Propose, don’t impose — action is a co-signature.

Why.The cursor never acts unilaterally on a Claude-touched target. Every action surfaces as a proposal — a halo, a highlighted cell, a tracked change, a drafted email — and the user accepts by following, edits by diverging, vetoes by jiggling.

How to apply.Render every agent action as a withheld proposal that commits only on an explicit follow/accept gesture; never auto-apply.

HANDOFF §2 A · brief §2 A

Posture, not percentages — calibration shown in shape and motion.

Why.Confidence is legible in how the cursor looks and moves, not in a “73% sure” label. A number invites false precision; a posture is read at a glance.

How to apply.Encode each state in color, halo, arrow, badge, and easing — drop the confidence-percentage tooltip entirely.

HANDOFF §2 C · brief §2 C

The held state is the product — never degrade into plausible text.

Why.The hero is “I don’t know”: a cursor that physically holds still rather than manufacturing a confident-sounding answer. That visible withholding is the whole concept in one gesture.

How to apply.On low confidence, slow the cursor and mark it held (the “?” disc, 70% arrow) — do not fill the gap with generated prose.

HANDOFF §0 · §1

No silent failures — every failure surfaces at least a chip.

Why.Misrecognition, occlusion, stale frames, blur, lost permissions — every failure mode has a detection signal and an obligatory shown response. A failure the user never sees is a failure that quietly commits.

How to apply.Before any action commits, route every failure-table entry through at least a brief chip held for ≥ the min-dwell window (350ms).

SPEC §9

Pointer is sacred — barge-in cancels agent action within the yield window.

Why.While the agent drives (co-pilot, controlling, demo), any user-pointer event is a veto. The agent yields control and must not retry without explicit re-confirmation — the human hand always wins.

How to apply.On user-pointer during agent driving, cancel the in-flight action and fall back to sharing within pointerYieldMs (default 120ms).

SPEC §7

Quiet mode and memory ship together — a cursor that knows everything is surveillant.

Why.A cross-surface cursor with memory is a “second brain” — and a second brain that can’t be told to look away is surveillance. The ability to go quiet is the consent boundary on the ability to remember.

How to apply.Never land a memory/recall feature without its quiet-mode counterpart in the same release; sensitivity labels and focus sessions must dim or revert the cursor.

HANDOFF §10 (§5)

Selector-anchored, not pixel-anchored — markup stays glued to data-* targets.

Why.Screens swap and viewports resize. Markup pinned to pixel coordinates drifts off its element; markup referencing a stable selector stays glued through every layout change.

How to apply.Anchor each overlay to a data-markup-target attribute and recompute its bounding rect on layout and resize, never to fixed coordinates.

HANDOFF §8.3

Keyframes as data, not a bespoke state machine, for scripted flows.

Why.A scripted walkthrough is a flat array of self-contained frames. Keeping it as data — not as hand-rolled control flow — means the player just walks the array, and flows stay inspectable and editable.

How to apply.Model each scripted scenario as an ordered list of frame snapshots with per-frame durations; the player advances the index and renders whatever frame it lands on.

HANDOFF §8.4

Calibration needs a held-rate eval story — “I don’t know” must be precise or it’s noise.

Why.Calibration is a model-side problem. If Claude is poorly calibrated, the held state becomes either noise (held when it shouldn’t be) or a lie (confident when it shouldn’t be). The UI can only be as honest as the held-rate underneath it.

How to apply.Treat held-rate precision as a measured, evaluated quantity — define the eval before relying on the held state as a trust signal.

HANDOFF §10.4 (brief §11.4)

One state machine, one toolbar source, one icon set, one token root.

Why.Naïve integration spawns parallel components — three toolbars, a duplicate reducer, redrawn icons, scattered color declarations. Each fork is a place the grammar can silently diverge.

How to apply.Route all state through a single reduce(), render layout variants from one toolbar source, import one icon family, and declare tokens in one :root.

INTEGRATION §4