07. Embodied Interface
Goal
Seraph should feel like a living guardian system with legible state, not a chat box wearing a theme.
Locked Direction
The primary interface direction is a cockpit/terminal operator surface.
The village and avatar shell should be treated as retired, not as a secondary product branch. The main surface should optimize for command throughput, operator visibility, auditability, and fast intervention across multiple live threads.
Why The Village Direction Falls Short
- it makes the least information-dense surface the largest one
- it hides traces, evidence, approvals, and active system state behind overlays
- it is weak for comparing multiple live threads, artifacts, memories, and queues at once
- it makes keyboard-first operator control feel secondary
The old village can be emotionally distinctive, but distinctiveness is not enough. The primary interface has to help the user steer and audit the system quickly.
Primary Interface Shape
The near-term shape is a packed pane workspace, not a scenic dashboard. It should behave more like a dense operator desk: snap-aligned panes, a persistent command layer, and enough visible state that the user can steer the guardian without opening stacks of overlays.
Workspace frame
A persistent guardian status rail showing:
- current user state and attention budget
- active model/runtime and policy mode
- queue size, urgent alerts, and degraded-state warnings
- tool activity and intervention mode
Packed panes
The core workspace should support snap-aligned panes for:
- sessions and active threads
- command/composer
- workflow runs and operator controls
- approvals and intervention queues
- audit and live trace
- artifacts, notes, and files
- memory evidence
- goals, projects, and saved workspaces
These panes should stay useful in compact form, be easy to rearrange, and hold a denser working set than the retired village-overlay model.
Command layer
A persistent command surface should stay available for:
- chat and redirection
- slash-style operator commands
- workflow launch and replay
- artifact round-tripping
- quick approvals and interrupt handling
Interface Principles
- keyboard-first by default
- dense enough for continuous operator use
- legible under high information load
- provenance visible near every important claim
- urgent interrupts clearly separated from queued suggestions
- snap-aligned panes and saved layouts instead of one giant scene
- controls should favor fast steering over decorative motion
- human override and mixed-initiative control must stay explicit
Embodiment After The Pivot
If embodiment returns in the future, it should be subordinate to the cockpit:
- ambient status and mood cues
- optional motivational reflection
- lightweight ritual or home-state affordances
- lightweight ambient status cues rather than a parallel scenic shell
It should not gate core workflows or consume the main screen real estate.
Reference Systems
The strongest verified interface references for this direction are:
- Godel Terminal docs
- Hermes CLI docs
- OpenBB Workspace docs
- Quantower DOM Surface docs
- SpreadFighter and Scalper.Ai
Research Questions
- which panes belong in the default operator workspace versus saved secondary layouts?
- what is the right snapping model for dense panes without creating layout thrash?
- how much of the guardian trace should stay visible by default in a packed workspace?
- what is the right split between urgent interrupts, queued suggestions, and ambient state?
- which parts of the current embodiment survive as optional secondary surfaces?