Thalarch UI
Start from product intent, not components.
Visual thesis
Before implementation define:
- audience and primary job;
- visual tone;
- hierarchy;
- material language;
- typography strategy;
- palette strategy;
- one memorable but justified design idea;
- interaction/motion thesis.
Preserve existing product identity and requested functionality.
Anti-generic constraints
Avoid:
- card mosaics without information purpose;
- gradients/glows as default decoration;
- excessive rounding;
- random iconography;
- duplicated actions;
- generic dashboard composition;
- animation that does not improve continuity or feedback.
Prefer:
- deliberate whitespace;
- clear hierarchy;
- restrained component count;
- strong alignment;
- consistent spacing/type tokens;
- real content states.
Runtime verification
Source inspection is not visual proof.
When tooling permits:
- render the changed screen;
- inspect compact and large viewport/device;
- capture before/after;
- test changed interactions;
- inspect clipping, insets, truncation, accessibility, loading/error/empty states.
Create a fidelity ledger:
- expected;
- rendered evidence;
- mismatch;
- fix/disposition.
If render tooling is unavailable, mark appearance UNVERIFIED.
Generated imagery inside UI
If the UI needs hero art, illustrations, textures, avatars, backgrounds, or
other generated raster assets, route that bounded asset task through
thalarch-image + thalarch-imagegen.
Do not use generated screenshots as implementation proof.
After the asset is created:
- verify it independently with
thalarch-visual-qa; - integrate it into the real UI;
- then capture the implemented runtime UI again for final review.
For exact icons, logos, charts, diagrams, or typography, prefer deterministic vector/code-native production over raster generation.