Storybook Collage Play
A complete design system — philosophy, tokens, rules, imagery, and an embodied preview. Edit curator notes below, or open side-by-side comparison to see how it relates.
specification
philosophy
A children's interface language inspired by award-winning picture books, collage illustration, and museum-centered storybook traditions. It treats the UI as a little world to wander through rather than a neutral productivity grid. Scenes feel handmade, emotionally warm, and narratively staged, with each surface acting like a page fragment in a larger story.
tokens
colors12 items
typography8 items
- heading font
- Bree Serif
- body font
- Nunito
- mono font
- IBM Plex Mono
- base size
- 18px
- scale ratio
- 1.24
- line height
- 1.55
- letter spacing
- 0.01em
- google fonts url
- https://fonts.googleapis.com/css2?family=Bree+Serif&family=Nunito:wght@400;600;700;800&family=IBM+Plex+Mono:wght@500&display=swap
spacing2 items
- base
- 8px
- scale
- 4, 8, 12, 16, 24, 32, 48, 64
radii5 items
- none
- 0
- sm
- 14px
- md
- 24px
- lg
- 38px
- full
- 9999px
shadows3 items
- sm
- 0 4px 0 rgba(45,42,50,0.14)
- md
- 0 10px 0 rgba(45,42,50,0.14)
- lg
- 0 16px 0 rgba(45,42,50,0.16)
surfaces3 items
- treatment
- paper
- card style
- Warm paper cards with visible grain, offset shadow slabs, and layered cutout accents
- bg pattern
- dots
borders4 items
- default width
- 3px
- accent width
- 4px
- style
- solid
- character
- Friendly ink outlines that make every component feel hand-framed
motion3 items
- duration
- 180ms
- easing
- cubic-bezier(0.22, 1, 0.36, 1)
- philosophy
- snappy
rules
Compose interfaces like illustrated spreads: a hero scene, supporting story panels, and small detail callouts. Major regions should feel nested in landscape backdrops or cut-paper shapes rather than boxed in a spreadsheet grid.
Use large scene titles, brightly coded path markers, and clustered action zones. Hierarchy comes from scale, shape, and color islands before it comes from chrome.
Low-to-medium density. Give every control breathing room, large targets, and short readable blocks. Use chunking and character-led wayfinding instead of compact menus.
layout
Desktop uses a 12-column scene grid with overlapping illustrated regions; tablet collapses to 8 columns; mobile becomes a single narrative stack with preserved hero framing and floating badges tucked into flow.
Three breakpoints: 1100px for full scene composition, 760px for tablet restacking, 520px for phone-first single-column reading.
Whitespace should feel like page margins in a picture book: generous outer padding, cozy gaps within cards, and larger breathing zones around scene transitions.
guidance
- ✓Build screens as miniature scenes with narrative intent
- ✓Use expressive shape language to group related controls
- ✓Keep interaction copy warm, short, and reassuring
- ✓Pair playful illustration moments with robust contrast and large tap targets
- ✓Let badges, ribbons, and companion characters guide attention
- ✗Do not turn the system into a component catalog with isolated demo cards
- ✗Do not use gray enterprise neutrals as the dominant visual mood
- ✗Do not rely on tiny icons or abstract status chips without labels
- ✗Do not introduce harsh geometric minimalism that breaks the storybook tone
- ✗Do not sacrifice legibility for texture or decoration
spec.md
# Storybook Collage Play ## Philosophy A children's interface language inspired by award-winning picture books, collage illustration, and museum-centered storybook traditions. It treats the UI as a little world to wander through rather than a neutral productivity grid. Scenes feel handmade, emotionally warm, and narratively staged, with each surface acting like a page fragment in a larger story. ### Values - Wonder before efficiency, while preserving clear task completion - Handmade warmth through visible texture, layered color, and imperfect edges - Narrative composition where sections behave like scenes with foreground, midground, and background - Child-friendly legibility through large type, clear contrast, and forgiving shapes - Illustration as structural guidance, not decorative afterthought ### Anti-Values - Sterile dashboards and enterprise-flat geometry - Tiny controls, dense data tables, and abstract icon-only navigation - Photorealism or glossy tech futurism - Overly chaotic craft aesthetics that harm readability - Perfectly rigid alignment that erases playfulness ### Visual Character - Large torn-paper style color blocks with slightly irregular rounded silhouettes behind every major scene section - Thick ink-like 3px to 4px borders paired with soft pill and cloud radii on cards, buttons, and inputs - Layered paper texture overlays and dotted grain backgrounds that make flat color feel handmade - Oversized story-title typography with expressive serif headings and friendly rounded sans body copy - Floating character-badge medallions, starbursts, and stitched ribbons used as navigational anchors and emphasis markers ## Tokens ### Colors | Name | Value | |------|-------| | primary | `#F05D5E` | | secondary | `#5DA9E9` | | accent | `#F4C542` | | background | `#FFF8ED` | | surface | `#FFFDF8` | | text | `#28313B` | | muted | `#6E6A6A` | | border | `#2D2A32` | | error | `#D64550` | | success | `#5B9B6B` | | warning | `#E39C2C` | | info | `#4A90A4` | ### Typography - **Heading Font**: Bree Serif - **Body Font**: Nunito - **Mono Font**: IBM Plex Mono - **Base Size**: 18px - **Scale Ratio**: 1.24 - **Line Height**: 1.55 - **Letter Spacing**: 0.01em - **Google Fonts Url**: https://fonts.googleapis.com/css2?family=Bree+Serif&family=Nunito:wght@400;600;700;800&family=IBM+Plex+Mono:wght@500&display=swap ### Spacing - **Base**: 8px - **Scale**: [4,8,12,16,24,32,48,64] ### Radii - **None**: 0 - **Sm**: 14px - **Md**: 24px - **Lg**: 38px - **Full**: 9999px ### Shadows - **Sm**: 0 4px 0 rgba(45,42,50,0.14) - **Md**: 0 10px 0 rgba(45,42,50,0.14) - **Lg**: 0 16px 0 rgba(45,42,50,0.16) ### Surfaces - **Treatment**: paper - **Card Style**: Warm paper cards with visible grain, offset shadow slabs, and layered cutout accents - **Bg Pattern**: dots ### Borders - **Default Width**: 3px - **Accent Width**: 4px - **Style**: solid - **Character**: Friendly ink outlines that make every component feel hand-framed ### Motion - **Duration**: 180ms - **Easing**: cubic-bezier(0.22, 1, 0.36, 1) - **Philosophy**: snappy ## Rules ### Composition Compose interfaces like illustrated spreads: a hero scene, supporting story panels, and small detail callouts. Major regions should feel nested in landscape backdrops or cut-paper shapes rather than boxed in a spreadsheet grid. ### Hierarchy Use large scene titles, brightly coded path markers, and clustered action zones. Hierarchy comes from scale, shape, and color islands before it comes from chrome. ### Density Low-to-medium density. Give every control breathing room, large targets, and short readable blocks. Use chunking and character-led wayfinding instead of compact menus. ### Signature Patterns - Every major section sits on an irregular rounded cut-paper backdrop created with asymmetric border-radius values - Primary cards use a contrasting offset shadow slab via translated pseudo-elements to mimic stacked paper - Section labels and badges appear as stitched ribbons or starburst medallions with all-caps micro labels - Decorative grain and dot textures are layered with radial-gradient and repeating-linear-gradient overlays on backgrounds and surfaces - Buttons and inputs lift slightly on hover while preserving thick outline borders and bright undershadow strips ## Layout ### Grid Desktop uses a 12-column scene grid with overlapping illustrated regions; tablet collapses to 8 columns; mobile becomes a single narrative stack with preserved hero framing and floating badges tucked into flow. ### Breakpoints Three breakpoints: 1100px for full scene composition, 760px for tablet restacking, 520px for phone-first single-column reading. ### Whitespace Whitespace should feel like page margins in a picture book: generous outer padding, cozy gaps within cards, and larger breathing zones around scene transitions. ## Guidance ### Do - Build screens as miniature scenes with narrative intent - Use expressive shape language to group related controls - Keep interaction copy warm, short, and reassuring - Pair playful illustration moments with robust contrast and large tap targets - Let badges, ribbons, and companion characters guide attention ### Don't - Do not turn the system into a component catalog with isolated demo cards - Do not use gray enterprise neutrals as the dominant visual mood - Do not rely on tiny icons or abstract status chips without labels - Do not introduce harsh geometric minimalism that breaks the storybook tone - Do not sacrifice legibility for texture or decoration