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Design states, omnipresence, and
the agentic future... consciousness

Time as a human construct and its relation to data and insights. Photo by Stockcake

Our current six main interaction states are beginning to morph into something new, omnipresent, adaptive, and almost alive. They behave less like static interface conditions and more like living cells: responsive, self-regulating, and capable of foreseeing near-future scenarios.

Traditionally, the default state represents the initial landing condition, the moment before interaction, when an element is simply seen or sensed. From there, the focus state emerges when the user intentionally engages, typically by keyboard navigation or clicking into an interactive element.

The hover state, much like focus, signals interactivity through proximity, a user’s pointer hovering above a potential action. The disabled state communicates temporary dormancy: an element that is normally interactive but unavailable at the moment.

The pressed state reflects the liminal moment of intention, between pressing and releasing an action, across devices:

This state anticipates an event, embodying the threshold where potential becomes action. Finally, the active state signifies selection, a persistent acknowledgment that an element is chosen or engaged. It is the visible trace of decision, often marked by a highlight, checkmark, or shift in context within menus and navigation systems.

1. Where These Six States Come From

These states originate in Human–Computer Interaction (HCI) and GUI design systems, particularly from the lineage of WIMP interfaces (Windows, Icons, Menus, Pointer) developed in the 1980s–90s. They reflect a local, bounded interaction loop, a user acting on a discrete element within a bounded context (the screen, the app, the window).

Each state captures a moment in that bounded loop, an event that can be observed, rendered, and resolved. But that model assumes:

2. The Shift: Ubiquitous and Agentic Environments

In a ubiquitous or ambient computing world, those assumptions collapse. The interface is no longer a window, it’s everywhere. The user is no longer bounded, they’re distributed across devices, contexts, and identities. The system is no longer passive, it has agency, continuity, and memory.

So “interaction” stops being a momentary state change on a button, it becomes an ongoing negotiation between distributed agents (human and machine) across contexts.

3. Toward New “States” in the Agentic Age

If we extend the classic model, we might define meta-states that represent not input conditions but relationship conditions, how presence, attention, and intention flow in a continuous field.

Here’s one possible expansion:

New State Description
Ambient The system and user are mutually aware but not in active interaction. Context is sensed, but no direct engagement is occurring.
Anticipatory The system predicts or infers potential user intent and subtly shifts affordances or prepares responses before explicit interaction.
Delegated The user has handed partial or full control to an agent; interaction is asynchronous, ambient, or representational.
Reconciled The system merges asynchronous states (actions, data, context) into a coherent whole, a post-interaction synthesis state.
Trans-temporal The interaction is not bounded by “now”, it reflects continuity across time and context, e.g., an agent acting in your absence, remembering, or adapting.

These states recognize that interaction is continuous, distributed, and temporally fuzzy.

4. View of Time

If we assume that time isn’t real but is a construct of local circumstance, an emergent property of perception, then traditional UI “states” are themselves illusions of time.

The “Pressed” or “Hover” states only make sense when time is linear and causal (event → response → next event). But in an agentic temporal framework, interaction is nonlinear, actions ripple across moments, and presence can be asynchronous yet immediate.

So instead of states as frames in time, we might think of fields of relation, multidimensional conditions of attention, intent, and agency that coexist and overlap.

5. A New Ontology of Interaction

In such an environment, interaction might be modelled not as a timeline, but as an energy field or network of presences. Each agent (human or synthetic) occupies a vector within that field, expressing:

The “states” of interaction, then, are configurations of these vectors, dynamic and simultaneous, not sequential.

6. From Industrial Roots to Conscious Systems

These interaction states evolved historically from the industrial and cybernetic worldview, where processes were standardized and predictable, much like Henry Ford’s assembly lines. Over time, design transitioned from mechanical precision to adaptive interaction. This shift mirrors the evolution from industrial control to cybernetic feedback and now toward agentic systems that sense, anticipate, and learn.

In this transformation, consciousness becomes the new user state, awareness as an interactive modality. The interface is no longer static but responsive, ecological, and anticipatory.

7. SLDS 2 and Design Evolution

The Salesforce Lightning Design System (SLDS) 2 marks a new phase of this evolution. SLDS 2 uses CSS custom properties as its visual language, reducing reliance on traditional design tokens. It prioritizes out-of-the-box base Lightning components over custom blueprints, reflecting a move toward consistency and resilience. This architecture is built with AI-ready components in mind, preparing the foundation for adaptive, intelligent interfaces that integrate seamlessly into agentic systems.

8. Design Systems as Living Organisms

Modern design systems behave more like living cells, they sense, adapt, and maintain coherence across environments. Just as the human immune system reacts to threats and maintains balance, design systems now must foresee challenges and self-regulate. They act as ecosystems rather than toolkits.

9. Key Sources and Theoretical Roots

This framework draws from cybernetics, HCI, biomimicry, and posthuman design philosophies, converging into an understanding of design as a conscious, adaptive process rather than a static set of rules.

10. Recommended Reading and Resources

🏭 Industrial and Mechanistic Origins

⚙️ Cybernetics and Systems Thinking

💻 Human–Computer Interaction

🧬 Living Systems and Biomimicry

🔮 Anticipation, Agency, and Futures

🪞 Consciousness, Ethics, and Posthumanism

🧭 Contemporary Extensions

🌐 Salesforce and Accessibility Resources

This collection provides a panoramic foundation, from industrial standardization to the posthuman, agentic view of design systems as living, anticipatory organisms ready for the AI age.

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