Wavve is Korea's homegrown OTT — the merger of SK Telecom's oksusu and the terrestrial broadcasters' POOQ into one streaming home for Korean drama, variety, news, and live TV.

Primary
Typography
· Pretendard
Radius

Evidence snapshot

legacy snapshot
Claims grounded
0/115 · 0%
Sources
0 surfaces · 0 sources
UI font basis
frontmatter · low
Components
11 documented · harvested

Needs work: conflict unresolved · freshness conflict · proof incomplete · tier1 source missing · token source unverified · verification v2 missing

Design System
Wavve logo

Wavve

Wavve is Korea's homegrown OTT — the merger of SK Telecom's oksusu and the terrestrial broadcasters' POOQ into one streaming home for Korean drama, variety, news, and live TV. Its interface is the classic streaming dark room, but with a distinctly Wavve signature: instead of the near-pure black of most OTTs, Wavve sits on a deep midnight blue canvas, and its interactive accent is a vivid, electric brand blue #1351F9. The whole identity is built from blue — "from daytime to midnight," as the brand's own rebrand language put it: the deep blue background minimizes eye fatigue during long viewing, while the bright brand blue is reserved as a point color to draw attention and carry legibility. The atmosphere is "a wave you ride into the evening" — calm, immersive, and unmistakably blue, where rows of poster art glow against a dark blue tide.

04

Guidelines

Do and Don't guidelines parsed from DESIGN.md.

Do

  • Use #1351F9 for the one primary interactive element per surface — play, subscribe, active tab, progress
  • Keep the canvas deep midnight blue (#0A0E1A) and let poster art supply the color
  • Step hierarchy through the blue-gray scale (#FFFFFF → #A7AEC0 → #6B7286)
  • Use the brand-blue progress bar to signal continue-watching state
  • Reserve the warm red strictly for the LIVE / 실시간 indicator

Don't

  • n't use pure black (#000000) — the canvas is a deep blue, that's the brand
  • n't introduce a second saturated interactive hue competing with the blue
  • n't put drop shadows or borders on poster cards — the gutter separates them
  • n't let the warm red bleed beyond live indicators into general UI
  • n't crowd the title-detail / player — those surfaces need breathing room

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