utwordSystem v3.25.7
Decisions

Green is earned, and never a selection

Green means exactly one thing, that something scored, so a player sees it instead of reading it.

D-002 · 3.21.1

Context

Before 3.21.1, tapping a word on a review board (the daily board, game results, the longest word on the board) lit its path and its pill in green, the same green as a word that scores. Looking at a word and earning one looked identical.

Options

OptionWhy it lost
Green for anything positive (selected, found, progress)Green stops meaning "earned" and starts meaning "green"; players have to read it
A second accent for selectionA new hue breaks "no fourth hue" and adds a meaning to learn
Green only when something scores; selection uses the lit tileChosen

Decision

--earned appears only at the moment something scores (the word pill when a word counts, a solved question) and on a Compete card once that game is done today. Showing a word on a review board, including the longest word on the board, lights it in the pressed-tile state: --select fill, --select-stroke edge, --select-ink letter. Its pill flips the same way.

Evidence

This rests on reasoning rather than a test: one hue with one meaning is read pre-attentively, which matters for a player racing a clock (principle 02). The 3.21.1 change removed every green that didn't mark a score.

Consequences

  • Recaps and progress use weight and ink, not colour.
  • Confetti is built from tile colours and is never green.
  • A new feature can't use green to make something feel good; it has to have earned it.