ux-design
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ChineseWhen this skill is invoked:
当调用此skill时:
1. Parse Arguments & Determine Mode
1. 解析参数并确定模式
Three authoring modes exist based on the argument:
| Argument | Mode | Output file |
|---|---|---|
| HUD design | |
| Interaction pattern library | |
Any other value (e.g., | UX spec for a screen or flow | |
| No argument | Ask 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根据参数的不同,存在三种创作模式:
| 参数 | 模式 | 输出文件 |
|---|---|---|
| HUD设计 | |
| 交互模式库 | |
其他任意值(例如 | 屏幕或流程的UX规范 | |
| 无参数 | 询问用户 | (见下文) |
如果未提供参数,不要直接失败——而是询问用户。使用:
AskUserQuestion- "我们今天要设计什么?"
- 选项:"特定屏幕或流程(我会命名)"、"游戏HUD"、"交互模式库"、"我不确定——帮我理清"
如果用户选择“我会命名”或输入屏幕名称,将其标准化为kebab-case格式作为文件名(例如“Main Menu”变为)。
main-menu2. Gather Context (Read Phase)
2. 收集上下文(读取阶段)
Read all relevant context before asking the user anything. The skill's value
comes from arriving informed.
在询问用户任何问题之前,先读取所有相关上下文。该skill的价值在于基于充分信息开展工作。
2a: Required Reads
2a:必填读取项
- Game concept: Read — if missing, warn:
design/gdd/game-concept.md"No game concept found. Runfirst to establish the game's foundation before designing UX." Continue anyway if the user asks./brainstorm
- 游戏概念:读取——如果缺失,发出警告:
design/gdd/game-concept.md"未找到游戏概念。在设计UX之前,请先运行来建立游戏的基础框架。" 如果用户要求,仍可继续操作。/brainstorm
2b: Player Journey
2b:玩家旅程
Read if it exists. For each relevant section, extract:
design/player-journey.md- 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. Designing without it means we'll be making assumptions about player context. Consider running a player journey session after this spec is drafted."design/player-journey.md
Also add to the UX spec's Open Questions section:
"Player journey map not yet created. Template available at. Run.claude/docs/templates/player-journey.mdPhase 2b or create it manually to establish player context for this screen."/ux-design
如果存在,则读取该文件。针对每个相关章节,提取以下信息:
design/player-journey.md- 该屏幕出现在旅程的哪些阶段?
- 玩家到达该屏幕时的情绪状态是什么?
- 该屏幕在旅程中满足玩家的哪些需求?
- 该屏幕承载了旅程地图中的哪些关键时刻?
如果玩家旅程文件不存在,记录此缺口并继续:
"未在找到玩家旅程地图。在无此地图的情况下进行设计意味着我们将对玩家上下文做出假设。建议在此规范起草完成后开展玩家旅程会话。"design/player-journey.md
同时在UX规范的“待解决问题”部分添加:
"尚未创建玩家旅程地图。模板位于。运行.claude/docs/templates/player-journey.md的第2b阶段或手动创建该地图,以确立此屏幕的玩家上下文。"/ux-design
2c: GDD UI Requirements
2c:GDD UI需求
Glob and grep for sections. Read any GDD whose
UI Requirements section references this screen by name or category.
design/gdd/*.mdUI RequirementsThese 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.
遍历文件并搜索章节。读取所有UI Requirements章节中提及此屏幕名称或类别的GDD文档。
design/gdd/*.mdUI Requirements这些GDD UI需求是本规范的输入要求。将它们收集为规范必须满足的约束条件列表。
如果设计HUD,则读取所有GDD的UI Requirements章节——HUD汇总了各个系统的需求。
2d: Existing UX Specs
2d:现有UX规范
Glob 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.
design/ux/*.md遍历文件,记录哪些屏幕已有规范。对于将与当前屏幕进行跳转关联的屏幕,读取其导航/流程章节,找到本规范必须匹配的入口和出口点。
design/ux/*.md2e: Interaction Pattern Library
2e:交互模式库
If 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.
design/ux/interaction-patterns.md如果存在,读取模式目录索引(即模式名称及其一行描述的列表)。无需读取完整的模式详情——仅读取目录即可。这能让你了解已有的模式,从而直接引用而非重新设计。
design/ux/interaction-patterns.md2f: Art Bible
2f:美术风格指南
Check for . If found, read the visual direction
section. UX layout must align with the aesthetic commitments already made.
design/art/art-bible.md检查是否存在。如果找到,读取视觉方向章节。UX布局必须与已确定的美学风格保持一致。
design/art/art-bible.md2g: Accessibility Requirements
2g:无障碍需求
Check for . If found, read it. The spec
must satisfy the accessibility tier committed to there.
design/accessibility-requirements.md检查是否存在。如果找到,读取该文件。规范必须满足其中承诺的无障碍等级要求。
design/accessibility-requirements.md2h: Input Method (from Project Config)
2h:输入方式(来自项目配置)
Read and extract the
section. Store these values for use throughout the skill — they drive the
Interaction Map and inform accessibility requirements:
.claude/docs/technical-preferences.md## Input & Platform- 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 (), ask once:
[TO BE CONFIGURED]"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"(Runto save this permanently so you won't be asked again.)/setup-engine
Store the answer for the rest of this session. Do not ask again per section
or per screen.
读取并提取章节。保存这些值以供整个skill使用——它们将驱动交互地图的设计并影响无障碍需求:
.claude/docs/technical-preferences.md## Input & Platform- 输入方式——例如:键盘/鼠标、游戏手柄、触控、混合输入
- 主要输入方式——游戏的主导输入方式
- 游戏手柄支持——完全支持/部分支持/不支持
- 触控支持——完全支持/部分支持/不支持
- 目标平台——用于安全区域和宽高比决策
如果该章节未配置(显示),询问一次:
[TO BE CONFIGURED]"输入方式尚未配置。这款游戏的目标平台是什么?" 选项:"仅键盘/鼠标"、"仅游戏手柄"、"两者皆支持(PC + 主机)"、"触控(移动端)"、"以上全部"(运行可永久保存此设置,避免重复询问。)/setup-engine
保存答案以供本次会话全程使用。不要针对每个章节或每个屏幕重复询问。
2i: Present Context Summary
2i:呈现上下文摘要
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?"
在开始任何设计工作之前,向用户呈现简要摘要:
正在设计:[屏幕/流程名称]
- 模式:[UX规范 / HUD设计 / 模式库]
- 旅程阶段:[来自player-journey.md,或“未知——无旅程地图”]
- 为规范提供输入的GDD需求:[数量和名称,或“未找到”]
- 已完成规范的相关屏幕:[列表,或“暂无”]
- 可用的已知模式:[数量,或“尚无模式库”]
- 无障碍等级:[来自需求文档,或“尚未定义”]
- 输入方式:[来自technical-preferences.md,或“已询问用户”]
然后询问:“在开始之前,我还需要读取其他内容吗?还是可以直接开始?”
2b. Retrofit Mode Detection
2b. 适配模式检测
Before creating a skeleton, check if the target output file already exists.
Glob (where is the resolved output path from Phase 1).
design/ux/[filename].md[filename]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 placeholder) or is empty/placeholder
[To be designed] - Present a section status summary to the user:
"Found existing UX spec at. Here's what's already done:design/ux/[filename].md
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 to fill placeholders in-place rather than creating a new skeleton
Edit
If the file does not exist — fresh authoring mode:
Proceed to Phase 3 (Create File Skeleton) as normal.
在创建框架之前,检查目标输出文件是否已存在。
遍历(其中是第1阶段确定的输出路径)。
design/ux/[filename].md[filename]如果文件已存在——适配模式:
- 完整读取该文件
- 针对每个预期章节,检查正文是否包含实际内容(而非仅占位符)或为空/占位符
[To be designed] - 向用户呈现章节状态摘要:
"在找到现有UX规范。以下是已完成的内容:design/ux/[filename].md
章节 状态 概述与上下文 [已完成 / 为空 / 占位符] 玩家旅程集成 ... 屏幕布局与信息架构 ... 交互模型 ... 反馈与状态传达 ... 无障碍设计 ... 边缘情况与错误状态 ... 待解决问题 ... 我将仅处理[N]个未完成的章节——现有内容不会被覆盖。"
- 跳过第3阶段(框架创建)——文件已存在
- 在第4阶段(章节编写)中,仅处理状态为“为空”或“占位符”的章节
- 使用功能原地填充占位符,而非创建新框架
Edit
如果文件不存在——全新创作模式:
正常进入第3阶段(创建文件框架)。
3. Create File Skeleton
3. 创建文件框架
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用户确认后,立即创建带有空章节标题的输出文件。这确保增量写入有明确目标,且工作成果不会因中断丢失。
询问:“我可以在创建框架文件吗?”
design/ux/[filename].mdSkeleton for UX Spec (screen or flow)
UX规范框架(屏幕或流程)
markdown
undefinedmarkdown
undefinedUX Spec: [Screen/Flow Name]
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
Status: In Design Author: [user + ux-designer] Last Updated: [today's date] Journey Phase(s): [from context] Template: UX Spec
Purpose & Player Need
Purpose & Player Need
[To be designed]
[To be designed]
Player Context on Arrival
Player Context on Arrival
[To be designed]
[To be designed]
Navigation Position
Navigation Position
[To be designed]
[To be designed]
Entry & Exit Points
Entry & Exit Points
[To be designed]
[To be designed]
Layout Specification
Layout Specification
Information Hierarchy
Information Hierarchy
[To be designed]
[To be designed]
Layout Zones
Layout Zones
[To be designed]
[To be designed]
Component Inventory
Component Inventory
[To be designed]
[To be designed]
ASCII Wireframe
ASCII Wireframe
[To be designed]
[To be designed]
States & Variants
States & Variants
[To be designed]
[To be designed]
Interaction Map
Interaction Map
[To be designed]
[To be designed]
Events Fired
Events Fired
[To be designed]
[To be designed]
Transitions & Animations
Transitions & Animations
[To be designed]
[To be designed]
Data Requirements
Data Requirements
[To be designed]
[To be designed]
Accessibility
Accessibility
[To be designed]
[To be designed]
Localization Considerations
Localization Considerations
[To be designed]
[To be designed]
Acceptance Criteria
Acceptance Criteria
[To be designed]
[To be designed]
Open Questions
Open Questions
[To be designed]
---[To be designed]
---Skeleton for HUD Design
HUD设计框架
markdown
undefinedmarkdown
undefinedHUD Design
HUD Design
Status: In Design Author: [user + ux-designer] Last Updated: [today's date] Template: HUD Design
Status: In Design Author: [user + ux-designer] Last Updated: [today's date] Template: HUD Design
HUD Philosophy
HUD Philosophy
[To be designed]
[To be designed]
Information Architecture
Information Architecture
Full Information Inventory
Full Information Inventory
[To be designed]
[To be designed]
Categorization
Categorization
[To be designed]
[To be designed]
Layout Zones
Layout Zones
[To be designed]
[To be designed]
HUD Elements
HUD Elements
[To be designed]
[To be designed]
Dynamic Behaviors
Dynamic Behaviors
[To be designed]
[To be designed]
Platform & Input Variants
Platform & Input Variants
[To be designed]
[To be designed]
Accessibility
Accessibility
[To be designed]
[To be designed]
Open Questions
Open Questions
[To be designed]
---[To be designed]
---Skeleton for Interaction Pattern Library
交互模式库框架
markdown
undefinedmarkdown
undefinedInteraction Pattern Library
Interaction Pattern Library
Status: In Design Author: [user + ux-designer] Last Updated: [today's date] Template: Interaction Pattern Library
Status: In Design Author: [user + ux-designer] Last Updated: [today's date] Template: Interaction Pattern Library
Overview
Overview
[To be designed]
[To be designed]
Pattern Catalog
Pattern Catalog
[To be designed]
[To be designed]
Patterns
Patterns
[Individual pattern entries added here as they are defined]
[Individual pattern entries added here as they are defined]
Gaps & Patterns Needed
Gaps & Patterns Needed
[To be designed]
[To be designed]
Open Questions
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
---[To be designed]
---
编写框架后,更新`production/session-state/active.md`,包含:
- 任务:设计[屏幕/流程名称]UX规范
- 当前章节:开始阶段(框架已创建)
- 文件:design/ux/[filename].md
---4. Section-by-Section Authoring
4. 逐章编写
Walk through each section in order. For each section, follow this cycle:
Context -> Questions -> Options -> Decision -> Draft -> Approval -> Write- Context: State what this section needs to contain and surface any relevant constraints from context gathered in Phase 2.
- Questions: Ask what is needed to draft this section. Use for constrained choices, conversational text for open-ended exploration.
AskUserQuestion - Options: Where design choices exist, present 2-4 approaches with pros/cons.
Explain reasoning in conversation, then use to capture the decision.
AskUserQuestion - Decision: User picks an approach or provides custom direction.
- Draft: Write the section content in conversation for review. Flag provisional assumptions explicitly.
- Approval: Use :
AskUserQuestion- "Does this capture the [section name] correctly?"
- Options: "Yes — write it to the file", "Small changes needed (describe below)", "Major rethink needed" Do not proceed to step 7 until the user selects "Yes".
- Write: Use : "May I write the [section name] section to
AskUserQuestion?"[filepath]- Options: "Yes, write it", "Wait — one more change"
Once confirmed, use to replace the
Editplaceholder with approved content.[To be designed]
- Options: "Yes, write it", "Wait — one more change"
Once confirmed, use
After writing each section, update .
production/session-state/active.md按顺序处理每个章节。针对每个章节,遵循以下流程:
上下文 -> 问题 -> 选项 -> 决策 -> 草稿 -> 审批 -> 写入- 上下文:说明本章节需要包含的内容,并列出第2阶段收集的相关约束条件。
- 问题:询问起草本章节所需的信息。对于有限选择,使用;对于开放式探索,使用对话文本。
AskUserQuestion - 选项:当存在设计选择时,提供2-4种方案并说明优缺点。在对话中解释理由,然后使用记录决策。
AskUserQuestion - 决策:用户选择方案或提供自定义方向。
- 草稿:在对话中编写章节内容供审核。明确标记临时假设。
- 审批:使用:
AskUserQuestion- “这是否准确涵盖了[章节名称]的内容?”
- 选项:“是——写入文件”、“需要小修改(如下描述)”、“需要重新设计” 在用户选择“是”之前,不要进入第7步。
- 写入:使用:“我可以将[章节名称]写入
AskUserQuestion吗?”[filepath]- 选项:“是,写入”、“等一下——还有一处修改”
确认后,使用将
Edit占位符替换为已审批的内容。[To be designed]
- 选项:“是,写入”、“等一下——还有一处修改”
确认后,使用
每写完一个章节后,更新。
production/session-state/active.mdSection Guidance: UX Spec Mode
章节指引:UX规范模式
Section A: Purpose & Player Need
章节A:目的与玩家需求
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.
本章节是基础,所有其他决策均以此为依据。
需要询问的问题:
- “该屏幕满足玩家的什么目标?玩家在这里想要完成什么操作?”
- “如果该屏幕不存在或难以使用,会出现什么问题?”
- “完成这句话:‘玩家来到这个屏幕是为了___。’”
结合第2阶段收集的玩家旅程上下文。所述目的必须与旅程阶段和情绪状态一致。
Section B: Player Context on Arrival
章节B:玩家到达时的上下文
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.
需要询问的问题:
- “玩家在游戏中的什么时候首次遇到这个屏幕?”
- “到达这个屏幕之前,他们刚刚在做什么?”
- “设计应假设玩家处于什么情绪状态?(平静、紧张、好奇、时间紧迫)”
- “玩家是自愿进入这个屏幕,还是被游戏引导至此?”
如果玩家旅程文档存在,可提议将此内容与旅程阶段映射。
Section B2: Navigation Position
章节B2:导航位置
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.
该屏幕在游戏导航层级中的位置是什么?这是一段导向性描述,而非完整的流程图。
需要询问的问题:
- “该屏幕是从主菜单、暂停界面、游戏内还是其他屏幕访问?”
- “它是顶级目的地(始终可访问)还是上下文相关目的地(仅在特定状态下可访问)?”
- “玩家是否可以从游戏中的多个位置到达该屏幕?”
呈现方式:“该屏幕位于:[根目录] → [父级] → [本屏幕]”,加上任何替代入口路径。
Section B3: Entry & Exit Points
章节B3:入口与出口点
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] |
梳理玩家进入和离开该屏幕的所有方式。
需要询问的问题:
- “玩家可以通过哪些方式到达该屏幕?”(列出每个触发条件:按钮按下、游戏事件、从其他屏幕重定向等)
- “玩家可以通过哪些操作退出?退出后会发生什么?”(返回按钮、确认操作、超时、游戏事件)
- “是否存在单向出口——玩家无法返回该屏幕,除非重新开始?”
以两个表格呈现:
| 入口来源 | 触发条件 | 玩家携带的上下文 |
|---|---|---|
| [屏幕/事件] | [方式] | [到达时的状态/数据] |
| 出口目的地 | 触发条件 | 备注 |
|---|---|---|
| [屏幕/事件] | [方式] | [任何不可逆状态变化] |
Section C: Layout Specification
章节C:布局规范
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 to capture the choice:
AskUserQuestion- "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 : "Want an ASCII wireframe as part of this spec?"
AskUserQuestion- 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.
这是最大且互动性最强的章节。分小节处理:
小节1——信息层级(在任何布局之前确立):
- 请用户列出该屏幕必须传达的每一项信息。
- 然后请用户对这些项目进行排序:“玩家首先需要看到的最重要信息是什么?其次是什么?哪些信息可以让玩家自行发现而非立即显示?”
- 在进入布局区域之前,先让用户审批最终的层级结构。
小节2——布局区域:
- 根据信息层级,提出大致的屏幕区域(页眉、内容区、操作栏、侧边栏等)。
- 提供2-3种区域布局方案,并说明每种方案的理由。参考从游戏概念中收集的平台和输入上下文。
- 使用记录选择:
AskUserQuestion- “哪种区域布局最适合?”
- 选项:[你刚刚提出的2-3个命名布局方案] + “都不适合——自定义布局”
小节3——组件清单:
- 针对每个区域,列出其包含的UI组件。针对每个组件,记录:
- 组件类型(按钮、列表、卡片、状态显示、输入框等)
- 显示内容
- 是否可交互
- 是否使用库中的现有模式(按模式名称引用)
- 是否引入新模式(标记为后续需添加到库中)
小节4——ASCII线框图:
- 提议根据区域布局和组件清单生成ASCII线框图。
- 使用:“是否要在本规范中包含ASCII线框图?”
AskUserQuestion- 选项:“是,包含”、“不,我将附加单独文件”
- 如果选择“是”,先在对话中生成线框图,写入文件前征求反馈。
Section D: States & Variants
章节D:状态与变体
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] |
引导用户考虑常规流程之外的情况。
需要询问的问题(逐个处理):
- “当玩家首次看到该屏幕且尚无数据时,它是什么样子?(空状态)”
- “出现问题时会发生什么——错误、操作失败、资源缺失?(错误状态)”
- “该屏幕是否存在加载等待?如果有,显示什么内容?(加载状态)”
- “是否存在玩家进度状态会改变屏幕显示内容的情况?例如锁定内容、付费内容或教程模式覆盖层?”
- “该屏幕在任何支持的平台上的表现是否不同?(平台变体)”
以表格形式呈现收集到的状态供审批:
| 状态/变体 | 触发条件 | 变化内容 |
|---|---|---|
| 默认 | 正常加载 | — |
| 空状态 | 无可用数据 | [内容区描述] |
| [其他] | [触发条件] | [变化内容] |
Section E: Interaction Map
章节E:交互地图
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 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."
technical-preferences.mdWork 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.
针对布局规范中确定的每个可交互组件,定义:
- 操作(点击、按压、长按、滚动、拖拽)
- 触发操作的平台输入(鼠标点击、游戏手柄A键、键盘Enter键)
- 即时反馈(视觉、音频、触觉)
- 结果(导航目标、状态变化、数据写入)
使用第2h阶段从加载的输入方式——不要再次询问用户。先说明:“为以下输入方式映射交互:[技术偏好中的输入方式]。涵盖[游戏手柄支持]级别的游戏手柄支持。”
technical-preferences.md逐个处理组件,而非一次性询问所有内容。对于导航操作(跳转到其他屏幕),验证目标是否与现有UX规范匹配,或标记为规范依赖项。
Section E2: Events Fired
章节E2:触发事件
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.
针对交互地图中的每一项玩家操作,记录游戏或分析系统应触发的对应事件——如果不适用,明确标注“无事件”。
需要询问的问题:
- “对于每项操作,游戏应触发分析事件、触发游戏状态变化,还是两者都触发?”
- “是否存在不应触发事件的操作——这是刻意选择吗?”
与交互地图一起以表格呈现:
| 玩家操作 | 触发事件 | 负载/数据 |
|---|---|---|
| [操作] | [EventName]或无 | [随事件传递的数据] |
标记任何修改持久游戏状态(存档数据、进度、经济系统)的操作——这些需要架构团队的明确关注。
Section E3: Transitions & Animations
章节E3:过渡与动画
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
指定屏幕的进入和退出方式,以及对状态变化的响应。
需要询问的问题:
- “该屏幕如何出现?(淡入、从右侧滑入、即时弹出、从按钮缩放)”
- “该屏幕如何消失?(淡出、滑回、切屏)”
- “屏幕内是否存在需要动画的状态过渡?(加载 spinner、成功状态、错误闪烁)”
- “是否存在可能导致晕动症的动画——游戏是否有减少动画的选项?”
最低要求:
- 屏幕进入过渡效果
- 屏幕退出过渡效果
- 如果屏幕有多种状态,至少有一种状态变化动画
Section F: Data Requirements
章节F:数据需求
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] |
结合第2阶段收集的GDD UI需求章节。
针对屏幕显示的每一项信息,询问:
- “这些数据来自哪里?哪个系统拥有它?”
- “该屏幕是否需要写回数据,还是仅为只读?”
- “是否存在时间敏感或实时的数据?(生命值条、冷却计时器)”
标记任何UI需要拥有或管理游戏状态的情况,作为架构关注点。UX规范定义UI的需求;不规定数据的交付方式,这是架构决策。
以表格呈现数据需求:
| 数据 | 来源系统 | 读/写 | 备注 |
|---|---|---|---|
| [项目] | [系统] | 读 | — |
| [项目] | [系统] | 写 | [关注点(如有)] |
Section G: Accessibility
章节G:无障碍设计
Cross-reference if it exists.
design/accessibility-requirements.mdWalk 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. Runto see whether this blocks any phase gates." Then continue to the next section without stopping./gate-check
如果存在,结合该文件内容。
design/accessibility-requirements.md逐步完成ux-designer agent针对此屏幕的标准检查清单:
- 仅通过键盘即可导航所有可交互元素的路径
- 游戏手柄导航顺序(如适用)
- 文本对比度和最小可读字体大小
- 不依赖颜色的信息传达(不单独通过颜色传递信息)
- 非文本元素的屏幕阅读器考量
- 需要减少动画替代方案的任何动态效果或动画
如果项目尚未定义无障碍等级,在UX规范的“待解决问题”部分记录此缺口:
“尚未定义无障碍等级——建议以WCAG-AA为基准。运行查看这是否会阻碍任何阶段关卡。” 然后继续下一章节,无需停顿。/gate-check
Section H: Localization Considerations
章节H:本地化考量
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.
记录影响屏幕翻译后表现的约束条件。
需要询问的问题:
- “该屏幕上哪些文本元素最长?布局能容纳的最大字符数是多少?”
- “是否存在文本长度对布局至关重要的元素——例如必须保持单行的按钮标签?”
- “是否存在显示数字、日期或货币的元素需要特定区域格式?”
注意:需标记任何文本扩展40%(从英文翻译为德语或法语时常见)会破坏布局的元素。将这些标记为本地化工程师的高优先级事项。
Section I: Acceptance Criteria
章节I:验收标准
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-doneFormat: 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 to confirm:
AskUserQuestion- "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"
编写至少5条具体、可测试的标准,QA测试人员无需阅读其他设计文档即可验证。这些将成为的通过/失败条件。
/story-done格式:使用复选框。每条标准必须可由人工测试人员验证:
- [ ] 屏幕从[触发条件]启动后在[X]毫秒内打开
- [ ] [元素]在[最小值]和[最大值]下显示正确
- [ ] [导航操作]正确路由到[目标屏幕]
- [ ] 当[条件]满足时出现错误状态,并显示[特定消息或图标]
- [ ] 键盘/游戏手柄导航能按逻辑顺序到达所有可交互元素
- [ ] 满足[无障碍需求]——例如“所有可交互元素都有焦点指示器”最低要求:
- 1条性能标准(加载/打开时间)
- 1条导航标准(至少验证一个入口或出口路径)
- 1条错误/空状态标准
- 1条无障碍标准(符合承诺的等级)
- 1条针对该屏幕核心目的的特定标准
使用确认:
AskUserQuestion- “这些验收标准是否涵盖了QA流程中该屏幕‘完成’的定义?”
- 选项:“是——这些标准很完善”、“添加一条标准”、“删除或改写一条标准”
Section Guidance: HUD Design Mode
章节指引:HUD设计模式
HUD design follows a different order from UX spec mode. Begin with philosophy;
do not touch layout until the information architecture is complete.
HUD设计遵循与UX规范模式不同的顺序。从理念开始;在完成信息架构之前不要涉及布局。
Section A: HUD Philosophy
章节A:HUD理念
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.
请用户用1-2句话描述游戏与屏幕信息的关系。
提供示例框架以帮助用户:
- “几乎无HUD——氛围需要无遮挡的沉浸感(例如《空洞骑士》《看火人》)”
- “极简但存在——仅显示关键信息,其他内容均为上下文相关(例如《黑暗之魂》)”
- 信息密集——始终显示所有与决策相关的数据(例如《暗黑破坏神IV》《星际争霸II》)”
- “自适应——HUD密度随战斗状态、探索模式、菜单变化(例如《战神》)”
此理念将成为后续所有HUD决策的设计约束。如果提议的元素与所述理念冲突,需明确指出该冲突。
Section B: Information Architecture
章节B:信息架构
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:
| Category | Description |
|---|---|
| Must Show | Always visible, player needs it for core decisions |
| Contextual | Visible only when relevant (in combat, near interactable, etc.) |
| On Demand | Player must actively request it (toggle, hold button) |
| Hidden | Communicated through world/audio, never on-screen text |
Use 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.
AskUserQuestionConflict 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."
在任何布局工作之前完成此章节。不要跳过。
步骤1——完整信息清单:
从第2阶段收集的GDD UI需求章节中提取所有信息。呈现完整列表:“这些是所有游戏系统声称需要向玩家在屏幕上传达的内容。”
步骤2——分类:
针对每个项目,请用户进行分类:
| 类别 | 描述 |
|---|---|
| 必须显示 | 始终可见,玩家核心决策所需 |
| 上下文相关 | 仅在相关时显示(战斗中、可交互对象附近等) |
| 按需显示 | 玩家必须主动请求(切换、按住按钮) |
| 隐藏 | 通过世界/音频传达,从不显示为屏幕文本 |
使用以3-4个项目为一组逐步处理,而非一次性处理所有项目。这是HUD设计中最关键的决策——不要仓促行事。
AskUserQuestion冲突检查:如果信息理念(章节A)表明“几乎无HUD”,但“必须显示”列表越来越长,需明确指出冲突:
“当前‘必须显示’列表有[N]个项目。这可能与无HUD理念冲突。选项:减少‘必须显示’列表、修订理念,或定义混合方案——探索时无HUD,战斗时显示HUD。”
Section C: Layout Zones
章节C:布局区域
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.
仅在信息架构获得批准后,设计布局区域。
布局基于:
- 哪些项目属于“必须显示”(它们决定永久区域的设计)
- 游戏过程中玩家注意力自然集中的位置(动作游戏的屏幕中央、策略游戏的角落)
- 目标平台和宽高比
提供2-3种区域布局方案。结合HUD理念和章节B的分类说明理由。
Section D: HUD Elements
章节D:HUD元素
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.
针对布局中的每个元素,指定:
- 元素名称和类别(必须显示/上下文相关/按需显示)
- 显示内容
- 视觉形式(条形图、数字、图标、计数器、地图)
- 更新行为(实时、事件驱动、玩家查询)
- 上下文触发条件(如果并非始终可见)
- 动画行为(低电量时是否脉动?淡入?突然出现?)
逐个处理元素。如果状态显示、资源条或冷却指示器有相关模式,参考交互模式库。
Sections E, F, G: Dynamic Behaviors, Platform Variants, Accessibility
章节E、F、G:动态行为、平台变体、无障碍设计
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?
这些章节遵循与UX规范对应章节相同的结构。请参考UX规范章节指引中的D(状态/变体)、E(交互)和G(无障碍设计)部分。
针对HUD,重点强调:
- 动态行为:游戏过程中什么会导致HUD密度变化?
- 平台变体:移动端/主机是否需要不同的元素大小或位置?
Section Guidance: Interaction Pattern Library Mode
章节指引:交互模式库模式
Pattern library authoring is additive and catalog-driven, not linear.
模式库创作是增量式且以目录为驱动的,而非线性的。
Phase 1: Catalog Existing Patterns
阶段1: catalog现有模式
Glob (excluding ) and read the Component
Inventory and Interaction Map sections of each spec. Extract every interaction
pattern used.
design/ux/*.mdinteraction-patterns.mdPresent 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."
遍历(排除)并读取每个规范的组件清单和交互地图章节。提取所有使用的交互模式。
design/ux/*.mdinteraction-patterns.md呈现提取的列表:“基于现有UX规范,游戏中已使用以下模式:”
- [模式名称]:用于[屏幕]、[屏幕]
- [其他]
询问:“是否存在你知道已存在但未在现有规范中记录的模式?现在列出所有额外的模式。”
Phase 2: Formalize Each Pattern
阶段2:正式化每个模式
For each pattern (existing or new), document:
markdown
undefined针对每个模式(现有或新增),记录:
markdown
undefined[Pattern Name]
[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. Use `AskUserQuestion`:
- "How do you want to work through these patterns?"
- Options: "Draft the first batch from existing specs (faster)", "Define them one by one (more control)", "Start with the most-used pattern first"
---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]
分组处理模式。使用`AskUserQuestion`:
- “你希望如何处理这些模式?”
- 选项:“从现有规范起草第一批(更快)”、“逐个定义(更可控)”、“从最常用的模式开始”
---Phase 3: Identify Gaps
阶段3:识别缺口
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.
在记录已知模式后,询问:
- “是否有计划中的屏幕或交互需要尚未纳入库中的模式?”
- “现有规范中是否存在不一致的模式需要整合?”
在“缺口”章节记录这些问题以供后续跟进。
5. Cross-Reference Check
5. 交叉引用检查
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:
Use :
AskUserQuestion- "This spec uses [pattern name], which isn't in the pattern library yet. What should we do?"
- Options: "Add it to the pattern library now", "Flag it as a gap and continue", "Skip — this pattern is one-off"
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 ? If not, flag open questions.
design/accessibility-requirements.md5. 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"]
在标记规范为待审核之前,执行以下检查:
1. GDD需求覆盖:每个提及此屏幕的GDD UI需求在本规范中是否有对应的元素?呈现任何缺口。
2. 模式库一致性:本规范中使用的所有交互模式是否都按名称引用?如果在本次规范会话中发明了新模式,标记需添加到模式库中:
使用:
AskUserQuestion- “本规范使用了[模式名称],该模式尚未纳入模式库。我们应该怎么做?”
- 选项:“现在添加到模式库”、“标记为缺口并继续”、“跳过——此模式为一次性使用”
3. 导航一致性:本规范中的入口/出口点是否与相关规范中的导航地图匹配?标记不匹配之处。
4. 无障碍覆盖:规范是否满足中承诺的无障碍等级?如果没有,标记待解决问题。
design/accessibility-requirements.md5. 空状态:每个依赖数据的元素是否都定义了空状态?标记任何未定义的元素。
呈现检查结果:
交叉引用检查:[屏幕名称]
- GDD需求:[M项中的N项已覆盖 / 全部覆盖]
- 需添加到库中的新模式:[列表或“无”]
- 导航不匹配:[列表或“无”]
- 无障碍缺口:[列表或“无”]
- 缺失的空状态:[列表或“无”]
6. Handoff
6. 交接
When all sections are approved and written:
当所有章节获得批准并写入后:
6a: Update Session State
6a:更新会话状态
Update with:
production/session-state/active.md- Task: [screen-name] UX spec
- Status: Complete (or In Review)
- File: design/ux/[filename].md
- Sections: All written
- Next: [suggestion]
更新,包含:
production/session-state/active.md- 任务:[屏幕名称]UX规范
- 状态:已完成(或待审核)
- 文件:design/ux/[filename].md
- 章节:全部已编写
- 下一步:[建议]
6b: Suggest Next Step
6b:建议下一步
Before presenting options, state clearly:
"This spec should be validated withbefore it enters the implementation pipeline. The Pre-Production gate requires all key screen specs to have a review verdict."/ux-review
Then use :
AskUserQuestion- "Run now, or do something else first?"
/ux-review [filename]- Options:
- "Run now — validate this spec"
/ux-review - "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"
- "Run
- Options:
If the user picks "Design another screen first", add a note: "Reminder: run
on all completed specs before running ."
/ux-review/gate-check pre-production在呈现选项之前,明确说明:
“此规范在进入实施流程之前应通过验证。预生产关卡要求所有关键屏幕规范都有审核结论。”/ux-review
然后使用:
AskUserQuestion- “现在运行,还是先做其他事情?”
/ux-review [filename]- 选项:
- “现在运行——验证此规范”
/ux-review - “先设计另一个屏幕,然后一起审核所有规范”
- “更新交互模式库,添加此规范中的新模式”
- “本次会话到此结束”
- “现在运行
- 选项:
如果用户选择“先设计另一个屏幕”,添加提示:“提醒:在运行之前,需对所有已完成的规范运行。”
/gate-check pre-production/ux-review6c: Cross-Link Related Specs
6c:交叉链接相关规范
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.
如果其他UX规范与此屏幕关联,记录哪些规范应引用本规范。未经询问不要编辑这些文件——仅列出名称即可。
7. Recovery & Resume
7. 恢复与续接
If the session is interrupted (compaction, crash, new session):
- Read — it records the current screen and which sections are complete.
production/session-state/active.md - Read — sections with real content are done; sections with
design/ux/[filename].mdstill need work.[To be designed] - 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.
如果会话中断(压缩、崩溃、新会话):
- 读取——它记录了当前屏幕和已完成的章节。
production/session-state/active.md - 读取——包含实际内容的章节已完成;包含
design/ux/[filename].md的章节仍需处理。[To be designed] - 从下一个未完成的章节开始续接——无需重新讨论已完成的章节。
这就是增量式写入的重要性:每个已批准的章节都能在任何中断中保留下来。
8. Specialist Agent Routing
8. 专业Agent路由
This skill uses as the primary agent (set in frontmatter). For
specific sub-topics, additional context or coordination may be needed:
ux-designer| Topic | Coordinate with |
|---|---|
| Visual aesthetics, color, layout feel | |
| Implementation feasibility (engine constraints) | |
| Gameplay data requirements | |
| Narrative/lore visible in the UI | |
| Accessibility tier decisions | Handled 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
本skill使用作为主要agent(在前置元数据中设置)。对于特定子主题,可能需要额外的上下文或协作:
ux-designer| 主题 | 协作对象 |
|---|---|
| 视觉美学、颜色、布局质感 | |
| 实施可行性(引擎约束) | |
| 游戏玩法数据需求 | |
| UI中可见的叙事/背景故事 | |
| 无障碍等级决策 | 由本次会话处理——归ux-designer负责 |
当通过Task工具委托给其他agent时:
- 提供:屏幕名称、游戏概念摘要、需要专家输入的具体问题
- agent将分析结果返回至本次会话
- 本次会话将agent的输出呈现给用户
- 用户做出决策;本次会话写入文件
- agent不得直接写入文件——所有文件写入由本次会话负责
Collaborative Protocol
协作协议
This skill follows the collaborative design principle at every step:
- Question -> Options -> Decision -> Draft -> Approval for every section
- 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?"
- "May I write to [filepath]?" before the skeleton and before each section write
- Incremental writing: Each section is written to file immediately after approval
- 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.
本skill在每一步都遵循协作设计原则:
- 每个章节遵循问题 -> 选项 -> 决策 -> 草稿 -> 审批流程
- 每个决策点使用(解释 -> 记录模式):
AskUserQuestion- 第2阶段:“准备开始,还是需要更多上下文?”
- 第3阶段:“我可以创建框架吗?”
- 第4阶段(每个章节):设计问题、方案选项、草稿审批
- 第5阶段:“运行交叉引用检查?下一步做什么?”
- 在创建框架和写入每个章节之前,询问**“我可以写入[filepath]吗?”**
- 增量式写入:每个章节获得批准后立即写入文件
- 会话状态更新:每次章节写入后更新
美学遵从:当布局或视觉选择涉及个人偏好时,呈现选项并询问。不要因为“标准”而选择布局——始终确认。用户是创意总监。
冲突呈现:当GDD需求与可用屏幕空间冲突时,呈现冲突并提供解决方案选项。不要默默忽略需求。不要在未标记的情况下默默扩展布局。
绝不自动生成完整规范并将其作为既成事实呈现。
绝不未经用户批准写入章节。
绝不在未标记冲突的情况下与现有已批准的UX规范矛盾。
始终展示决策的依据(GDD需求、玩家旅程、用户选择)。
结论:COMPLETE——UX规范已逐章编写并获得批准。
Recommended Next Steps
建议下一步
- Run to validate this spec before it enters the implementation pipeline
/ux-review [filename] - Run to continue designing remaining screens or flows
/ux-design [next-screen] - Run once all key screens have approved UX specs
/gate-check pre-production
- 运行以在进入实施流程之前验证此规范
/ux-review [filename] - 运行继续设计剩余屏幕或流程
/ux-design [next-screen] - 当所有关键屏幕都有已批准的UX规范后,运行
/gate-check pre-production