Four structurally divergent takes on the player-facing MMOIST frontend — spec 106-player-ux-design-work, issue #294.
Synthesis of A and B: command bar + scope chips up top, gear grouped by Worn / At The Ready / Carried shelves of alpha-sorted, tag-colored tiles. Clicking a tile expands an interaction panel in place in the grid — no bottom-sheet eye travel. Search removes non-matches instead of graying. Items that carry a journal peek their latest entry in the panel and unfold the full history on demand (also on the pop-out card, collapsed by default). Merchants now have the counter: shared party trades as slips that unfold into a chalk-tally ledger — building / locked / GM-priced / settled states, stale lines struck in place, and a balance that flips to “the merchant pays you.” A demo rail on each trade sheet simulates the GM's side.
One command bar answers across your gear, the vaults, the drop, and every shop; each result row is directly actionable (use / give / move / claim / buy). Idle state is a quick-belt of consumables plus the hoard banner.
Worn / At the Ready / Carried as shelves of chunky name-first tiles (shelves are group: tags; the Backpack is a real container item). Moving is pick-up-and-put-down: tap an item, destinations light up, tap a shelf — a group shelf retags, a stash shelf moves. Search dims non-matching tiles in place.
The whole world in one glance: places on the left, contents in a compact ledger, and everything about the selected entry — including where it came from — on the right. Editorial serif register; the most information-dense of the four.
USE / CLAIM / GIVE / PARTY / SHOP as dedicated screens sized for seconds-between-turns: a quick-belt with giant use buttons, a claim screen with per-item destinations, a two-step give flow. Game-HUD register, chamfered panels.