Derive a full UI palette from one or two brand colours — state variants, brand-tinted greys, semantic colours. Use when building or expanding a colour system.
日本語の概要は準備中です。原文の説明を表示しています。
Set a surface apart by one means — border, elevation or fill — and keep opacity for state. Use when designing cards, panels, list rows, toolbars or any container.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
A surface — a card, a panel, a toolbar, a row — needs to read as distinct from whatever sits behind it. There are exactly three ways to achieve that, and the mistake is almost always using more than one at full strength rather than choosing badly between them.
| Strategy | Mechanism | Reads as | Best for |
|---|---|---|---|
| Border | 1px line at the boundary | Precise, drawn, documentary | Dense UI, tables, forms, anything where the edge itself carries meaning |
| Elevation | Shadow implying height | Floating, temporary, above | Modals, dropdowns, popovers, drag states |
| Fill | Contrasting background tone | Grouped, embedded, part of the page | Sections, sidebars, alternating rows, inline callouts |
Each answers a different question. A border says where the surface ends. An elevation says how far above the page it sits. A fill says what it belongs to. Choose based on which question the user actually has.
The rule: never combine all three on the same surface. A card that carries a visible border, a drop shadow, and a background tone distinct from the page is stating its boundary three times. Nothing is emphasised because everything is. This is the most common single cause of a UI that someone describes as "busy" or "heavy" without being able to point at why.
Border and elevation together are correct in one specific case: a light surface on a light page, where a subtle shadow alone washes out and the edge goes fuzzy. Here the border defines the boundary and the shadow supplies the depth — they do different jobs. See [[elevation-and-depth]] for the shadow scale and the border tone that pairs with it.
What keeps this to two signals is that the surface fill stays at or near the page tone. The moment you also push the background a clear step away, the edge is being stated a third time.
A surface inside a surface should change strategy, not intensify the same one. A bordered card containing bordered rows produces a grid of lines with no hierarchy. Use a fill shift for the inner rows, or drop the inner borders and rely on spacing — see [[gestalt-ui-organisation]] for when proximity alone is enough to group.
Depth of nesting is the real constraint. Past two levels of visible separation, no strategy reads clearly. Flatten the structure instead.
Opacity communicates that an element is temporarily not fully available: disabled, loading, pending, dragging. That is its entire job in a UI.
.btn:disabled { opacity: 0.4; }
.card.is-loading { opacity: 0.7; }
.row.is-dragging { opacity: 0.5; }
Reserving it for this makes it legible. When opacity appears for any other reason, the signal stops meaning anything.
Reaching for rgba(brand, 0.1) or opacity: 0.6 to produce a lighter shade of a colour is the anti-pattern. Define the tint as a real token instead:
/* Wrong — the rendered colour depends on whatever is behind it */
.badge { background: rgba(37, 99, 235, 0.12); }
/* Right — a resolved token with a known value */
.badge { background: var(--color-brand-50); }
Three things break with the transparent version:
Derive tints algorithmically from the brand colour and store them as tokens — [[algorithmic-color-palette]] covers deriving a full ramp from one or two source colours.
The failure compounds when a translucent element sits on another translucent element. Each layer multiplies against the last, so the final rendered colour depends on the whole chain beneath it — and nobody knows that chain while authoring the component.
Never set opacity on an element whose background-color already carries an alpha channel. If both appear on the same component, one of them is doing the wrong job: either the background should be an opaque token, or the opacity should be a state and the background should not be translucent.
Glass and frosted effects are the deliberate exception, because unpredictable background is the point. They come with a cost: the text on them needs its own opaque backing, or a contrast guarantee that holds against the worst-case backdrop. Do not let a glass surface carry body copy without one.
Disabled elements are exempt from WCAG contrast minimums, which is exactly why low opacity is correct there and nowhere else — it is the one place where deliberately unreadable is the intended message. Opacity alone is still not enough to communicate disabled: pair it with cursor: not-allowed and a non-interactive state. [[button-states]] has the full state matrix.
opacity value in the codebase attached to a state — disabled, loading, dragging?opacity on top of an already-translucent background?まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Derive a full UI palette from one or two brand colours — state variants, brand-tinted greys, semantic colours. Use when building or expanding a colour system.
日本語の概要は準備中です。原文の説明を表示しています。
Top bar, app launcher, tenant and environment cue, status bar. Use when designing the persistent shell or navigation between apps behind one login.
日本語の概要は準備中です。原文の説明を表示しています。
Product visuals must show the real product with real data. Use when building landing pages, hero sections, screenshots or demo panels.
日本語の概要は準備中です。原文の説明を表示しています。
Shape language across type, radius and icons carries brand personality. Use when starting a design system, picking icons or radius tokens, or reviewing visual consistency.
日本語の概要は準備中です。原文の説明を表示しています。
Rest, hover, active, focus, disabled and loading states, derived from the base colour. Use when designing buttons, links, inputs or any clickable component.
日本語の概要は準備中です。原文の説明を表示しています。
Rebuild a live web page 1:1 from measurement into Figma, Penpot or code, then verify it. Use when reproducing a page or checking a rebuild against the original.
日本語の概要は準備中です。原文の説明を表示しています。