# Design Calibration Use this reference after gathering context and before declaring the design system. Its purpose is to turn a brief into visible decisions, not to decorate the response with scores. ## Contents 1. Design Read 2. Five Dials 3. Presets 4. Resolve Conflicts 5. Optional Image-First Branch 6. Completion Test ## 1. Design Read Write a compact read containing: - **Artifact**: landing page, dashboard, prototype, slide deck, visualization, campaign page, and so on. - **Audience**: who must understand, trust, or act. - **Visual language**: a specific family such as restrained builder SaaS, kinetic editorial, warm humanist, or institutional data-first. Avoid empty labels such as “modern” or “clean.” - **Mode**: greenfield, extension, redesign-preserve, or redesign-overhaul. - **Constraints**: brand, accessibility, platform, viewport, content, deadline, and supplied assets. If two plausible readings would produce materially different work, ask one focused question. Otherwise state the read and proceed. ## 2. Five Dials Use whole numbers from 1 to 10. ### Visual Variance Controls compositional departure from familiar patterns. | Band | Behavior | |---|---| | 1–3 | Stable grids, symmetry, familiar navigation, low surprise | | 4–6 | One or two asymmetric moves, varied section rhythm, controlled novelty | | 7–8 | Strong art direction, off-grid moments, multiple layout families | | 9–10 | Experimental composition; use only when comprehension and brand permit | ### Motion Intensity Controls how much meaning is carried through time. | Band | Behavior | |---|---| | 1–2 | Static; state feedback only | | 3–4 | Hover, focus, short entry transitions | | 5–7 | Sequenced reveals, state choreography, restrained scroll response | | 8–10 | Cinematic transitions, pinning, scrubbing, spatial storytelling | Every animation must communicate hierarchy, feedback, causality, or narrative. Honor reduced motion whenever motion exceeds simple state feedback. ### Information Density Controls useful information per viewport, not visual clutter. | Band | Behavior | |---|---| | 1–3 | Gallery-like, one dominant idea, generous pauses | | 4–6 | Balanced marketing/product density | | 7–8 | Analytical, operational, comparison-heavy | | 9–10 | Cockpit-like; requires strong grouping, scanning, and progressive disclosure | ### Asset Dependence Controls how much the result relies on real imagery, screenshots, illustration, identity assets, or generated visual references. | Band | Behavior | |---|---| | 1–3 | Typography, data, or interface structure can carry the artifact | | 4–6 | A few key visuals materially improve recognition or explanation | | 7–10 | The product, brand, campaign, or story fails without high-fidelity assets | At 7+, inventory assets before layout. Do not hide missing assets with decorative CSS. ### Brand Fidelity Controls how strictly existing identity and interaction language must be preserved. | Band | Behavior | |---|---| | 1–3 | New or intentionally exploratory identity | | 4–6 | Adapt recognizable cues while allowing meaningful evolution | | 7–8 | Preserve core assets, tokens, voice, and signature patterns | | 9–10 | Extension-level fidelity; new work should appear native to the existing system | ## 3. Presets Treat these as starting points, not mandatory values. | Brief | Variance | Motion | Density | Assets | Fidelity | |---|---:|---:|---:|---:|---:| | Mainstream SaaS landing | 6 | 5 | 4 | 6 | 5 | | Creative studio / campaign | 8 | 7 | 3 | 8 | 4 | | Developer tool landing | 6 | 5 | 5 | 6 | 6 | | Data dashboard | 4 | 3 | 8 | 3 | 7 | | Public-sector service | 3 | 2 | 6 | 3 | 9 | | Editorial presentation | 7 | 5 | 4 | 7 | 5 | | Existing-product extension | match | match | match | match | 10 | | Redesign · Preserve | current + 1 max | current + 1 max | match | match | 9 | | Redesign · Overhaul | 6–8 | 4–7 | match content | 6–9 | 5–7 | ## 4. Resolve Conflicts - **High variance + high density**: preserve a stable navigation and grid spine; concentrate experimentation in one layer. - **High motion + high density**: animate transitions or focus, not every element. - **High assets + low fidelity**: establish a new visual bible before generating or sourcing a set. - **High assets + high fidelity**: source official assets first; generation may extend the world but must not replace identity-critical material. - **High fidelity + overhaul request**: explicitly identify which brand invariants survive before changing the visual language. - **Accessibility constraints** override aesthetic scores. Reduce motion, clarify hierarchy, and preserve contrast without asking permission. ## 5. Optional Image-First Branch Use image-first exploration only when it materially improves a visually important greenfield or overhaul task, such as a campaign landing page, brand launch, product hero, or highly art-directed portfolio. Skip it when: - the user supplied Figma, screenshots, or a mature design system; - the task is an extension, repair, dashboard, form, or data table; - the main uncertainty is behavior rather than visual direction; - image generation would add cost without reducing design risk. When used: 1. Define a visual bible: palette, typography character, radius, material, image treatment, and forbidden drift. 2. Generate only the critical references needed to resolve uncertainty; one image per section is not a requirement. 3. Prefer fresh, readable section references over cropping tiny details from a compressed full-page board. 4. Extract implementation decisions from the references. 5. Treat code and supplied brand assets as higher-authority sources when they conflict with generated pixels. Use `gpt-image-2` when available for structured generation; otherwise follow the host's image workflow or leave honest asset requirements. ## 6. Completion Test The calibration is successful only if someone can point from each dial to concrete consequences in the artifact. If changing a score would not change the plan, remove the score or make the mapping explicit.