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Pinky UI

Choosing a card

Pinky has five card behaviours. Picking the right one matters more than tuning the one you picked.

Live example

Try the interaction before reading the recipe.

real component · keyboard-safe

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Choosing a card · compare the system relationship

Pinky has five card behaviours. Picking the right one matters more than tuning the one you picked.

Decision order

  1. Does the card need to become something else?Morph Card
  2. Is it one hero surface that should feel soft?Jelly Card
  3. Is it floating over imagery or colour, and should feel premium?Liquid Card
  4. Is it a solid object — a cover, a product shot — that should catch light?Tilt Card
  5. Anything else, especially a gridSpotlight Card

The five, in one line each

  • Jelly Card — soft body, leans and settles. Expressive; use sparingly.
  • Liquid Card — translucent, light gathers under the pointer. Expensive (backdrop-filter); one or two per screen.
  • Tilt Card — rigid plane, rotates to face you, optional parallax layer.
  • Spotlight Card — nothing moves, the face just lights up. The safe default.
  • Morph Card — expands into its own detail view with dialog semantics.

Common mistakes

  • Using Jelly Card for every card in a grid. Use one, then Spotlight Cards.
  • Using Liquid Card in a dashboard. The blur cost is real and the contrast is unpredictable.
  • Nesting Jelly inside Tilt. Two rotation systems fight and the result reads as a bug.
  • Reaching for Morph Card when the detail deserves a URL. If it should be linkable, it should be a page.

Source: packages/skills/patterns/tactile-cards.md