Focalism
Brutalism made honesty of raw material. Glassmorphism made light of layered glass. Focalism makes hierarchy of focus itself: the interface behaves like a lens, and what you attend to is simply, optically, sharp.
Born inside Squint, a training arcade for the designer's eye, a product about perception deserved a design language about perception. Squint is the reference implementation; this page is the doctrine. Take it, use it, push it further.
The six laws
01 · The interface is a lens
Hierarchy is focus. Whatever the user attends to is razor sharp; everything else sits at a measured distance from the focal plane. Attention is not decorated; it is focused.
02 · Depth is focal distance
No drop shadows, no elevation stack. A layer's importance is its focus step: attended (fz-0), near (fz-1), far (fz-2), deep field (fz-3). Glassmorphism blurs backgrounds as garnish; Focalism makes depth-of-field the load-bearing structure.
03 · Motion is optical or mechanical
Macro transitions are focus racks: the outgoing plane defocuses while the incoming one sharpens. Nothing slides, nothing bounces in from off-screen. Micro interactions are detents: the snap, tick and settle of a fine instrument.
04 · Colour is signal
The world is warm near-monochrome. Colour appears only when it means something: green is truth, hot orange is error, an accent is identity. And when something errs or falls out of focus, its edges fringe red-cyan: chromatic aberration, the lens catching the miss. Ration it: when everything fringes, nothing means anything.
05 · Type comes into focus, not into size
Hierarchy in text comes from focus and luminance, not from ever-larger headings. Display type is a voice, not a volume knob.
06 · Warm precision
A fine instrument in a warm room. Exactness without coldness: charcoal fields, amber focus-light, honest measurements, calm at rest and cinematic only in motion. And the work itself sits on lit paper: however the room is lit, the play surface stays the brightest plane on screen, because colour and type are judged truly against a light ground. Accessibility is part of the optics: the focused plane always reads, and reduced-motion users get fades instead of racks.
Specimens
The doctrine, running live. Click, hover, press.
focal planes: click a plane to attend to it
the focus rack: attention swaps by sharpening
chromatic aberration: error fringes like a lens
detents: micro-interactions with a notch
the reticle: hover to acquire
Adopt it
The whole system is a handful of tokens. Start here and derive the rest:
:root {
--rack-ms: 340ms; /* one easing for every rack */
--rack-ease: cubic-bezier(.33,0,.15,1);
--ab-red: rgba(255,70,70,.4); /* aberration fringes */
--ab-cyan: rgba(80,220,255,.35);
}
/* focus steps: the depth axis */
.fz-0 { filter: none; }
.fz-1 { filter: blur(2px) brightness(.92) saturate(.95); }
.fz-2 { filter: blur(5px) brightness(.82) saturate(.85); }
.fz-3 { filter: blur(9px) brightness(.68) saturate(.7); }
.fz-0,.fz-1,.fz-2,.fz-3 {
transition: filter var(--rack-ms) var(--rack-ease);
}
/* error/deep-defocus only; ration it */
.aberrate-text {
text-shadow: .6px 0 var(--ab-red), -.6px 0 var(--ab-cyan);
}
/* the lit bench: the play surface stays the room's brightest plane */
.paper {
background: #f2ecdf; /* warm sketchbook stock */
color: #2a2118; /* drawing ink */
}
/* Rules of thumb:
- animate blur only during transitions, never at rest
- never blur a live canvas; dim it instead
- the focused plane always meets contrast
- prefers-reduced-motion: fades instead of racks */