Three dimensions as one system

The RBL Framework defines three dimensions of every UI element: semantic role, spatial behaviour, and lifecycle. Together, they describe why a UI element exists, how it relates to the user and environment, and when it appears.

Semantic role comes first because it establishes the element's meaning and purpose. From there, spatial behaviour and lifecycle are designed together, often informing one another.

UI elements are then mapped into the Semantic Role Matrix, creating a structured overview that informs the design of the spatial interface.

RBL Framework process: semantic role, spatial behaviour, lifecycle

Why:

Semantic role

In spatial interfaces, all information competes for the user's attention, affecting cognitive load and comfort. Before deciding where an element appears or how it behaves, designers should first understand why it exists.

Semantic role is made up of two properties: context and consequence level. Together, they provide the foundation for designing the element's spatial behaviour and lifecycle.

Context

Context describes what the UI element is about. The framework defines three contexts: Shell, Task, and World.

Shell


Relates to the system’s state and configuration.

  • Settings
  • Save
  • System alerts
  • Permissions
  • User profile
  • Voice assistant

Task


Supports the user’s task without being tied to the system or the physical location.

  • Tool palette
  • Media controls
  • Route guidance
  • AI suggestion
  • Measurement tool
  • Annotation tool

World


Depends contextually on a location, object, or feature in the physical environment.

  • Point of interest
  • Street name
  • Waypoint
  • Distance marker
  • Object label
  • Hazard highlight

Consequence level

Consequence level describes how much priority a UI element should have. It influences how prominently the element should appear, how easily it should be accessible, and how strongly it should compete for attention.

Consequence level is dynamic. During its lifecycle, an element can move along the scale as circumstances change. Changes in proximity, system state, incoming information, or user activity can all increase or reduce an element's consequence level.

Modalities

Consequence level also shapes how an element communicates. UI elements may use visual, auditory, or haptic modalities, either individually or in combination. As consequence level changes, the emphasis between them may shift accordingly.

The framework treats modalities as attributes of a UI element rather than as a separate framework dimension. They complement the semantic role by supporting how information is communicated.

Design implications

Semantic role helps designers make consistent decisions throughout the design process.

  • Helps justify why UI exists
  • Supports prioritisation
  • Reduces unnecessary UI
  • Creates a shared vocabulary

How:

Spatial behaviour

Spatial behaviour describes how a UI element exists in space through its spatial anchoring, which establishes what it is positioned relative to, and its adaptive behaviours, which determine how it responds to changes in the user's position or activity, the environment, or the situation.

Spatial anchoring

Spatial anchoring defines what a UI element is positioned relative to, or stays attached to. The framework defines three anchoring types: World, Entity, and User.

World


Anchored to a fixed location in the environment.

  • Object
  • Surface
  • World position

Entity


Anchored to a movable object or living being.

  • Person
  • Vehicle
  • Digital object

User


Anchored to the user.

  • Head
  • Hand
  • Body

Adaptive behaviours

Adaptive behaviours determine how a UI element adjusts relative to the user. Their primary purpose is to maintain usability by preserving visibility, readability, and access while supporting the element’s semantic role.

Orientation


Rotates to maintain readability from the user’s viewpoint.

Scale


Adjusts size to preserve visibility and readability at different distances.

Position


Moves to remain accessible while reducing unnecessary user effort.

Occlusion


Avoids being hidden or causing obstruction, considering environmental and social cues.

Design implications

Spatial behaviour helps ensure that UI remains accessible, readable, and appropriate throughout the user’s interaction.

  • Supports user comfort
  • Improves accessibility
  • Preserves readability
  • Adapts to changing conditions

When:

Lifecycle

Lifecycle consists of trigger, which determines what causes the element to appear, and duration, which defines how long it remains available. Like spatial behaviour, lifecycle is informed by semantic role, and the two often influence one another.

Trigger

Trigger defines what causes a UI element to appear. The framework defines three trigger types: Always-on, On-demand, and Contextual.

Always-on


Available throughout the experience.

  • Main navigation
  • Status indicator
  • Hand menu

On-demand


Opened or revealed by the user.

  • Tool panel
  • Settings
  • Object properties

Contextual


Appears automatically in response to events or changing conditions.

  • Hazard alert
  • Permission request
  • Route suggestion

Duration

Duration describes how long a UI element remains available. The framework defines three duration types: Persistent, Transient, and Blocking.

Persistent


Remains visible until conditions change or the user dismisses it.

Transient


Disappears automatically after a short time.

Blocking


Prevents other interactions until dismissed.

Design implications

Lifecycle helps ensure that UI appears only when needed, reducing unnecessary distraction while supporting the user's current task.

  • Reduces visual clutter
  • Supports calm interaction
  • Matches changing situations
  • Controls attention demands

Putting it together

Describing a UI element

Once semantic role, spatial behaviour, and lifecycle have been defined, they can be combined into a structured description of a UI element. These descriptions document design decisions, make them easier to communicate, and provide the building blocks for the Semantic Role Matrix.

Driver view of a motorway with a head-up display showing speed, navigation and status information
Each of the following examples describes a UI element from this interface using the framework.

Speed

Shows the vehicle's current speed.

Modalities:
Visual

Semantic role

Context:Task
Consequence:High

Spatial behaviour

Anchoring:User (Vehicle)
Adaptations:None

Lifecycle

Trigger:Always-on
Duration:Persistent

Hazard alert

Draws attention to a detected hazard using coordinated visual, auditory, and haptic cues.

Modalities:
VisualAuditoryHaptic

Semantic role

Context:Shell
Consequence:Medium → High

Consequence level adjusts to the severity of the hazard.

Spatial behaviour

Anchoring:User (Vehicle)
Adaptations:Orientation

Visual and auditory cues are directional.

Lifecycle

Trigger:Contextual
Duration:Persistent

Active while the hazard is present.

Next manoeuvre spatial marker

Marks the location of the next manoeuvre.

Modalities:
Visual

Semantic role

Context:Task
Consequence:Medium → High

Consequence level increases as the manoeuvre approaches.

Spatial behaviour

Anchoring:World (Position)
Adaptations:Orientation, Scale

Lifecycle

Trigger:Contextual
Duration:Persistent

Active until the manoeuvre is made.

ACC distance spatial marker

Shows the selected adaptive cruise follow distance projected onto the road.

Modalities:
Visual

Semantic role

Context:Task
Consequence:Medium

Spatial behaviour

Anchoring:User (Vehicle)
Adaptations:None

Lifecycle

Trigger:On-demand
Duration:Persistent

Visible while ACC is active.

Mapping UI elements

The Semantic Role Matrix

The examples above described four UI elements individually, each with its own semantic role, spatial behaviour, and lifecycle. The Semantic Role Matrix brings them together, showing how they relate to each other and to the rest of the interface at once.

This shift from element to system matters because priorities are relative. An element's consequence level only means something in relation to what else is competing for attention at the same time. The matrix makes that comparison visible.

Example state: Normal driving

High consequence

Shell

Task

Speed

World

Spatial: Hazard
Audio: Hazard

Medium consequence

Shell

Task

Speed limit
ACC status
Navigation next
ACC distance

World

Proximity alert

Low consequence

Shell

Battery & range
Time

Task

World

Temperature
Weather

Shell UI relates to the system's state and configuration.

Task UI supports the current task without being tied to the system or the physical location.

World UI depends contextually on something in the physical environment.

The previously described UI elements are now shown in the context of the complete interface. Switch between application states to compare how UI priorities change.

Always-on
Temporary (On-demand or Contextual)

Greyed-out UI elements are disabled or hidden in the current state.

Design implications

The Semantic Role Matrix helps designers evaluate the interface as a complete system rather than as individual UI elements.

  • Reveals prioritisation conflicts
  • Supports design reviews
  • Documents design decisions
  • Identifies opportunities for optimisation