# Feature Research

**Domain:** Cyberpunk-aesthetic dashboard GUI framework / Rust component library
**Researched:** 2026-02-25
**Confidence:** MEDIUM -- well-understood domain (GUI frameworks), novel niche (cyberpunk Rust crate) with limited direct competitors

## Feature Landscape

### Table Stakes (Users Expect These)

Features users assume exist in any GUI component library. Missing these and the framework feels broken, not just incomplete.

#### Core Component Set

| Feature | Why Expected | Complexity | Notes |
|---------|--------------|------------|-------|
| Buttons (primary, secondary, icon, toggle) | Foundational interactive element; every framework has them | LOW | Must include hover, active, disabled, loading states. Cyberpunk styling applied automatically. |
| Text inputs (single-line, password, search) | Basic form interaction; required for any non-trivial app | LOW | Glow-on-focus is a natural cyberpunk touch |
| Labels and text display | Content rendering is baseline | LOW | Monospace and display font variants expected for the aesthetic |
| Toggles and switches | Common settings UI pattern | LOW | ON/OFF with animated glow transition |
| Sliders (range inputs) | Data adjustment control; dashboards use these heavily | MEDIUM | Track glow, thumb styling, value tooltip |
| Dropdowns / select menus | Standard selection pattern | MEDIUM | Animated expand with scanline or flicker effect |
| Panels / cards | Content grouping container; fundamental layout unit | LOW | Semitransparent bg, optional border glow, the "frame" in cyberpunk terms |
| Tables / data grids | Dashboard staple; monitoring data needs tabular display | HIGH | Sortable columns, row hover effects, scrollable. This is the most complex table-stakes component. |
| Modal / dialog windows | Overlay confirmations, detail views | MEDIUM | Animated entrance, backdrop blur/dim |
| Tooltips | Contextual information on hover | LOW | Glow-bordered tooltip with subtle entrance animation |

#### Layout System

| Feature | Why Expected | Complexity | Notes |
|---------|--------------|------------|-------|
| Grid layout system | Arranging dashboard widgets requires grid primitives | MEDIUM | CSS Grid-based. Configurable columns, gaps, responsive breakpoints. |
| Split panes (horizontal/vertical) | Dashboards need resizable side-by-side views | MEDIUM | Drag handle with glow indicator |
| Resizable panels | Users expect to customize their workspace | MEDIUM | Constrained min/max sizes, smooth resize animation |
| Status bar | Application-level status feedback at window edge | LOW | Bottom-docked, segmented sections for status info |
| Scroll containers | Content overflow handling | LOW | Styled scrollbars matching the theme (thin, glowing track) |
| Spacing and sizing tokens | Consistent spacing is table stakes for any design system | LOW | Exposed as CSS custom properties or Rust constants |

#### Theming Foundation

| Feature | Why Expected | Complexity | Notes |
|---------|--------------|------------|-------|
| At least one complete default theme | Users expect it to look good out of the box | MEDIUM | The "hero" cyberpunk theme ships as default -- cyan/magenta neon on void black |
| Dark-first design | Cyberpunk is inherently dark-themed; would be bizarre without it | LOW | All components designed dark-first. Light mode is an anti-feature here. |
| Color token system | Customization requires a token layer | MEDIUM | Primitive tokens (color palette), semantic tokens (primary, accent, danger, surface), component tokens. Use CSS custom properties. |
| Font system | Typography consistency | LOW | Ship with a default monospace + display font pairing. Allow override. |

#### Developer Experience

| Feature | Why Expected | Complexity | Notes |
|---------|--------------|------------|-------|
| Cargo crate distribution | Stated constraint; Rust devs expect `cargo add` | MEDIUM | The crate wraps Tauri + web frontend assets. Must handle asset bundling. |
| Idiomatic Rust API | Rust devs will judge the API surface harshly | HIGH | Builder pattern, enums for variants, Result types, strong typing. Not a thin wrapper over JS. |
| Documentation with examples | Every credible component library ships docs | HIGH | At minimum: per-component example, getting-started guide, theme customization guide. Deferred to post-demo for v1. |
| Demo application | Proves the system works; users evaluate visually | MEDIUM | Showcases all components, animations, themes, sound. This IS the v1 deliverable. |

#### Accessibility Baseline

| Feature | Why Expected | Complexity | Notes |
|---------|--------------|------------|-------|
| `prefers-reduced-motion` support | WCAG 2.3.3 requirement; animation-heavy framework MUST support this | MEDIUM | All animations must check this media query. Provide static fallbacks. Without this, the framework is inaccessible. |
| Keyboard navigation | WCAG baseline; web components must be keyboard-operable | MEDIUM | Tab order, Enter/Space activation, Escape to close. Handled by proper semantic HTML + ARIA. |
| Sufficient contrast ratios | WCAG AA 4.5:1 for text, 3:1 for UI components | LOW | Audit neon-on-dark palette. Glow effects help contrast but verify. |

---

### Differentiators (Competitive Advantage)

Features that make HoloHue unique. No other Rust crate or general component library provides this combination. These are the reasons someone chooses HoloHue over building their own.

#### Signature Visual System

| Feature | Value Proposition | Complexity | Notes |
|---------|-------------------|------------|-------|
| Cyberpunk window chrome (angled/notched corners, glow-line perimeter) | The defining visual -- this IS the product identity. No other framework provides this out of the box. | HIGH | The glow line running 6-8px inside the window perimeter is the signature element. Angled corner clipping via CSS clip-path or SVG. |
| Semitransparent panel backgrounds with dot-grid overlay | Depth and texture that makes flat UI feel like a holographic display | MEDIUM | CSS background with repeating-radial-gradient for dot grid. Alpha-blended background color. |
| Scanline / CRT effects (optional overlay) | Nostalgia + immersion for the cyberpunk aesthetic | LOW | Pure CSS repeating-linear-gradient. Must be optional (it reduces readability). |
| Holographic shimmer on interactive elements | Micro-delight that elevates perceived quality | MEDIUM | CSS gradient animation on hover. Keep GPU-friendly (transform + opacity only). |

#### Animation Choreography System

| Feature | Value Proposition | Complexity | Notes |
|---------|-------------------|------------|-------|
| Window spawn animation (expand + light wave + flicker) | First-impression moment. When a window appears, it should feel like it's "powering on." | HIGH | Multi-stage: scale from 0, glow line traces perimeter, content flickers in. Requires timeline orchestration. |
| Button interaction animation (double blink + glow fade) | Tactile feedback without haptics. Makes clicks feel impactful. | MEDIUM | box-shadow pulse, opacity blink sequence, glow fade. Quick (200-400ms). |
| Page/view transitions (fade out + flicker in) | Spatial orientation during navigation. Feels like switching between HUD modes. | MEDIUM | Exit: opacity fade + slight scale. Enter: flicker (opacity 0-1 rapid toggle) + fade in. |
| Dropdown population animation | Data appearing with staggered entrance feels alive, not static | MEDIUM | Stagger each option by 20-40ms. Slide + fade. Reduces cognitive load per Carbon Design System research. |
| Ambient breathing / ripple / splash effects | Passive life in the UI even when idle. Dashboard feels alive. | MEDIUM | CSS animation loops on glow intensity, subtle scale oscillation. Must be GPU-friendly. |
| Animation preset library | Developers should not need to build choreography from scratch | HIGH | Named presets: "power-on", "power-off", "alert-pulse", "data-stream", "glitch-flash". Configurable duration/easing. |
| Staggered entrance orchestration | Groups of elements appearing in sequence (like a table loading rows) | MEDIUM | Timeline API or stagger utility. Configurable delay between items. Per Carbon Design System: 20ms stagger optimal for tables. |

#### Subwindow / Panel Management System

| Feature | Value Proposition | Complexity | Notes |
|---------|-------------------|------------|-------|
| Overlay subwindows (floating panels) | MDI-style floating panels for detail views, settings, inspectors | HIGH | Draggable, resizable, z-order management, minimize/maximize. Similar to WinBox.js but themed. |
| Edge-docked panels | Side panels that slide in/out from window edges | MEDIUM | Left/right/bottom dock positions. Animated slide with glow border reveal. |
| Queued row/column panel positions | Dashboard widgets arranged in constrained grid with user rearrangement | HIGH | Similar to GoldenLayout/Dockview: drag-drop reorder, layout serialization. Developer sets constraints, user rearranges within bounds. |
| Layout persistence (save/restore) | Users expect their panel arrangement to survive app restart | MEDIUM | Serialize layout state to JSON. Developer provides storage backend. Requires: subwindow system. |
| Panel constraints system | Developers define min/max sizes, allowed positions, lock state | MEDIUM | Prevents users from creating unusable layouts. Developers set rules, framework enforces. |

#### Soundscape System

| Feature | Value Proposition | Complexity | Notes |
|---------|-------------------|------------|-------|
| Ambient background audio | Immersive atmosphere -- low hum, digital ambiance. No other component library does this. | MEDIUM | Looping audio with Web Audio API. Volume control, fade in/out. Must be opt-OUT (default on, easily disabled). |
| UI interaction sounds (click, hover, transition, error) | Audio feedback reinforces the cyberpunk feel. Like Arwes but for Rust. | MEDIUM | Pre-bundled sound assets. Mapped to component events. Per-component enable/disable. |
| Sound theme presets | Different audio palettes for different moods | LOW | "Industrial", "Digital", "Minimal" sound sets. Same events, different audio files. |
| Global mute / volume control | Users must be able to silence everything instantly | LOW | Global toggle + volume slider. Respects system audio preferences. |
| Per-component sound override | Developers may want custom sounds for specific interactions | LOW | API to replace default sounds on individual component instances. |

#### Theme Presets

| Feature | Value Proposition | Complexity | Notes |
|---------|-------------------|------------|-------|
| Curated cyberpunk theme presets (5-8 themes) | Instant variety without design effort. "Neon Cyan", "Blood Red", "Toxic Green", "Amber Terminal", etc. | MEDIUM | Each preset defines: primary, accent, surface, glow color, text color, font pairing. All map to the same token system. |
| Custom theme creation via token API | Power users and branding needs require customization | MEDIUM | Expose all semantic tokens. Provide a ThemeBuilder or config struct. Validate contrast ratios. |
| Runtime theme switching | Impressive demo feature; also genuinely useful for user preferences | LOW | CSS custom property swap. Instant, no recompile. Animated transition between themes is a bonus. |

---

### Anti-Features (Commonly Requested, Often Problematic)

Features that seem appealing but would hurt the project if built.

| Feature | Why Requested | Why Problematic | Alternative |
|---------|---------------|-----------------|-------------|
| Light mode theme | "Every framework has light and dark mode" | Cyberpunk aesthetic is fundamentally dark. Neon glow effects look terrible on light backgrounds. A light theme would either look bad or require a completely different design language, doubling maintenance. | Ship dark-only with multiple dark palette variations (warm dark, cool dark, pure black). State explicitly: dark-only by design. |
| Full form validation system | "I need to validate my forms" | Form validation is application logic, not presentation. Building it couples HoloHue to specific data patterns and bloats scope enormously. | Provide styled error/success states on inputs. Let developers wire their own validation logic (or use a validation crate). |
| Data fetching / networking layer | "My dashboard needs to fetch data" | HoloHue is presentation-only. Bundling a data layer creates coupling, bloats the crate, and competes with established Rust HTTP/WebSocket crates. | Document integration patterns with reqwest, tokio-tungstenite, etc. Provide loading/error component states. |
| Chart / graph components | "Dashboards need charts" | Chart rendering is a massive scope commitment (line, bar, pie, area, scatter, axis systems, legends, tooltips, responsive sizing). Entire crates exist for this. Building mediocre charts hurts credibility. | Provide styled chart containers that wrap existing charting solutions. Document integration with plotters (Rust) or Chart.js/D3 (web layer). Possibly v2+. |
| Rich text editor | "I need to edit formatted content" | Enormously complex (contenteditable, cursor management, selection, undo/redo, formatting). Years of effort for mature implementations. | Out of scope per PROJECT.md. Provide styled text areas. Point to existing solutions. |
| Plugin / extension system | "I want to add custom components" | Premature abstraction. Plugin APIs are notoriously hard to design well and constrain future evolution. | v2+ per PROJECT.md. For v1, the component set is fixed. Developers compose using the provided primitives. |
| Mobile / responsive breakpoints | "My app should work on phones" | Desktop-first per PROJECT.md. Cyberpunk HUD aesthetic does not translate well to small touch screens. Responsive concerns distract from desktop polish. | Out of scope. State explicitly: desktop-first. If mobile is needed, developers handle their own responsive layer. |
| Internationalization (i18n) | "Support multiple languages" | HoloHue provides components, not content. i18n is an app-level concern. The framework has almost no user-facing strings to translate. | Ship with English labels for built-in UI (close button, etc.). Let developers override all strings. |
| CSS-in-JS / styled-components pattern | "I want to style components with JS" | The web layer already uses CSS custom properties for theming. Adding CSS-in-JS creates a second styling paradigm, increases bundle size, and complicates the Rust-to-web bridge. | Use CSS custom properties and CSS Modules. Developers customize via theme tokens, not arbitrary CSS injection. |

---

## Feature Dependencies

```
[Color Token System]
    +-- requires --> [Default Theme]
    +-- requires --> [Theme Presets]
    +-- requires --> [Custom Theme API]
    +-- requires --> [Runtime Theme Switching]

[Grid Layout System]
    +-- requires --> [Split Panes]
    +-- requires --> [Resizable Panels]

[Resizable Panels]
    +-- requires --> [Panel Constraints System]

[Core Component Set (buttons, inputs, etc.)]
    +-- requires --> [Animation Choreography System]
    +-- requires --> [Sound Event Hooks]
    +-- requires --> [Window Chrome / Panel Frames]

[Animation Choreography System]
    +-- requires --> [prefers-reduced-motion Support]
    +-- requires --> [Animation Preset Library]
    +-- requires --> [Staggered Entrance Orchestration]

[Subwindow System (overlay)]
    +-- requires --> [Window Chrome]
    +-- requires --> [Draggable + Resizable Behavior]

[Subwindow System (docked)]
    +-- requires --> [Grid Layout System]
    +-- requires --> [Resizable Panels]

[Subwindow System (queued/grid)]
    +-- requires --> [Grid Layout System]
    +-- requires --> [Drag-Drop Reorder]
    +-- requires --> [Layout Persistence]

[Soundscape System]
    +-- requires --> [Global Mute/Volume Control]
    +-- requires --> [Sound Theme Presets]

[Demo Application]
    +-- requires --> [ALL table stakes components]
    +-- requires --> [Animation Choreography System]
    +-- requires --> [Subwindow System (at least overlay + docked)]
    +-- requires --> [Soundscape System]
    +-- requires --> [At least 3 Theme Presets]
```

### Dependency Notes

- **Color Token System is foundational:** Every visual component depends on it. Build first.
- **Animation Choreography requires reduced-motion support:** Building animations without the accessibility escape hatch creates technical debt that is painful to retrofit.
- **Subwindow queued/grid mode is the highest-complexity panel feature:** It depends on grid layout, drag-drop, and persistence. Build overlay and docked modes first -- they are simpler and demonstrate the concept.
- **Demo Application depends on everything:** It is the integration test. It comes last in the build order but should be incrementally built as components are completed.
- **Soundscape is independent of visuals:** Can be developed in parallel with visual components. Only integration point is event hooks on components.

---

## MVP Definition

### Launch With (v1 -- Demo Application)

The v1 goal is a working demo, not a published crate. Prioritize what demonstrates the system.

- [ ] **Window chrome with cyberpunk styling** -- This IS the identity. Without it, nothing else matters.
- [ ] **Color token system + 3 theme presets** -- Shows the theming system works. Runtime switching in the demo is a "wow" moment.
- [ ] **Core component set (8-10 components)** -- Buttons, inputs, labels, toggles, sliders, dropdowns, panels, tables. Enough to build a realistic dashboard view.
- [ ] **Grid layout + split panes + resizable panels** -- Dashboard layout primitives.
- [ ] **Animation choreography (window spawn, button click, transitions)** -- The "soul" of the framework. Static cyberpunk is just a theme; animated cyberpunk is an experience.
- [ ] **prefers-reduced-motion support** -- Built in from day one, not retrofitted.
- [ ] **Overlay subwindows (floating panels)** -- Demonstrates the MDI concept.
- [ ] **Edge-docked panels** -- Second subwindow mode, easier than queued grid.
- [ ] **Basic soundscape (ambient + click/hover sounds)** -- The audio dimension is a major differentiator. Must be in v1 demo.
- [ ] **Global mute control** -- Non-negotiable if sounds are included.
- [ ] **Demo application** -- Ties everything together.

### Add After Validation (v1.x)

Features to add once the demo proves the concept and before the crate is published.

- [ ] **Queued row/column panel system** -- Most complex subwindow mode. Add when overlay and docked are stable.
- [ ] **Layout persistence (save/restore)** -- Needed for real apps but not for a demo.
- [ ] **5-8 theme presets** -- Expand from 3 to a full palette of options.
- [ ] **Sound theme presets** -- Multiple audio palettes.
- [ ] **Additional components: progress bars, tabs, breadcrumbs, notification toasts** -- Round out the component set.
- [ ] **Keyboard navigation audit** -- Thorough accessibility pass.
- [ ] **Idiomatic Rust API polish** -- Builder patterns, type safety, ergonomic naming.
- [ ] **Per-component API documentation** -- Needed before publishing.
- [ ] **Ambient breathing/ripple effects** -- Polish animations.

### Future Consideration (v2+)

Features to defer until product-market fit is established.

- [ ] **Chart container components** -- Styled wrappers for existing charting libs. Only after demand is clear.
- [ ] **Plugin / extension system** -- Per PROJECT.md, v2+.
- [ ] **Rich text / code editor components** -- Per PROJECT.md, v2+.
- [ ] **Community themes** -- Theme sharing, user-contributed presets.
- [ ] **Drag-drop between windows** -- Cross-subwindow content transfer.
- [ ] **Multi-monitor / popout windows** -- Real OS-level window management via Tauri.

---

## Feature Prioritization Matrix

| Feature | User Value | Implementation Cost | Priority |
|---------|------------|---------------------|----------|
| Cyberpunk window chrome | HIGH | HIGH | P1 |
| Color token system | HIGH | MEDIUM | P1 |
| Core component set (10 components) | HIGH | HIGH | P1 |
| Animation choreography system | HIGH | HIGH | P1 |
| Grid layout + split panes | HIGH | MEDIUM | P1 |
| Default theme + 2 alternates | HIGH | MEDIUM | P1 |
| prefers-reduced-motion support | HIGH | MEDIUM | P1 |
| Overlay subwindows | HIGH | HIGH | P1 |
| Basic soundscape | HIGH | MEDIUM | P1 |
| Global mute/volume | MEDIUM | LOW | P1 |
| Demo application | HIGH | MEDIUM | P1 |
| Edge-docked panels | MEDIUM | MEDIUM | P1 |
| Resizable panels | MEDIUM | MEDIUM | P1 |
| Status bar | LOW | LOW | P2 |
| Runtime theme switching | MEDIUM | LOW | P1 |
| Queued panel grid system | MEDIUM | HIGH | P2 |
| Layout persistence | MEDIUM | MEDIUM | P2 |
| Full theme preset collection (5-8) | MEDIUM | LOW | P2 |
| Sound theme presets | LOW | LOW | P2 |
| Additional components (tabs, progress, toasts) | MEDIUM | MEDIUM | P2 |
| Keyboard navigation audit | HIGH | MEDIUM | P2 |
| Rust API polish | HIGH | HIGH | P2 |
| Per-component documentation | HIGH | HIGH | P2 |
| Ambient idle animations | LOW | MEDIUM | P2 |
| Chart container components | MEDIUM | MEDIUM | P3 |
| Plugin system | LOW | HIGH | P3 |
| Multi-monitor popout | LOW | HIGH | P3 |

**Priority key:**
- P1: Must have for v1 demo launch
- P2: Should have for crate publication (v1.x)
- P3: Future consideration (v2+)

---

## Competitor Feature Analysis

| Feature | Arwes (Web, React) | CYBERCORE CSS | Slint (Rust) | shadcn/ui + Tauri | HoloHue Approach |
|---------|-------------------|---------------|-------------|-------------------|-----------------|
| Cyberpunk/sci-fi aesthetic | Yes -- core identity, alpha quality | Yes -- pure CSS, no JS | No -- Material 3, enterprise | No -- clean/minimal design | Core identity. Opinionated cyberpunk with no neutral fallback. |
| Component set | ~10 (Frame, Button, Header, Loading, Text) | 14 (buttons, cards, inputs, tables, etc.) | ~20+ (standard widget set) | 40+ (comprehensive) | 10-15 for v1, expand to 20+ for v1.x |
| Animation system | Built-in, timeline-based enter/exit | CSS keyframes only | Property animation DSL | CSS transitions, no choreography | Choreographed multi-stage animations with named presets. Signature feature. |
| Sound integration | Yes -- SoundsProvider, typing sounds, deploy sounds | None | None | None | Full soundscape: ambient + interaction + themed audio sets. Second signature feature. |
| Theming | ThemeProvider, limited presets | CSS variables, 5 base colors | Material 3, Qt style, native | CSS variables, Tailwind tokens | Design token system with curated cyberpunk presets. No neutral themes. |
| Subwindow/panel management | None (not a layout framework) | None (CSS only) | Basic layout containers | Via third-party (GoldenLayout, etc.) | First-class: overlay, docked, and queued panel modes. Third signature feature. |
| Dashboard focus | No -- general sci-fi UI | No -- general styling | No -- general desktop apps | Partial -- depends on template | Purpose-built for dashboards. Grid layout, resizable panels, status bars. |
| Rust-native API | No (React/JS only) | No (CSS only) | Yes (Slint DSL + Rust) | Partial (Rust backend, JS frontend) | Rust API wrapping Tauri+web. Feels native to Rust developers. |
| Accessibility | Minimal | prefers-reduced-motion | Good (native widgets) | Good (Radix primitives) | prefers-reduced-motion mandatory. Keyboard nav. Contrast audit. |
| Maturity | Alpha (not production-ready) | New, CSS-only | Stable, production-ready | Mature ecosystem | v1 = demo-ready, not production-ready |

### Key Competitive Insights

**Arwes** is the closest competitor conceptually (sci-fi aesthetic + sounds + animations) but it is React-only, still in alpha after years, and lacks dashboard-specific features. HoloHue fills the gap for Rust developers and adds the subwindow/dashboard layer Arwes lacks.

**CYBERCORE CSS** proves the cyberpunk aesthetic works as a framework concept but is CSS-only with no animation choreography, sound, or layout management. HoloHue goes far beyond styling.

**Slint** is the closest Rust-native competitor but targets general desktop apps with Material 3 styling. It occupies a completely different aesthetic niche. No overlap.

**shadcn/ui + Tauri** is the practical baseline -- what a developer would use today to build a Tauri dashboard. HoloHue's value is replacing the "build your own cyberpunk layer" effort with an opinionated, complete solution.

---

## Sources

- [Arwes - Futuristic Sci-Fi UI Web Framework](https://github.com/arwes/arwes) -- PRIMARY competitor for sci-fi aesthetic + sound [MEDIUM confidence]
- [Arwes Docs - Sound System](https://version1-breakpoint1.arwes.dev/docs/sounds-system) -- Sound integration patterns [MEDIUM confidence]
- [CYBERCORE CSS](https://dev.to/sebyx07/introducing-cybercore-css-a-cyberpunk-design-framework-for-futuristic-uis-2e6c) -- Cyberpunk CSS framework feature set [MEDIUM confidence]
- [Carbon Design System - Motion Choreography](https://carbondesignsystem.com/elements/motion/choreography/) -- Animation choreography best practices [HIGH confidence]
- [Microsoft Fluent 2 - Motion](https://fluent2.microsoft.design/motion) -- Enterprise animation patterns [HIGH confidence]
- [WinBox.js - HTML5 Window Manager](https://nextapps-de.github.io/winbox/) -- Window management feature reference [MEDIUM confidence]
- [Dockview - Layout Manager](https://dockview.dev/) -- Docking/tabbing/panel features [MEDIUM confidence]
- [GoldenLayout](https://golden-layout.com/) -- Multi-window layout management patterns [MEDIUM confidence]
- [Gridstack.js](https://gridstackjs.com/) -- Dashboard grid widget features [MEDIUM confidence]
- [PrimeVue Theming](https://primevue.org/theming/styled/) -- Design token architecture reference [HIGH confidence]
- [W3C WCAG 2.3.3 - Animation from Interactions](https://www.w3.org/WAI/WCAG21/Understanding/animation-from-interactions.html) -- Accessibility requirements [HIGH confidence]
- [CSS GPU Acceleration Best Practices](https://www.lexo.ch/blog/2025/01/boost-css-performance-with-will-change-and-transform-translate3d-why-gpu-acceleration-matters/) -- Animation performance [MEDIUM confidence]
- [2025 Survey of Rust GUI Libraries](https://www.boringcactus.com/2025/04/13/2025-survey-of-rust-gui-libraries.html) -- Rust GUI ecosystem state [MEDIUM confidence]
- [SND - UI Sound Design](https://snd.dev/) -- UI sound asset patterns [LOW confidence]
- [Cyberpunk 2077 Game UI Database](https://www.gameuidatabase.com/gameData.php?id=439) -- Visual reference for cyberpunk game UI [LOW confidence]

---
*Feature research for: HoloHue cyberpunk GUI framework*
*Researched: 2026-02-25*
