FLaM visual system

Design decisions,
made visible.

A living inventory of the visual language already used across the FLaM book, website, diagrams, tables and learning assets.

StructuredExplicitEnergeticHumanExploratory
01 · Foundations

One quiet base. Two active signals.

The palette is small by design. Deep Ink and Paper carry most of the system; green and violet show function, state and transition.

Signal Green

Exploration · activation · discovery

Mapping Violet

Mapping · convergence · integration

Deep Ink

Text · axes · structural headers

Soft Ground

Quiet grouping · secondary surfaces

Paper

Primary reading surface

Signal Green

Explore. Activate. Discover.

Mapping Violet

Connect. Converge. Integrate.

02 · Surfaces & borders

The missing layer: fills, outlines and boundaries.

These samples collect the recurring treatments already visible in the diagrams and digital components.

Primary surfacePaper
Secondary surfaceSoft Ground
Exploration tintPale Green
Mapping tintPale Violet
Structural outlineDeep Ink · 1 px
Exploration outlineSignal Green · 1.5 px
Mapping outlineMapping Violet · 1.5 px
Open boundaryDeep Ink · 1.5 px dashed
Corner treatment
4
8
12

Small radii for diagrams; softer radii for website cards. Pills are reserved for tags and states.

03 · Typography

Architecture and explanation.

Montserrat establishes structure and identity. Source Sans Pro supports sustained reading.

FLaM typography reference in Montserrat ExtraBold
DisplayMake design visible.

Montserrat ExtraBold · 48 pt

HeadingFunctional Layers

Montserrat ExtraBold / SemiBold

Body

A design decision has a function before it has a format.

Source Sans Pro Regular · 12 pt

04 · Components & states

The website as a component source.

Cards, tags and controls use the same structural contrast as the diagrams: quiet surfaces, dark labels and purposeful signal colours.

Functional layer

Interaction

What does the learner do with what is available?

View mapping
MetaPattern

Compare & Contrast

Make distinctions visible without adding unnecessary complexity.

View pattern
defaultExplore subgoals

Use the control to inspect the three interface states.

05 · Stick figures

A small visual vocabulary for thinking and action.

Each figure pairs one clear action with a restrained green or violet signal. The examples show how the drawing language works without turning the figures into decoration.

Identify figure in the FLaM visual style
Thinking figure

Identify

A focused visual cue makes recognition and discovery immediately visible.

Differentiate figure in the FLaM visual style
Thinking figure

Differentiate

Contrasting shapes turn comparison and distinction into a readable action.

Structure figure in the FLaM visual style
Thinking figure

Structure

A simple hierarchy shows relationships being organised into a coherent whole.

Content figure in the FLaM visual style
Layer figure

Content

A held document represents material made available for thinking and action.

Guidance figure in the FLaM visual style
Layer figure

Guidance

A path and signpost express orientation without prescribing every step.

Feedback figure in the FLaM visual style
Layer figure

Feedback

A visible response makes progress, quality or correction easy to recognise.

Keep the original drawing style and line work.

Use green and violet on meaningful objects or cues.

Choose the figure by action, not by empty space.

06 · Diagram grammar

Relationships before decoration.

Sequence, mapping, divergence, convergence and comparison share one visual grammar.

FLaM flow comparison diagram
Structure and connectorsExploration and activationMapping and convergenceOpen or divergent space
Show additional diagram specimens
Design canvas specimenInstructional design timeline specimen
07 · Tables

Comparison without noise.

Dark headers establish structure. Alternating neutral rows support scanning. Accent colours appear only when they carry meaning.

Functional layerDesign questionTypical evidence
ContentWhat becomes available to think with?Examples, concepts, distinctions
InteractionWhat does the learner do?Choice, construction, practice
GuidanceWhat supports progress?Prompt, scaffold, worked example
FeedbackHow is quality made visible?Criteria, consequence, correction
EmotionWhat shapes willingness and attention?Relevance, tension, confidence
08 · Token inventory

A working master, not a new design.

This library records what is already present. Differences between book, site and diagrams remain visible until repeated use justifies consolidation.

--flam-greenPrimary signal
--flam-violetMapping signal
--flam-inkPrimary dark
--flam-softNeutral surface
--flam-paperReading surface
--flam-green-tintExploration fill
--flam-violet-tintMapping fill
--line-standardQuiet structure
--line-emphasisFunctional emphasis
--radius-diagramDiagram nodes
--radius-interfaceCards and controls
Status

Documented from current FLaM assets. Review future additions against repeated use rather than preference alone.

09 · Try the visual system

Turn the guide into a design partner.

Copy a prompt into your preferred AI design or coding tool. Replace the words in brackets, add your learning content and see how a shared visual language can guide AI-assisted production.

Start with intention.

These prompts guide the visual language—not the complete learning design. Add your topic, learning action, domain-specific sequence, interaction logic and feedback requirements. Then refine the result through testing.

Master prompt

Create in the FLaM∞ visual language

Create a polished learning screen about [TOPIC] for [AUDIENCE]. The learner should [LEARNING ACTION]. Use the FLaM∞ visual language: Paper (#FFFFFC) as the primary background, Deep Ink (#2B2D42) for text and structure, Signal Green (#00FD00) only for exploration, activation or discovery, and Mapping Violet (#A915FF) only for connection, convergence or integration. Use Montserrat ExtraBold for display headings and Source Sans Pro Regular for body copy. Build the layout from quiet surfaces, fine dark outlines, small corner radii and generous spacing. Use one clear focal point, concise copy and meaningful contrast. Avoid generic gradients, decorative icons, excessive shadows and colour used without a function. Make every visual element support the learner’s action.

Example 01

Design a decision screen

Create a responsive learning screen in the FLaM∞ visual language where a new team leader chooses how to respond to an employee who has missed a deadline. Show three concise response options as outlined cards. Use Deep Ink and Paper as the base, Signal Green for the option currently being explored and Mapping Violet for the confirmed choice. Use Montserrat ExtraBold for the heading and Source Sans Pro for the supporting text. Keep the interface calm, structured and human. Include a short feedback panel that appears after a choice, but do not use red/green right-or-wrong signalling.

Example 02

Design a comparison screen

Create a responsive compare-and-contrast learning screen in the FLaM∞ visual language. Help the learner distinguish between two easily confused concepts: [CONCEPT A] and [CONCEPT B]. Use two balanced outlined panels on a Paper background, Deep Ink for structure, Signal Green for details the learner should inspect and Mapping Violet for the relationship revealed between both concepts. Use Montserrat ExtraBold headings, Source Sans Pro body text, restrained pale tints and one simple diagram or thinking figure. End with one concise question that asks the learner to apply the distinction.

A small public experiment from the evolving FLaM∞ visual system.