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Agent Skill · 研究检索

ux-design(用户体验设计)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

ux-design 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 53,999。

总安装 517周安装 22GitHub Stars 16,561下载 181核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ux-design(用户体验设计)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/ux-design
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill ux-design
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill ux-design

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

ux-design 辅助界面设计、视觉规范与交互模式库的构建,适用于游戏或产品 UI 规划。支持 HUD、主菜单等具体页面设计,输出结构清晰的 UX 规格文档。根据参数自动选择输出路径,结合品牌与设计系统提供可落地的指导。涉及真实页面改动时,建议通过截图或浏览器预览检查文本溢出与响应式表现。

ux-design 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/ux-design

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/donchitos/claude-code-game-studios --skill ux-…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

ux-design 怎么安装?

在终端执行 npx skills add https://github.com/donchitos/claude-code-game-studios --skill ux-design。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ux-design 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

ux-design 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

ux-design 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

ux-design 用的人多吗?

公开数据是累计安装 517 次,近一周安装 22 次,下载 181 次,GitHub 16,561 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

ux-design 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 来源仓库有 16,561 星,维护活跃度相对可查。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
ux-design

用户体验设计 · 本页

51716,561只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

When this skill is invoked:

1. Parse Arguments & Determine Mode

Three authoring modes exist based on the argument:

ArgumentModeOutput file
hudHUD designdesign/ux/hud.md
patternsInteraction pattern librarydesign/ux/interaction-patterns.md
Any other value (e.g., main-menu, inventory)UX spec for a screen or flowdesign/ux/[argument].md
No argumentAsk the user(see below)

If no argument is provided, do not fail — ask instead. Use AskUserQuestion:

  • "What are we designing today?"

- Options: "A specific screen or flow (I'll name it)", "The game HUD", "The interaction pattern library", "I'm not sure — help me figure it out"

If the user selects "I'll name it" or types a screen name, normalize it to kebab-case for the filename (e.g., "Main Menu" becomes main-menu).


2. Gather Context (Read Phase)

Read all relevant context before asking the user anything. The skill's value comes from arriving informed.

2a: Required Reads

  • Game concept: Read design/gdd/game-concept.md — if missing, warn: "No game concept found. Run /brainstorm first to establish the game's foundation before designing UX." Continue anyway if the user asks.

2b: Player Journey

Read design/player-journey.md if it exists. For each relevant section, extract:

  • Which journey phase(s) does this screen appear in?
  • What is the player's emotional state on arrival at this screen?
  • What player need is this screen serving in the journey?
  • What critical moments (from the journey map) does this screen deliver?

If the player journey file does not exist, note the gap and proceed:

"No player journey map found at design/player-journey.md. Designing without it means we'll be making assumptions about player context. Consider running a player journey session after this spec is drafted."

2c: GDD UI Requirements

Glob design/gdd/*.md and grep for UI Requirements sections. Read any GDD whose UI Requirements section references this screen by name or category.

These GDD UI Requirements are the requirements input to this spec. Collect them as a list of constraints the spec must satisfy.

If designing the HUD, read ALL GDD UI Requirements sections — the HUD aggregates requirements from every system.

2d: Existing UX Specs

Glob design/ux/*.md and note which screens already have specs. For screens that will link to or from the current screen, read their navigation/flow sections to find the entry and exit points this spec must match.

2e: Interaction Pattern Library

If design/ux/interaction-patterns.md exists, read the pattern catalog index (the list of pattern names and their one-line descriptions). Do not read full pattern details — just the catalog. This tells you which patterns already exist so you can reference them rather than reinvent them.

2f: Art Bible

Check for design/art/art-bible.md. If found, read the visual direction section. UX layout must align with the aesthetic commitments already made.

2g: Accessibility Requirements

Check for design/accessibility-requirements.md. If found, read it. The spec must satisfy the accessibility tier committed to there.

2h: Input Method (from Project Config)

Read .claude/docs/technical-preferences.md and extract the ## Input & Platform section. Store these values for use throughout the skill — they drive the Interaction Map and inform accessibility requirements:

  • Input Methods — e.g., Keyboard/Mouse, Gamepad, Touch, Mixed
  • Primary Input — the dominant input for this game
  • Gamepad Support — Full / Partial / None
  • Touch Support — Full / Partial / None
  • Target Platforms — for safe zone and aspect ratio decisions

If the section is unconfigured ([TO BE CONFIGURED]), ask once:

"Input methods aren't configured yet. What does this game target?" Options: "Keyboard/Mouse only", "Gamepad only", "Both (PC + Console)", "Touch (mobile)", "All of the above" (Run /setup-engine to save this permanently so you won't be asked again.)

Store the answer for the rest of this session. Do not ask again per section or per screen.

2i: Present Context Summary

Before any design work, present a brief summary to the user:

Designing: [Screen/Flow Name] - Mode: [UX Spec / HUD Design / Pattern Library] - Journey phase(s): [from player-journey.md, or "unknown — no journey map"] - GDD requirements feeding this spec: [count and names, or "none found"] - Related screens already specced: [list, or "none yet"] - Known patterns available: [count, or "no pattern library yet"] - Accessibility tier: [from requirements doc, or "not yet defined"] - Input methods: [from technical-preferences.md, or "asked above"]

Then ask: "Anything else I should read before we start, or shall we proceed?"


2b. Retrofit Mode Detection

Before creating a skeleton, check if the target output file already exists.

Glob design/ux/[filename].md (where [filename] is the resolved output path from Phase 1).

If the file exists — retrofit mode:

  • Read the file in full
  • For each expected section, check whether the body has real content (more than a [To be designed] placeholder) or is empty/placeholder
  • Present a section status summary to the user:
"Found existing UX spec at design/ux/[filename].md. Here's what's already done: | Section | Status | | --- | --- | | Overview & Context | [Complete / Empty / Placeholder] | | Player Journey Integration | ... | | Screen Layout & Information Architecture | ... | | Interaction Model | ... | | Feedback & State Communication | ... | | Accessibility | ... | | Edge Cases & Error States | ... | | Open Questions | ... | I'll work on the [N] incomplete sections only — existing content will not be overwritten."
  • Skip Section 3 (skeleton creation) — the file already exists
  • In Phase 4 (Section Authoring), only work on sections with Status: Empty or Placeholder
  • Use Edit to fill placeholders in-place rather than creating a new skeleton

If the file does not exist — fresh authoring mode: Proceed to Phase 3 (Create File Skeleton) as normal.


3. Create File Skeleton

Once the user confirms, immediately create the output file with empty section headers. This ensures incremental writes have a target and work survives interruptions.

Ask: "May I create the skeleton file at design/ux/[filename].md?"


Skeleton for UX Spec (screen or flow)

# UX Spec: [Screen/Flow Name]

> **Status**: In Design
> **Author**: [user + ux-designer]
> **Last Updated**: [today's date]
> **Journey Phase(s)**: [from context]
> **Template**: UX Spec

---

## Purpose & Player Need

[To be designed]

---

## Player Context on Arrival

[To be designed]

---

## Navigation Position

[To be designed]

---

## Entry & Exit Points

[To be designed]

---

## Layout Specification

### Information Hierarchy

[To be designed]

### Layout Zones

[To be designed]

### Component Inventory

[To be designed]

### ASCII Wireframe

[To be designed]

---

## States & Variants

[To be designed]

---

## Interaction Map

[To be designed]

---

## Events Fired

[To be designed]

---

## Transitions & Animations

[To be designed]

---

## Data Requirements

[To be designed]

---

## Accessibility

[To be designed]

---

## Localization Considerations

[To be designed]

---

## Acceptance Criteria

[To be designed]

---

## Open Questions

[To be designed]

Skeleton for HUD Design

# HUD Design

> **Status**: In Design
> **Author**: [user + ux-designer]
> **Last Updated**: [today's date]
> **Template**: HUD Design

---

## HUD Philosophy

[To be designed]

---

## Information Architecture

### Full Information Inventory

[To be designed]

### Categorization

[To be designed]

---

## Layout Zones

[To be designed]

---

## HUD Elements

[To be designed]

---

## Dynamic Behaviors

[To be designed]

---

## Platform & Input Variants

[To be designed]

---

## Accessibility

[To be designed]

---

## Open Questions

[To be designed]

Skeleton for Interaction Pattern Library

# Interaction Pattern Library

> **Status**: In Design
> **Author**: [user + ux-designer]
> **Last Updated**: [today's date]
> **Template**: Interaction Pattern Library

---

## Overview

[To be designed]

---

## Pattern Catalog

[To be designed]

---

## Patterns

[Individual pattern entries added here as they are defined]

---

## Gaps & Patterns Needed

[To be designed]

---

## Open Questions

[To be designed]

After writing the skeleton, update production/session-state/active.md with:

  • Task: Designing [screen/flow name] UX spec
  • Current section: Starting (skeleton created)
  • File: design/ux/[filename].md

4. Section-by-Section Authoring

Walk through each section in order. For each section, follow this cycle:

Context  ->  Questions  ->  Options  ->  Decision  ->  Draft  ->  Approval  ->  Write
  1. Context: State what this section needs to contain and surface any relevant constraints from context gathered in Phase 2.
  2. Questions: Ask what is needed to draft this section. Use AskUserQuestion for constrained choices, conversational text for open-ended exploration.
  3. Options: Where design choices exist, present 2-4 approaches with pros/cons. Explain reasoning in conversation, then use AskUserQuestion to capture the decision.
  4. Decision: User picks an approach or provides custom direction.
  5. Draft: Write the section content in conversation for review. Flag provisional assumptions explicitly.
  6. Approval: "Does this capture it? Any changes before I write it to the file?"
  7. Write: Use Edit to replace the [To be designed] placeholder with approved content. Confirm the write.

After writing each section, update production/session-state/active.md.


Section Guidance: UX Spec Mode

Section A: Purpose & Player Need

This section is the foundation. Every other decision flows from it.

Questions to ask:

  • "What player goal does this screen serve? What is the player trying to DO here?"
  • "What would go wrong if this screen didn't exist or was hard to use?"
  • "Complete this sentence: 'The player arrives at this screen wanting to ___.' "

Cross-reference the player journey context gathered in Phase 2. The stated purpose must align with the journey phase and emotional state.


Section B: Player Context on Arrival

Questions to ask:

  • "When in the game does a player first encounter this screen?"
  • "What were they just doing immediately before reaching this screen?"
  • "What emotional state should the design assume? (calm, stressed, curious, time-pressured)"
  • "Do players arrive at this screen voluntarily, or are they sent here by the game?"

Offer to map this against the journey phases if the player journey doc exists.


Section B2: Navigation Position

Where does this screen sit in the game's navigation hierarchy? This is a one-paragraph orientation map — not a full flow diagram.

Questions to ask:

  • "Is this screen accessed from the main menu, from pause, from within gameplay, or from another screen?"
  • "Is it a top-level destination (always reachable) or a context-dependent one (only accessible in certain states)?"
  • "Can the player reach this screen from more than one place in the game?"

Present as: "This screen lives at: [root] → [parent] → [this screen]" plus any alternate entry paths.


Section B3: Entry & Exit Points

Map every way the player can arrive at and leave this screen.

Questions to ask:

  • "What are all the ways a player can reach this screen?" (List each trigger: button press, game event, redirect from another screen, etc.)
  • "What can the player do to exit? What happens when they do?" (Back button, confirm action, timeout, game event)
  • "Are there any exits that are one-way — where the player cannot return to this screen without starting over?"

Present as two tables:

Entry SourceTriggerPlayer carries this context
[screen/event][how][state/data they arrive with]
Exit DestinationTriggerNotes
[screen/event][how][any irreversible state changes]

Section C: Layout Specification

This is the largest and most interactive section. Work through it in sub-sections:

Sub-section 1 — Information Hierarchy (establish this before any layout):

  • Ask the user to list every piece of information this screen must communicate.
  • Then ask them to rank the items: "What is the single most important thing a player needs to see first? What is second? What can be discovered rather than immediately visible?"
  • Present the resulting hierarchy for approval before moving to zones.

Sub-section 2 — Layout Zones:

  • Based on the information hierarchy, propose rough screen zones (header, content area, action bar, sidebar, etc.).
  • Offer 2-3 zone arrangements with rationale for each. Reference platform and input context gathered from game concept.
  • Ask: "Do any of these match your mental image, or shall we build a custom arrangement?"

Sub-section 3 — Component Inventory:

  • For each zone, list the UI components it contains. For each component, note:

- Component type (button, list, card, stat display, input field, etc.) - Content it displays - Whether it is interactive - If it uses an existing pattern from the library (reference by pattern name) - If it introduces a new pattern (flag for later addition to the library)

Sub-section 4 — ASCII Wireframe:

  • Offer to generate an ASCII wireframe based on the zone layout and component list.
  • Use AskUserQuestion: "Want an ASCII wireframe as part of this spec?"

- Options: "Yes, include one", "No, I'll attach a separate file"

  • If yes, produce the wireframe in conversation first. Ask for feedback before writing it to file.

Section D: States & Variants

Guide the user to think beyond the happy path.

Questions to ask (work through these one at a time):

  • "What does this screen look like the very first time a player sees it, when there is no data yet? (empty state)"
  • "What happens when something goes wrong — an error, a failed action, a missing resource? (error state)"
  • "Is there ever a loading wait on this screen? If so, what does it show? (loading state)"
  • "Are there any player progression states that change what this screen shows? For example, locked content, premium content, or tutorial-mode overlays?"
  • "Does this screen behave differently on any supported platform? (platform variant)"

Present the collected states as a table for approval:

State / VariantTriggerWhat Changes
DefaultNormal load—
EmptyNo data available[content area description]
[etc.][trigger][changes]

Section E: Interaction Map

For each interactive component identified in the Layout Specification, define:

  • The action (tap, click, press, hold, scroll, drag)
  • The platform input(s) that trigger it (mouse click, gamepad A, keyboard Enter)
  • The immediate feedback (visual, audio, haptic)
  • The outcome (navigation target, state change, data write)

Use the input methods loaded from technical-preferences.md in Phase 2h — do not ask the user again. State them upfront: "Mapping interactions for: [Input Methods from tech-prefs]. Covering [Gamepad Support] gamepad support."

Work through components one at a time rather than asking for all at once. For navigation actions (going to another screen), verify the target matches an existing UX spec or note it as a spec dependency.


Section E2: Events Fired

For every player action in the Interaction Map, document the corresponding event the game or analytics system should fire — or explicitly note "no event" if none applies.

Questions to ask:

  • "For each action, should the game fire an analytics event, trigger a game-state change, or both?"
  • "Are there any actions that should NOT fire an event — and is that a deliberate choice?"

Present as a table alongside the Interaction Map:

Player ActionEvent FiredPayload / Data
[action][EventName] or none[data passed with event]

Flag any action that modifies persistent game state (save data, progress, economy) — these need explicit attention from the architecture team.


Section E3: Transitions & Animations

Specify how the screen enters and exits, and how it responds to state changes.

Questions to ask:

  • "How does this screen appear? (fade in, slide from right, instant pop, scale from button)"
  • "How does it dismiss? (fade out, slide back, cut)"
  • "Are there any in-screen state transitions that need animation? (loading spinner, success state, error flash)"
  • "Is there any animation that could cause motion sickness — and does the game have a reduced-motion option?"

Minimum required:

  • Screen enter transition
  • Screen exit transition
  • At least one state-change animation if the screen has multiple states

Section F: Data Requirements

Cross-reference the GDD UI Requirements sections gathered in Phase 2.

For each piece of information the screen displays, ask:

  • "Where does this data come from? Which system owns it?"
  • "Does this screen need to write data back, or is it read-only?"
  • "Is any of this data time-sensitive or real-time? (health bars, cooldown timers)"

Flag any case where the UI would need to own or manage game state as an architectural concern. UX specs define what the UI needs; they do not dictate how the data is delivered. That is an architecture decision.

Present the data requirements as a table:

DataSource SystemRead / WriteNotes
[item][system]Read—
[item][system]Write[concern if any]

Section G: Accessibility

Cross-reference design/accessibility-requirements.md if it exists.

Walk through the ux-designer agent's standard checklist for this screen:

  • Keyboard-only navigation path through all interactive elements
  • Gamepad navigation order (if applicable)
  • Text contrast and minimum readable font sizes
  • Color-independent communication (no information conveyed by color alone)
  • Screen reader considerations for any non-text elements
  • Any motion or animation that needs a reduced-motion alternative

Use AskUserQuestion to surface any open questions on accessibility tier:

  • "Has the accessibility tier been committed to for this project?"

- Options: "Yes, read from requirements doc", "Not yet — let's flag it as a question", "Skip accessibility section for now"


Section H: Localization Considerations

Document constraints that affect how this screen behaves when text is translated.

Questions to ask:

  • "Which text elements on this screen are the longest? What is the maximum character count that fits the layout?"
  • "Are there any elements where text length is layout-critical — e.g., a button label that must stay on one line?"
  • "Are there any elements that display numbers, dates, or currencies that need locale-specific formatting?"

Note: aim to flag any element where a 40% text expansion (common in translations from English to German or French) would break the layout. Mark those as HIGH PRIORITY for the localization engineer.


Section I: Acceptance Criteria

Write at least 5 specific, testable criteria that a QA tester can verify without reading any other design document. These become the pass/fail conditions for /story-done.

Format: Use checkboxes. Each criterion must be verifiable by a human tester:

- [ ] Screen opens within [X]ms from [trigger]
- [ ] [Element] displays correctly at [minimum] and [maximum] values
- [ ] [Navigation action] correctly routes to [destination screen]
- [ ] Error state appears when [condition] and shows [specific message or icon]
- [ ] Keyboard/gamepad navigation reaches all interactive elements in logical order
- [ ] [Accessibility requirement] is met — e.g., "all interactive elements have focus indicators"

Minimum required:

  • 1 performance criterion (load/open time)
  • 1 navigation criterion (at least one entry or exit path verified)
  • 1 error/empty state criterion
  • 1 accessibility criterion (per committed tier)
  • 1 criterion specific to this screen's core purpose

Ask the user to confirm: "Do these criteria cover what would actually make this screen 'done' for your QA process?"


Section Guidance: HUD Design Mode

HUD design follows a different order from UX spec mode. Begin with philosophy; do not touch layout until the information architecture is complete.

Section A: HUD Philosophy

Ask the user to describe the game's relationship with on-screen information in 1-2 sentences.

Offer framing examples to help:

  • "Nearly HUD-free — atmosphere requires unobstructed immersion (e.g., Hollow Knight, Firewatch)"
  • "Minimal but present — only critical information visible, everything else contextual (e.g., Dark Souls)"
  • "Information-dense — all decision-relevant data always visible (e.g., Diablo IV, StarCraft II)"
  • "Adaptive — HUD density responds to combat state, exploration mode, menus (e.g., God of War)"

This philosophy becomes the design constraint for every subsequent HUD decision. If a proposed element conflicts with the stated philosophy, surface that conflict.


Section B: Information Architecture

Complete this before any layout work. Do not skip it.

Step 1 — Full information inventory: Pull all information from GDD UI Requirements sections gathered in Phase 2. Present the full list: "These are all the things your game systems say they need to communicate to the player on screen."

Step 2 — Categorization: For each item, ask the user to categorize it:

CategoryDescription
Must ShowAlways visible, player needs it for core decisions
ContextualVisible only when relevant (in combat, near interactable, etc.)
On DemandPlayer must actively request it (toggle, hold button)
HiddenCommunicated through world/audio, never on-screen text

Use AskUserQuestion to step through items in groups of 3-4, not all at once. This is the most consequential design decision in the HUD — do not rush it.

Conflict check: If the information philosophy (Section A) says "nearly HUD-free" but the Must Show list is growing long, surface the conflict explicitly:

"The current Must Show list has [N] items. That may conflict with the HUD-free philosophy. Options: reduce the Must Show list, revise the philosophy, or define a hybrid approach where HUD is absent in exploration and present in combat."

Section C: Layout Zones

Only after the information architecture is approved, design layout zones.

Base layout on:

  • Which items are Must Show (they drive the permanent zone decisions)
  • Where player attention naturally goes during gameplay (center-screen for action games, corners for strategy games)
  • Platform and aspect ratio targets

Offer 2-3 zone arrangements. Include rationale based on the HUD philosophy and the categorization from Section B.


Section D: HUD Elements

For each element in the layout, specify:

  • Element name and category (Must Show / Contextual / On Demand)
  • Content displayed
  • Visual form (bar, number, icon, counter, map)
  • Update behavior (real-time, event-driven, player-queried)
  • Contextual trigger (if not always visible)
  • Animation behavior (does it pulse when low? Fade in? Slam in?)

Work element by element. Reference the interaction pattern library if relevant patterns exist for status displays, resource bars, or cooldown indicators.


Sections E, F, G: Dynamic Behaviors, Platform Variants, Accessibility

These follow the same structure as the UX spec equivalents. See UX Spec section guidance for D (States/Variants), E (Interactions), and G (Accessibility).

For the HUD specifically, emphasize:

  • Dynamic Behaviors: what causes the HUD to change density mid-gameplay?
  • Platform Variants: does mobile/console require different element sizes or positions?

Section Guidance: Interaction Pattern Library Mode

Pattern library authoring is additive and catalog-driven, not linear.

Phase 1: Catalog Existing Patterns

Glob design/ux/*.md (excluding interaction-patterns.md) and read the Component Inventory and Interaction Map sections of each spec. Extract every interaction pattern used.

Present the extracted list: "Based on existing UX specs, these patterns are already in use in the game:"

  • [Pattern name]: used in [screen], [screen]
  • [etc.]

Ask: "Are there patterns you know exist but aren't in existing specs yet? List any additional ones now."


Phase 2: Formalize Each Pattern

For each pattern (existing or new), document:

### [Pattern Name]

**Category**: Navigation / Input / Feedback / Data Display / Modal / Overlay / [other]
**Used In**: [list of screens]

**Description**: [One paragraph explaining what this pattern is and when to use it]

**Specification**:
- [Component behavior]
- [Input mapping]
- [Visual/audio feedback]
- [Accessibility requirements for this pattern]

**When to Use**: [Conditions where this pattern is appropriate]
**When NOT to Use**: [Conditions where another pattern is more appropriate]

**Reference**: [Screenshot path or ASCII example, if available]

Work through patterns in groups. Offer: "Shall I draft the first batch based on what I've found in the existing specs, or do you want to define them one by one?"


Phase 3: Identify Gaps

After cataloging known patterns, ask:

  • "Are there screens or interactions planned that would need patterns not yet in this library?"
  • "Are there any patterns in existing specs that feel inconsistent with each other and should be consolidated?"

Document gaps in the Gaps section for follow-up.


5. Cross-Reference Check

Before marking the spec as ready for review, run these checks:

1. GDD requirement coverage: Does every GDD UI Requirement that references this screen have a corresponding element in this spec? Present any gaps.

2. Pattern library alignment: Are all interaction patterns used in this spec referenced by name? If a new pattern was invented during this spec session, flag it for addition to the pattern library:

"This spec uses [pattern name], which isn't in the pattern library yet. Want to add it now, or flag it as a gap?"

3. Navigation consistency: Do the entry/exit points in this spec match the navigation map in any related specs? Flag mismatches.

4. Accessibility coverage: Does the spec address the accessibility tier committed to in design/accessibility-requirements.md? If not, flag open questions.

5. Empty states: Does every data-dependent element have an empty state defined? Flag any that don't.

Present the check results:

Cross-Reference Check: [Screen Name] - GDD requirements: [N of M covered / all covered] - New patterns to add to library: [list or "none"] - Navigation mismatches: [list or "none"] - Accessibility gaps: [list or "none"] - Missing empty states: [list or "none"]

6. Handoff

When all sections are approved and written:

6a: Update Session State

Update production/session-state/active.md with:

  • Task: [screen-name] UX spec
  • Status: Complete (or In Review)
  • File: design/ux/[filename].md
  • Sections: All written
  • Next: [suggestion]

6b: Suggest Next Step

Before presenting options, state clearly:

"This spec should be validated with /ux-review before it enters the implementation pipeline. The Pre-Production gate requires all key screen specs to have a review verdict."

Then use AskUserQuestion:

  • "Run /ux-review [filename] now, or do something else first?"

- Options: - "Run /ux-review now — validate this spec" - "Design another screen first, then review all specs together" - "Update the interaction pattern library with new patterns from this spec" - "Stop here for this session"

If the user picks "Design another screen first", add a note: "Reminder: run /ux-review on all completed specs before running /gate-check pre-production."

6c: Cross-Link Related Specs

If other UX specs link to or from this screen, note which ones should reference this spec. Do not edit those files without asking — just name them.


7. Recovery & Resume

If the session is interrupted (compaction, crash, new session):

  1. Read production/session-state/active.md — it records the current screen and which sections are complete.
  2. Read design/ux/[filename].md — sections with real content are done; sections with [To be designed] still need work.
  3. Resume from the next incomplete section — no need to re-discuss completed ones.

This is why incremental writing matters: every approved section survives any disruption.


8. Specialist Agent Routing

This skill uses ux-designer as the primary agent (set in frontmatter). For specific sub-topics, additional context or coordination may be needed:

TopicCoordinate with
Visual aesthetics, color, layout feelart-director — UX spec defines zones; art defines how they look
Implementation feasibility (engine constraints)ui-programmer — before finalizing component inventory
Gameplay data requirementsgame-designer — when data ownership is unclear
Narrative/lore visible in the UInarrative-director — for flavor text, item names, lore panels
Accessibility tier decisionsHandled by this session — owned by ux-designer

When delegating to another agent via the Task tool:

  • Provide: screen name, game concept summary, the specific question needing expert input
  • The agent returns analysis to this session
  • This session presents the agent's output to the user
  • The user decides; this session writes to file
  • Agents do NOT write to files directly — this session owns all file writes

Collaborative Protocol

This skill follows the collaborative design principle at every step:

  1. Question -> Options -> Decision -> Draft -> Approval for every section
  2. AskUserQuestion at every decision point (Explain -> Capture pattern):

- Phase 2: "Ready to start, or need more context?" - Phase 3: "May I create the skeleton?" - Phase 4 (each section): design questions, approach options, draft approval - Phase 5: "Run cross-reference check? What's next?"

  1. "May I write to [filepath]?" before the skeleton and before each section write
  2. Incremental writing: Each section is written to file immediately after approval
  3. Session state updates: After every section write

Aesthetic deference: When layout or visual choices come down to personal taste, present the options and ask. Do not select a layout because it is "standard" — always confirm. The user is the creative director.

Conflict surfacing: When a GDD requirement and the available screen real estate conflict, surface the conflict and present resolution options. Never silently drop a requirement. Never silently expand the layout without flagging it.

Never auto-generate the full spec and present it as a fait accompli. Never write a section without user approval. Never contradict an existing approved UX spec without flagging the conflict. Always show where decisions come from (GDD requirements, player journey, user choices).

Verdict: COMPLETE — UX spec written and approved section by section.


Recommended Next Steps

  • Run /ux-review [filename] to validate this spec before it enters the implementation pipeline
  • Run /ux-design [next-screen] to continue designing remaining screens or flows
  • Run /gate-check pre-production once all key screens have approved UX specs

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