` when a cover image URL is available. - **Metadata**: compact cards show operation/status, date/time, map, player slots, and campaign; full cards additionally show estimated duration. - **States**: default, image, hover, focus-visible, and reduced-content/full-detail display. - **Accessibility**: the entire card is one keyboard-reachable link; decorative cover images use empty alt text and are hidden from assistive technology. - **Motion**: existing 200ms scale, border, and foreground transitions communicate the linked-card affordance; no decorative animation. - **Layout**: responsive metadata wraps on narrow screens while the image layer stays absolutely positioned behind content. ### Preference row - **Structure**: `label.flex.items-center.justify-between` with text on the left and a shadcn control on the right. - **Variants**: primary setting and indented notification setting. - **Spacing**: `gap-3` for label copy; `pl-6` for dependent settings. - **States**: default, checked, unchecked, disabled, focus-visible. - **Accessibility**: the label owns the control relationship; disabled dependent rows use both disabled controls and reduced-opacity presentation. - **Motion**: shadcn control transition only. - **Layout**: responsive cluster with a single-column text block. ### Switch - **Structure**: shadcn `Switch` with an associated label and optional description. - **Variants**: primary and dependent/disabled. - **Spacing**: control row uses `gap-4`. - **States**: unchecked, checked, hover, active, focus-visible, disabled. - **Accessibility**: keyboard reachable with visible focus and native switch semantics. - **Motion**: 100–150ms control transition. - **Layout**: inline control at the row edge. ### RadioGroup - **Structure**: shadcn `RadioGroup` with `RadioGroupItem` and `Label` pairs. - **Variants**: two-option roster label selection. - **Spacing**: option cluster uses `gap-4`. - **States**: selected, unselected, hover, active, focus-visible. - **Accessibility**: grouped options retain native radio semantics and labels. - **Motion**: control transition only. - **Layout**: wraps on narrow screens without horizontal overflow. ### Transfer workflow surface - **Structure**: the account `AssignmentCard` owns current-assignment context and opens the `RequestTransferDialog`; `/transfers` uses a `stack` of `Card` sections containing request, approval, and escalated-resolution cards. - **Variants**: request cards, leader approval cards, and superuser resolution cards share the neutral card surface; status meaning is carried by the existing `Badge` variants. - **States**: loading, empty, pending, approved, rejected, appealed, escalated, completed, cancelled, denied, error, and success feedback. - **Accessibility**: every dialog has a visible title and description, every textarea has a label, rejection requires a non-empty reason, and destructive actions remain keyboard reachable with the existing focus ring. - **Motion**: use the existing shadcn dialog, button, and toast transitions only; no decorative section animation. Async buttons expose their pending state and disable competing actions. - **Layout**: the transfer list is a single document scroll region inside the authenticated shell; cards use an intrinsic one-column-to-two-column grid and remain readable at narrow widths. ### Helpdesk ticket controls - **Structure**: ticket list and detail surfaces use the existing `Item`, `Badge`, `Button`, and `Dialog` primitives. The author-only edit dialog contains labeled title, category, priority, and description controls; vote state uses one `Button` with a visible count. - **States**: edit controls expose default, pending, success, and error states. Vote controls expose unvoted, voted (`aria-pressed`), pending, and disabled states; canceled tickets disable voting. - **Accessibility**: edit dialogs have a title and description, every field has an associated label, and vote buttons announce both the action and count without relying on iconography. - **Motion**: use existing shadcn dialog and button transitions only. - **Layout**: controls wrap on narrow screens and never turn a card-wide navigation link into a nested interactive target. ## 6. Motion & Interaction ### Timing | Type | Duration | Usage | | -------- | --------- | ---------------------------------- | | Micro | 100–150ms | Switch and radio state feedback | | Standard | 200–300ms | Button hover and focus transitions | ### Rules - Keep motion in existing shadcn controls and buttons; do not add decorative animation to the account form. - Preserve visible keyboard focus and `prefers-reduced-motion` behavior from the component primitives. ## 7. Depth & Surface The frontend uses a mixed strategy: card borders plus the existing shadcn card shadow, with tonal changes for muted controls. New preference sections should compose the existing `Card` primitive rather than introduce custom shadows or radii. ## 8. Accessibility Constraints & Accepted Debt ### Constraints - Target WCAG 2.2 AA. - Every interactive control must be keyboard reachable with a visible focus state. - Dependent notification controls must expose their disabled state through the actual control, not only visual opacity. - The form must reflow to one readable column at mobile widths without horizontal scrolling. ### Accepted Debt | Item | Location | Why accepted | Owner / Exit | | ---------------------------------------------- | ------------- | -------------------------------------------------------------- | --------------------------------------------------------------- | | Existing success color uses `text-emerald-500` | Account forms | Preserve established feedback styling in this focused redesign | Consolidate account feedback tokens in a future account UI pass |