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Principles

The rules that hold everywhere

Layer: RulesHow settled: SettledFirst reader: Whoever builds with it
  1. No axis is the master. A piece belongs to several groupings at once.
  2. The cube is the viewfinder, not the data. One look shows at most three dimensions.
  3. Sameness first. Two alike pieces make a dimension; the same two differing make its options.
  4. Colour before vocabulary. A dimension may exist before it has a name; draw it as colour alone.
  5. No base case. Any piece can open as a cube.
  6. Zoom is a change of distance, not of kind. Going into a piece and into an app is the same move.
  7. Empty is the point. Unknown cells are pale or dashed, never gaps or errors. The ragged edge maps where attention has been.
  8. The cube was always solved. Nothing is wrong, scrambled or missing; only the way of seeing changes. No scores, streaks or red.
  9. Offer, never command. Invitations, not instructions. Discovery shows; it never concludes.
  10. One vocabulary. A word means the same on every screen and in the code.
  11. One name close up, many from afar. Singular inside a piece, plural on the cube.
  12. The reordering is the product. Seeing the same pieces regroup is the value.
  13. Cube Design is a cube too. It is grown with its own principles; what it learns about cubes it uses on itself.

Next: a do / don't drawing for each.