Principles
Four principles shape every token and component decision in Sidera. They're the answer whenever a design choice needs a tiebreaker.
Every component states its intent. No decoration that doesn't carry meaning.
A primary button looks different from a secondary one because they mean different things — not because variety is nice. If a visual choice doesn't communicate hierarchy, state or meaning, it doesn't belong in the system.
One token, one decision, applied everywhere. Predictability is a feature.
Spacing, color and radius are never hand-picked per screen — they're read from the token layer. That's what lets five different teams ship five different features that still feel like one product.
Built to grow — from one screen to five user types without rework.
Components accept the props real products need (loading states, empty states, error states) from day one, so scaling to a new role or a new surface is composition, not a rewrite.
AA contrast, keyboard paths and clear states are requirements, not extras.
Interactive primitives are built on Base UI for correct roles, focus management and keyboard support out of the box. Color pairs are chosen to hold AA contrast in both the light and dark theme.
When two principles pull in different directions, the order above is the tiebreaker — clarity first, then consistency, then scale, then accessibility as a non-negotiable floor under all three. A component that's consistent but unclear still loses to one that's clear.