Resolve the second design-review batch and drop the face carousel
Rulings written in place: the drop settle yields to the system drag session (fly-to-slot deferred to WISHLIST #7) and the held proposal's home is the app-wide DragSession — rendering the arrangement means rendering the card at release (03, 02); folder drops refuse at hover with loss-row reporting, created cards land positionally, N shadows, header resolves topmost, shadow-only feedback (04); the banner vocabulary gains the warning-tone loss row class (02); all user-initiated creation clears the search (04); loose files beside a card's index.md relocate into attachments/ with notice — files-only carve-out, paste normalizes at the boundary, the agent guide teaches it (01, 04, 08); dropping a card on the shown trash deletes it, shadow pinned topmost (04); query-emptied lanes keep their slot, the out-transition stays reachable, an open rename survives the filter, pasteboard staleness accepted (04). The face carousel does not carry over: the pathfinder's selection-keyed dual presentation proved undesirable — one presentation per card, selection changes styling never geometry; the attachment chip and the card window are the whole media story (03, 01, 10, 11; the same-day carousel settlements superseded on their Resolved cards). Claude-Session: https://claude.ai/code/session_01CqjXB7ASoWtbyoGod68k97
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@@ -10,7 +10,7 @@ The stance is committed in 00-vision.md: **accessibility is a requirement of "na
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## The board through VoiceOver
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- **Tree shape**: window → lanes (accessibility containers, in lane `order`) → cards (leaf elements, in card `order`). A lane container is labeled "⟨title⟩, lane, N cards" — the count reads the search filter like the visible badge (04-interactions.md). The lane header's new-card button is a labeled child ("New card in ⟨lane⟩"). A card is **one flattened element**: label = title (or the untitled placeholder), value carries the attachment count when present, selected state via trait. Face icon and chips are decorative — folded into the element, never separately focusable. The sole-selection **attachment carousel** (03-board-ui.md) is decorative too — page dots and paging included, nothing focusable: the flattened element already carries the attachment count in its value, and the accessible attachment surface is the card window's keyboard-native section (below).
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- **Tree shape**: window → lanes (accessibility containers, in lane `order`) → cards (leaf elements, in card `order`). A lane container is labeled "⟨title⟩, lane, N cards" — the count reads the search filter like the visible badge (04-interactions.md). The lane header's new-card button is a labeled child ("New card in ⟨lane⟩"). A card is **one flattened element**: label = title (or the untitled placeholder), value carries the attachment count when present, selected state via trait. Face icon and chips are decorative — folded into the element, never separately focusable: the flattened element carries the attachment count in its value, and the accessible attachment surface is the card window's keyboard-native section (below); the face itself has no media presentation (03-board-ui.md's no-carousel resettlement).
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- **Logical order, not masonry position** (decided): within a wide lane, VoiceOver reads cards by `order` — the interior grid columns are presentation only. This deliberately diverges from on-screen geometry; the spatial arrow-key model (04-interactions.md) remains available alongside, since board keyboard navigation keeps working with VoiceOver running.
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- **VO cursor and app selection are independent** (Finder-style): moving the VoiceOver cursor never mutates selection. VO-Space on a card toggles its selection (the ⌘-click analogue — a toggle, never plain click's replace, 04-interactions.md ▸ Selection); ⌘↩ opens the card window; arrow keys and ⇧-arrows drive selection exactly as without VoiceOver. Selection state is always readable from the element (trait), and cut cards expose their dimmed pending state in the value ("cut, pending paste").
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- **Actions come from the context menu.** Context menus are the single inventory of per-item actions (Open, Rename, Delete, Put Back, Delete Immediately, width stepper, …), reachable the standard way (VO-⇧-M); where SwiftUI additionally surfaces menu items as custom accessibility actions, that's free improvement, not a separate design surface.
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@@ -44,7 +44,7 @@ The stance is committed in 00-vision.md: **accessibility is a requirement of "na
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- **Full relative scaling** (decided): relative text styles everywhere, no fixed point sizes. Card face, lane header, and masonry metrics derive from font metrics, so layout survives the largest system text sizes; the no-horizontal-scroll invariant is untouched (lane count is the user's choice; lanes scroll vertically), and 03-board-ui.md's graceful-truncation rules apply at every scale.
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- **Contrast is pinned to WCAG AA.** Lane and card colors render as edge accents (03-board-ui.md's top-edge band / left-edge stripe), so text never sits on them — they are supplementary decoration, never the sole carrier of information, and carry no text-contrast obligation. The ≥ 4.5:1 automatic-contrast rule binds where text does sit on a user-chosen color: the **board** background (palette pairs verified at design time; arbitrary hex computes its text color at runtime against that threshold). An `#RRGGBBAA` background with alpha computes against the color **composited over its effective backdrop** in the active appearance (the board's over the window background; light and dark resolve differently), recomputed on appearance change. Increase Contrast strengthens borders and the selection indicator.
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- **State is never color-alone**: selection is a ring plus trait, cut-pending is dim plus stated value, the trash header is hatched plus labeled — all already patterned; kept as a rule.
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- **Reduce Motion is a per-voice rule, not a feature list** (settled): movement animations go **instant**, appear/disappear transitions go **crossfade**, uniformly — every animated surface derives its reduced variant from its voice, the store's reload seam included (the largest animated surface in the app), so new surfaces never need individual rulings. The named cases — reflow-on-drag, search animate-out, the drag replica's lift and settle transitions (its 1:1 tracking never animates, like the selection marquee, which needs no variant — 03-board-ui.md ▸ Motion), the lane-resize rubber-band feedback (03-board-ui.md ▸ Lane), trash animations — are applications of the rule, not the rule itself. **Reduce Transparency**: glass underlays (carousel page dots) go solid.
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- **Reduce Motion is a per-voice rule, not a feature list** (settled): movement animations go **instant**, appear/disappear transitions go **crossfade**, uniformly — every animated surface derives its reduced variant from its voice, the store's reload seam included (the largest animated surface in the app), so new surfaces never need individual rulings. The named cases — reflow-on-drag, search animate-out, the drag replica's lift and settle transitions (its 1:1 tracking never animates, like the selection marquee, which needs no variant — 03-board-ui.md ▸ Motion), the lane-resize rubber-band feedback (03-board-ui.md ▸ Lane), trash animations — are applications of the rule, not the rule itself. **Reduce Transparency**: glass underlays go solid, wherever they appear.
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- **Full Keyboard Access** (independent of VoiceOver): the board is one tab stop with arrow-key navigation within; every control — lane buttons, popover, card window, welcome — is Tab-reachable.
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## Verification
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