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← Fluent Flex
4 min read

Fluent Flex · Chapter 06

Depth

Depth is how a surface sits in layered space once its shape is set. Three inputs answer it together: elevation lifts a surface off the page, surface color places it relative to the canvas, and material controls how much of what sits behind it comes through. The system reasons about intent, so a designer sets a surface's place in space instead of hand-tuning shadows, backgrounds, and blur independently.

3

Inputs to every surface: elevation, surface color, material

6

Elevation levels, ordinal from lowest to highest

4

Surface depth positions, nearer to farther, plus translucent

Overview

Layered Space

Shape decides the form of a surface. Depth decides how it sits in the space around it, and Flex answers that with three inputs rather than one. Elevation sets how far a surface lifts off the page. Surface color sets where it sits relative to the page canvas. Material sets how much of what is behind it comes through.

Unifying them is the point. A designer reasons about a surface's place in space, not about shadow, background, and blur chosen independently. The three are meant to be combined by intent, not matched tier for tier.

Input 01

Elevation · Ordinal

Elevation uses six levels named ordinally, lowest through highest. The naming is deliberately different from a mathematical scale, because what matters is position on the ladder, not the shadow values between steps. The ladder splits in two: the lowest levels rest on the page, and everything above them floats. Shadow is for container surfaces, never for inline elements like buttons or tags.

LowestResting near the page: shells, table borders, persistent navigation
LowerResting: cards and tiles
LowThe default overlay: menus, popovers, contextual panels
HighEmphasized surfaces: panels and pickers
HigherFocused, high-priority overlays
HighestFull overlays: dialogs and modals

Input 02

Surface Color · Position on the Page

Elevation lifts a surface with shadow; surface color places it with value. The surface role has its own depth ladder, named by distance from the viewer, from nearer, lifted toward the viewer, through near, the default page canvas, down to far and farther, which recede into the page. This is what makes "inset" or "recessed" a surface-color decision, not a smaller shadow.

That ladder came out of an in-person working session with the MAI team. Fluent offered only a surface token or two at the time, and MAI needed more room to layer surfaces and pair them with materiality. Mitch, Eric, and I worked through it with them and expanded the set into the ladder it is now.

NearerLifted above the canvas: floating chrome like popovers and menus
NearThe default page canvas, where most content sits
FarRecessed: wells and grounded containers
FartherDeepest: the persistent shell behind the workspace
TranslucentLayered surfaces where the layer behind should partly read through

Input 03

Material · Connection to the Backdrop

Material controls how much of what sits behind a surface comes through. All three materials are the same frosted-glass treatment; only how much they let through changes. Thin keeps the most context, thick isolates the most, and regular is the default. Start from regular and move only when a surface needs more connection or more isolation.

Thin most connected
Regular the default
Thick most isolating

Live tokens over a busy backdrop. Same treatment on all three; only how much of the color behind bleeds through changes.

Together

Three Inputs, One Surface

Elevation, surface color, and material are three inputs to the same surface, combined by intent rather than matched tier for tier. A focused dialog sits highest in elevation with a heavier material; a transient flyout floats lower and lighter. Choosing them together is what keeps depth feeling deliberate rather than decorated.

Collaboration

How This Came Together

Depth was a genuinely shared effort. My part was connecting the three inputs into one model, and shaping the surface color ladder we expanded with the MAI team.

Eric The shadow system behind elevation
Jack & Mitch The surface color ramps, composited over white and over black
Mitch & Toshie The material work
Jhonatan Scaling to native iOS and Android liquid glass and materiality

Looking ahead

What's Next