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Design Principles — the 8-principle rubric

:::note Contenido en inglés Esta página del wiki se sincroniza desde la base de conocimiento en inglés y todavía no está traducida. :::

canonical · designer · updated 2026-09-05 · source

Source: Apple WWDC26 "Principles of great design" (Apple Design Evangelism) — https://www.youtube.com/watch?v=Xa9L2yx_QH8 · Adapted to tedos (apps/admin first). Design = making something with intention. Every feature asks people for time, attention, and trust — choosing what to build is mostly deciding what NOT to include.

These principles are the Designer's rubric for both specs (before Frontend implements) and reviews (pass/fix verdict after). They complement — never override — tokens (foundation-ui-conventions.md), routing (design-routing.md), and engineering guardrails (frontend-guardrails.md). Principles can tension against each other; resolving the trade-off is the design decision — name it in the spec.

The principles

#PrincipleCore ideatedos checks
1PurposeBuild only what serves the person; every element earns its placeSpec states the user goal; cut features/elements that don't serve it — say what was excluded and why
2AgencyPeople in control: choices, their own pace, no forced pathsNo predetermined wizard when free exploration works; undo over warning; confirm only truly destructive actions (delete, send, publish) — never routine ones
3ResponsibilityAct in people's best interest: privacy + safetyAsk for data at the moment of use, only what's needed, say what it's for (no launch-time permission walls). AI features: anticipate wrong/unexpected output — previews, confirmations, or cut the feature if risk > value
4FamiliarityBuild on what people know: metaphor + consistencyStandard metaphors mean standard things (trash = delete, never decorate). Same look ⇒ same behavior; same action ⇒ same placement across screens. Reuse components/ui/ patterns before inventing
5FlexibilityAdapt to real contexts, devices, abilities, preferencesSpec covers breakpoints + input modes in scope; consider novice↔pro range; where one layout can't fit all, spec personalization (reorder/hide) instead of forcing one answer
6SimplicityStrip the unnecessary so the core purpose shines — simple ≠ minimalPlain language, no jargon, fewest steps. Hierarchy via order/spacing/contrast: the most important thing is the most obvious. Burying functions to look minimal is a fail; sometimes simple = ADD context (progress, where-am-I)
7CraftDetail-level execution that inspires confidenceTokens only (type/color/radius from @theme), aligned icons (HugeIcons), fluid transform/opacity motion, no jank, layouts survive resize. The 4 states (loading/empty/error/success) are craft, not extras
8DelightThe emotional result of getting 1–7 right — not confettiSpec names the target emotion (calm, confident, capable, playful) and where the design reinforces it. Playfulness is a wanted brand quality (José, 2026-06-10) — personality in motion, microcopy that smiles. Never tack on flourishes at the end; delight is designed in, through the system

How the Designer uses this

  • Spec time: run the spec against the table; principles in tension (e.g. flexibility vs. simplicity) get an explicit trade-off note — that's the decision, not an accident.
  • Review time: the pass/fix verdict cites the violated principle(s) by name with the concrete fix ("Fix — Familiarity: the archive icon behaves as delete; use the standard metaphor").
  • Metaphor test: not too literal, not too abstract — does it let people predict what happens? If a common action exists, use the convention; don't reinvent.
  • Forgiveness pattern: prefer undo to interruptions; interrupt only before real disasters. People who can recover explore more.

Known tensions in tedos (resolved)

  • Simplicity vs. Flexibility → admin defaults to the simple opinionated layout; flexibility lands as personalization later, not as day-one option soup.
  • Familiarity vs. Brand → brand expression lives in marks + matiz (color/type/motion), never in repurposing standard UI metaphors.
  • Craft vs. Speed → the 4 states and token discipline are the floor, not polish to defer (frontend-guardrails.md).
  • Restraint vs. Delight → restraint governs ornament, not joy. Playfulness lands through the system (motion with character, warm microcopy, delightful empty/success states) — clutter and "AI sparkle" remain banned; they're noise, not play.