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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
2026-10-08 17:52:48 +11:00

12 KiB

Section-authoring guidance, loaded by /ux-design for the ACTIVE MODE ONLY. Never load the other two — one mode applies per invocation.

Section Guidance — UX Spec Mode

In this file:

  • Section A: Purpose & Player Need
  • Section B: Player Context on Arrival
  • Section B2: Navigation Position
  • Section B3: Entry & Exit Points
  • Section C: Layout Specification
  • Section D: States & Variants
  • Section E: Interaction Map
  • Section E2: Events Fired
  • Section E3: Transitions & Animations
  • Section F: Data Requirements
  • Section F2: Input Method Completeness Checklist
  • Section G: Accessibility
  • Section H: Localization Considerations
  • Section I: Acceptance Criteria

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 Source Trigger Player carries this context
[screen/event] [how] [state/data they arrive with]
Exit Destination Trigger Notes
[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.
  • Use AskUserQuestion to capture the choice:
    • "Which zone arrangement fits best?"
    • Options: [the 2-3 named arrangements you just presented] + "None — 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 / Variant Trigger What Changes
Default Normal load —
Empty No 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 resolved in Phase 2h — do not ask the user again. State them upfront: "Mapping interactions for: [Input Methods resolved in Phase 2h]. 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 Action Event Fired Payload / 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:

Data Source System Read / Write Notes
[item] [system] Read —
[item] [system] Write [concern if any]

Section F2: Input Method Completeness Checklist

One checklist block per input method in the spec's Platform Target line — keyboard, gamepad, mouse, touch; drop the blocks for methods this game does not support and say so. Take the items from section 11 of .claude/docs/templates/ux-spec.md (reachability, tab/d-pad order, visible focus, focus trap for modals, Esc/back behavior, hit-target sizes, controller disconnect). Tick an item only when the Interaction Map above already specifies it; an unticked item is an open implementation question — list it under Open Questions rather than ticking it.


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

If no accessibility tier has been defined for this project, note the gap in the UX spec's Open Questions section:

"Accessibility tier not yet defined — consider WCAG-AA as a baseline. Run /gate-check to see whether this blocks any phase gates." Then continue to the next section without stopping.


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

Use AskUserQuestion to confirm:

  • "Do these acceptance criteria cover what would make this screen 'done' for your QA process?"
  • Options: "Yes — these are solid", "Add one more criterion", "Remove or rephrase one"