How to design with framesmith so the result holds up across breakpoints.
Canvases live inside a Workspace > Project > Canvas hierarchy. The built-in Personal workspace + Untitled project always exist as a default home; create more once you're running multiple projects.
workspace_create({ name })— top-level container (e.g. "Client work", "Personal").project_create({ workspaceId, name })— group related canvases inside a workspace.canvas_create({ name, projectId })— drops the canvas in the given project (defaults to Untitled).canvas_move({ canvasId, projectId })— reassign a canvas between projects.canvas_archive/canvas_unarchive— soft-delete: canvas stays on disk but hides from default listings. Reach for this when iterating; reach forcanvas_delete(permanent) only when sure.
workspace_delete and project_delete refuse to remove non-empty containers. Clear the contents first or canvas_move them out.
- Author desktop-first at one design width. Pick a width (1200 or 1440 is typical), compose the design there.
- Adapt down with
responsivehints + fluid widths. The renderer derives the mobile/tablet layout from the same scene graph — you don't author it twice.
Pick the right width per node — this is the single biggest lever for responsive quality.
| Use | When | Example |
|---|---|---|
Fixed pixels (width: 360) |
Icons, badges, small chips, fixed UI elements that should not reflow | Avatar width: 40, badge width: 80 |
Percentage string (width: "50%") |
Column splits inside a parent — child should be a fraction of available row | Two-column hero, sidebar + main |
Fluid + cap (width: "100%", maxWidth: 600) |
Content that should fill the row on narrow viewports but cap on wide screens | Article body, dashboard cards |
Floor (width: "50%", minWidth: 240) |
Column splits where the child has a minimum readable size | Card grid where 50% would otherwise become unreadably narrow |
width: "fit-content" |
Hugs its content; lets the parent's gap and alignItems do the spacing |
Buttons, pills, link-style text |
Default to fluid. Reach for fixed pixel widths only when the content genuinely shouldn't scale.
Set responsive on container nodes (frames with layout: "horizontal" and children). The renderer emits the right media-query / flex-wrap rules.
| Hint | Effect | Use when |
|---|---|---|
responsive: "stack" |
Horizontal container flips to vertical below 768px | Multi-column rows that should become a single column on mobile. This is the most common case — almost every card row, hero with side-by-side panels, footer link group |
responsive: "wrap" |
Children wrap to the next line instead of overflowing | Tag clouds, badge groups, card grids that can have an irregular last row |
responsive: "fixed" |
Never reflows | Toolbars, navbars, fixed-position headers — anywhere reflow would break the layout intent |
Pricing tiers (3 cards side-by-side → single column on mobile):
row=I("document", { type: "frame", layout: "horizontal", gap: 24, responsive: "stack" })
c1=I(row, { type: "frame", width: "100%", maxWidth: 360, padding: 32, fill: "#0F172A", cornerRadius: 16 })
// ...c2, c3 the same shapeTwo-column hero (text + image, stacks below 768px):
hero=I("document", { type: "frame", layout: "horizontal", gap: 48, responsive: "stack", alignItems: "center" })
text=I(hero, { type: "frame", width: "50%", layout: "vertical", gap: 16 })
img=I(hero, { type: "image", src: "...", width: "50%" })Tag list (wraps to next line as the row narrows):
tags=I("document", { type: "frame", layout: "horizontal", gap: 8, responsive: "wrap" })
// each tag: width: "fit-content", padding: [4, 12], cornerRadius: 999Toolbar (never reflows):
bar=I("document", { type: "frame", layout: "horizontal", gap: 16, responsive: "fixed", padding: 16, alignItems: "center" })- Three fixed-pixel cards in a horizontal row.
width: 360× 3 in a row withoutresponsive: "stack"clips on a 390px mobile viewport instead of reflowing. Either setresponsive: "stack"or usewidth: "100%", maxWidth: 360. - Setting
marginon every node. Usegapon the parent flex container andpaddingon the child. The renderer doesn't surfacemargin. - Setting
fontFamilyon every text node. The renderer defaults to a system sans-serif stack at the body level. Only setfontFamilywhen you want a different face — and prefersystem-ui, -apple-system, sans-serif-style stacks; if you need quoted multi-word names ('Segoe UI'), they're supported, but keep them inside the double-quoted value. - Hardcoding pixel font sizes everywhere. Large sizes get a
clamp()treatment by the renderer to scale down on small viewports — only setfontSizeto the desktop value and let the renderer handle the rest.
Design tokens (colors, spacing, radius, typography) can live at three levels — workspace, project, and canvas. At render time the renderer merges them with the rightmost layer winning:
workspace.designSystem ──┐
├─→ merged tokens used to resolve $name references
project.designSystem ──┤
│
canvas.variables ──┘ (override layer)
Authoring rules:
- Reach for workspace tokens before hex codes. If you're working inside the
Coideworkspace, set the brand palette once viaworkspace_set_design_system({ workspaceId, variables: { colors: { primary: "..." } } }). Every canvas under that workspace can then referencefill: "$primary"and resolve to the brand value — no per-canvas redefinition. - Project layer is for sub-brand overrides. A
Coide → Marketingproject might overrideprimarywith the marketing accent while inheriting everything else from the workspace. - Canvas-level variables are escape hatches, not the primary surface. Use them when one canvas legitimately diverges from the design system; otherwise leave them empty and let the workspace tokens flow through.
- Presets work at every layer.
workspace_apply_preset({ workspaceId, preset: "dark" })copies the dark-preset tokens into the workspace;project_apply_presetand the existingapply_preset(canvas-level) do the same at their respective layers.
Merge semantics are per-category: a project that only sets colors doesn't reset the workspace's spacing/radius/typography. A canvas that only overrides colors.primary keeps every other workspace color.
The renderer ships system-stack typography by default. To use a hosted face, attach declarations to the canvas with set_fonts — once registered, any node can reference the family via fontFamily.
- Use direct binary URLs.
set_fontsexpects.woff2/.woff/.ttf/.otfURLs (e.g.https://fonts.gstatic.com/s/inter/v18/...), not Google Fonts CSS stylesheet URLs (fonts.googleapis.com/css2). The renderer emits@font-faceitself and adds<link rel="preconnect">per unique origin so the connection warms during HTML parsing. - One family, multiple weights. Pass one entry per weight/style combination — they share a family name and the browser picks the right face for each text node.
font-display: swapis automatic. Paint isn't blocked on slow fonts; the system stack shows first, then the custom face swaps in. Visible FOUT is the tradeoff for not blocking paint.- Reference the family in nodes. After registering Inter, set
fontFamily: "Inter, system-ui, sans-serif"on text nodes. The stack tail is the fallback while the font loads (and the only typeface visible if the URL is unreachable).
set_fonts({
canvasId,
fonts: [
{ family: 'Inter', url: 'https://fonts.gstatic.com/s/inter/v18/UcCo3FwrK3iLTcvneQg7Ca725JhhKnNqk4j1ebLhAm8SrXTc2vU.woff2', weight: 400 },
{ family: 'Inter', url: 'https://fonts.gstatic.com/s/inter/v18/UcCo3FwrK3iLTcvneQg7Ca725JhhKnNqk4j1ebLhAm8SrXTc2vV.woff2', weight: 700 },
],
});canvas_evaluatescores the design on 5 categories (spacing, color, typography, structure, consistency) and surfaces actionable issues withnodeIdreferences. Use it in a generator-evaluator loop:batch_design→canvas_evaluate→ fix the returned nodeIds.canvas_autofixrunscanvas_evaluateinternally and returns just the subset of issues that have a mechanically derived fix — off-scale spacing snaps to scale, missing layout becomesvertical, recoverable WCAG contrast failures get#000or#FFFbased on background luminance. Each fix is a ready-to-pastebatch_designUpdate op. Run those ops viabatch_design, then re-evaluate — closes the loop without judgment calls on your part.canvas_evaluatewithmode: "llm"runs fast-mode heuristics plus a vision-model critique (Claude or GPT-4.1, picked from env). Returns the heuristic result with an extrallmCritiquefield: holistic score, strengths, weaknesses, suggestions. Use this for the "is this visually well-designed?" question that the heuristics can't answer on their own — composition, hierarchy, polish. Costs one API call per run; reach for it after the heuristic score plateaus.screenshot_responsiverenders the same scene at mobile / tablet / desktop. Inspect all three; ifresponsivehints are set correctly the mobile layout will look right with no extra work.snapshot_layoutreturns computed bounding boxes — useful for asserting alignment or detecting overflow programmatically.