01
Define a neighbour before counting one
Two tiles can meet along a complete edge or touch at a corner. For the boundary exercise on this site, only a complete shared edge removes exposed edges from the total. A corner touch does not remove any edge length. State that convention near the diagram, especially when a decorative pattern makes several kinds of contact look similar. A game may deliberately choose different adjacency rules, but those rules should be named rather than borrowed silently from the geometry. Clear definitions allow the same visual vocabulary to support several distinct activities.
02
Keep ideal geometry separate from physical assembly
The worksheet uses equal regular hexagons with unit-length sides, no overlaps and complete edge-to-edge contacts. Real pieces may have gaps, bevels or connectors that change the visible outline. A SpatialHex presentation can use ideal geometry to explain the arrangement while recording those physical details elsewhere. This distinction makes the simple model easier to inspect. If a later prototype introduces a gap, the original counting result remains a statement about the ideal layout, not a measurement of the newly assembled object or its material requirements.
03
Let labels carry meaning alongside the pattern
Write SpatialHex with both word initials capitalised when that improves recognition. Give tiles short labels such as A, B and C, and use a clear line treatment for shared edges. Colour can help readers follow the arrangement, but the contact list should remain readable in monochrome. A restrained identity allows the six-sided structure itself to provide visual character. The strongest introduction tells visitors what they can arrange, compare or learn, then shows one small example that demonstrates the project’s particular use of the geometric theme.