Liquid glass UI playbook: tiers, states, stress tests
What it is
A hands-on liquid glass UI guide built like a production checklist, not a moodboard.
You get a clear layering model, concrete stress tests for backgrounds and density, state rules (focus, pressed, disabled, error, loading), and a fallback strategy that preserves hierarchy when effects drop out.
The intent is simple: make glass predictable, consistent, and safe to scale across a real component library.
Who it’s for
For senior and lead designers who want a fast way to evaluate whether a liquid glass concept can ship.
For design system owners who need tiers, state deltas, and density defaults.
For creators publishing visuals (Pinterest, Behance, portfolios) who want images that signal method, coherence, and real product constraints.
Outcome
You will end up with:
❶ a surface stack model you can explain to a team
❷ a set of pass criteria for background stress, state stress, density stress, and fallback stress, and
❸ a small collection of reference boards you can use to design, review, or debug components.
This turns looks nice into → works reliably.
What’s inside
Inside: a practical framework for designing liquid glass surfaces, a “stress test” methodology, and concrete state rules that prevent ambiguity. There’s also guidance for density zones (forms, settings, tables) and a fallback strategy that keeps the same anatomy when blur is unavailable. The FAQ acts like support docs: symptom, cause, fix, quick check.
PDF Preview & pre-read
You are welcome to read first 3 episodes here: https://www.setproduct.com/blog/liquid-glass-design-explained-a-practical-guide
Table of contents
1. What “liquid glass” means in UI
1.1 The material cues that define the look
1.2 What liquid glass is not
1.3 Where glass works best in product UI
1.4 A mental model that keeps you honest
2. The non negotiables: readability and states
2.1 Why blur is not a readability guarantee
2.2 The four stress tests every glass system must pass
Stress test 1: Background stress
Stress test 2: State stress
Stress test 3: Density stress
Stress test 4: Fallback stress
3. Do and Don’t rules that make liquid glass shippable
3.1 Build the stack first, then tune the blur
3.2 Stabilize text and icons with a dedicated plate
3.3 Make thickness visible with edge discipline
3.4 Lock one light model across the system
3.5 Tier transparency instead of arguing about “how transparent”
3.6 Focus must sit above the glass, not inside it
3.7 Pressed state must feel physical, not cosmetic
3.8 Disabled must lose sparkle and intent
3.9 Error is structure, not a red tint
3.10 Dense UI needs quiet glass, not cinematic glass
3.11 Separators and spacing are not optional on glass
3.12 Fallback is a sibling surface, not a different design
3.13 How to use these rules without overthinking
4. Recipes, tiers, fallbacks, portability
4.1 The surface recipe, broken into responsibilities
4.2 Three tiers that cover most product needs
4.3 Scaling the plate with tier, not the whole card
4.4 Portability: from generated concepts to real UI
4.5 Fallback recipes that still feel like the same product
4.6 A minimal checklist for recipe authoring
4.7 Implementation notes (web): what actually transfers
4.8 Figma mapping: tiers as a library property
5. Components and states: the matrix approach
5.1 The minimal component set that exposes failure
5.2 Define state vocabulary before you draw variations
5.3 The matrix is a tool, not a collection
5.4 State deltas must modify the recipe, not the shine
5.5 Tiers are safety levels, not aesthetic options
5.6 Component anatomy: invariants that prevent drift
5.7 Workflow: build the matrix mechanically
5.8 What you should have after this chapter
6. Prompt engineering methodology
6.1 Define invariants before you generate anything
6.2 Split prompts into blocks, and keep them stable
6.3 Use a template architecture: Base prompt + Style lock + Negative bundle
6.4 Control variables, one change per iteration
6.5 Build anchors to prevent style drift across boards
6.6 Design prompts around stress tests, not around aesthetics
6.7 Common failure modes, and how to fix them without bloating prompts
6.8 Package prompts as a library, not as a document appendix
7. Ready templates and prompt library: how to use it
7.1 What a “ready template” actually is
7.2 Library structure that stays usable
7.3 How to run the library without drifting
7.4 Template hygiene: how to keep prompts readable and reusable
7.5 The five core templates you will reuse the most
7.6 How to integrate the style lock without contradictions
8. Capstone: ship a liquid glass system, not a pretty screen
8.1 Capstone build sequence
8.2 Definition of Done
8.3 Pass or Fix: a small debug playbook
8.4 A quick final audit before you move on
9. Cross-platform reality and motion insertions
10. Expanded FAQ
Q1. Why does my glass look milky instead of clear?
Q2. Why does it look plastic or “CGI”, not glass?
Q3. How do I keep refraction visible without destroying readability?
Q4. My highlights look random across components. How do I lock a light model?
Q5. Text is readable on clean backgrounds but fails on hotspots. What do I do first?
Q6. Icons look faded or dirty on glass. How do I keep them crisp?
Q7. My scrim makes glass feel too opaque. How do I keep it subtle?
Q8. Why does blur sometimes make contrast worse?
Q9. Focus ring disappears or looks like a random highlight. What should I change first?
Q10. Disabled still looks clickable. How do I “deactivate” glass properly?
Q11. Error state looks weak on glass. How do I make it structural?
Q12. Pressed state feels cosmetic. How do I make it physical?
Q13. Tables on glass look messy. What is the most reliable approach?
Q14. Forms with helper text feel noisy. How do I keep hierarchy?
Q15. Long labels break the look. What is the strategy?
Q16. How do I handle separators and dividers without killing the glass vibe?
Q17. What is a good fallback when blur is not available?
Q18. How do I keep the same hierarchy across glass and fallback?
Q19. How many tiers do I actually need, and how do I keep them under control?
Q20. My generated series looks inconsistent. How do I keep it coherent?
Q21. What constraints prevent neon, bloom, and sci-fi drift?
Q22. How do I generate boards that teach, not just look pretty?
Illustrated PDF e-book (80+ pages), 4k visual guides (40+ images)