marble-builder
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ChineseMarble Builder
Marble Builder
Turn a user-confirmed learning goal into an educationally sound, standalone HTML
experience through a short design conversation. Use this repository's topics,
prerequisites and teaching research; develop targeted research when it is missing
or insufficient. Design the interaction and its assessment together, then render,
inspect and revise the experience in a browser. A working HTML file is an initial
prototype, not sufficient evidence of a good learning experience.
通过一次简短的设计对话,将用户确认的学习目标转化为符合教育原理且可独立运行的 HTML 学习体验。使用本仓库的主题、先决条件和教学研究;如果相关资料缺失或不足,则开展有针对性的研究。交互设计与评估应同步完成,随后在浏览器中渲染、检查并修订体验。能够运行的 HTML 文件只是初始原型,并不足以证明学习体验良好。
Establish just enough context
Establish just enough context
Use information already available in the conversation. Before designing, obtain:
- The child's age, if unknown. Do not require a name, birthday or other identifiers.
- A clear learning goal provided or confirmed by the user. Help turn a broad request such as “fractions” into an observable goal, without silently choosing the goal for them.
Ask only additional questions whose answers would materially change the design.
Prior knowledge, reading independence, access needs, interests, available time,
adult support and device may matter; they are not a mandatory questionnaire.
Bundle necessary questions into one short turn. For other details, make reasonable
assumptions and disclose the consequential ones in the concept. Do not infer
mastery or reading ability from age alone. A brief entry task can help calibrate
prerequisites when the adult does not know the child's starting point.
When the request already implies an observable goal, propose that goal and the
concrete concept in the same turn, ending with one confirmation question covering
both. Ground this provisional goal as described below before presenting it; do
not require a separate goal-approval round trip. If the goal is genuinely unclear,
clarify it first. Full implementation still waits for concept confirmation.
使用对话中已有的信息。设计前需获取:
- 儿童的年龄(如果未知)。不得要求提供姓名、生日或其他身份标识。
- 用户提供或确认的明确学习目标。帮助将“分数”等宽泛需求转化为可观察的目标,但不要默默替用户选定目标。
只提出那些答案会实质影响设计的额外问题。先备知识、阅读自主性、访问需求、兴趣、可用时间、成人支持和设备可能相关;这些并非必答问卷。将必要问题合并到一轮简短提问中。对于其他细节,可以作出合理假设,并在概念方案中披露其中影响重大的假设。不要仅凭年龄推断掌握程度或阅读能力。如果成人不了解儿童的起点,简单的入门任务有助于校准先决条件。
当请求已经隐含可观察目标时,在同一轮中提出该目标和具体概念,并以一个同时涵盖两者的确认问题结束。呈现前,应按照下文所述为这一暂定目标提供依据;无需另行进行目标审批。如果目标确实不清晰,应先予以澄清。完整实现仍须等待概念确认。
Language and locale
Language and locale
Use the child's language for all child-facing copy: the cover question,
instructions, feedback, buttons, accessible names and vocabulary definitions.
Use it for the adult note too, unless another language is explicitly requested.
Set to the appropriate language tag. Apply that locale's casing
and typography while preserving the sentence-case house style. For French,
keep punctuation attached with non-breaking spaces: a narrow no-break space
(U+202F) before , and a no-break space before (narrow where the chosen
locale/style calls for it). Check wrapping at narrow widths; punctuation must
not wrap alone. Configure the shared helpers as shown in
examples.md.
<html lang>; ? !:面向儿童的所有文案都应使用儿童的语言,包括封面问题、说明、反馈、按钮、无障碍名称和词汇释义。除非明确要求使用其他语言,面向成人的说明也应采用该语言。将 设置为相应的语言标签。应用该语言环境的大小写和排版规则,同时保留 sentence-case 风格规范。对于法语,应使用不换行空格将标点与前文相连:在 前使用窄不换行空格(U+202F),在 前使用不换行空格(如果选定的语言环境或风格要求,则使用窄不换行空格)。检查窄屏宽度下的换行效果;标点符号不得单独换行。按照 examples.md 中的说明配置共享辅助函数。
<html lang>; ? !:Ground the design
Ground the design
Read data-and-research.md to locate this
repository's data, join topic research and interpret its limitations. Select a
small scope matched to the confirmed goal (or the clearly implied goal being
proposed alongside the concept), using topic evidence and prerequisite
edges to identify the intended outcome and likely starting requirements. Age
bands guide selection; they do not override known readiness.
Use existing pedagogy, activity guidance, constraints, misconceptions, assessment
and sources to inform the experience. Check that they fit this goal and child;
resolve contradictions and verify consequential factual claims. Existing
activities are proposals to adapt, not a script or evidence of effectiveness.
Do not display publication omission markers as instructional content.
For a missing or inadequate research record, prepare a focused teaching brief:
- The learning objective and prerequisites.
- Suitable representations, instructional approach and scaffold progression.
- Likely misconceptions, feedback and a plan to assess independent understanding.
- Supporting sources and important uncertainty, distinguishing findings from your own proposed design.
Use available web/research tools to inspect relevant primary research, evidence
syntheses or authoritative teaching guidance. Record what each source actually
supports; a curriculum standard establishes alignment rather than efficacy.
Never invent references or imply that an unread source was checked. If source
access is unavailable, disclose it and label the brief provisional; ask about
alternatives only if that limitation prevents a sound design. Keep personal child
context out of research queries and reusable research artifacts.
When this new research would help an existing taxonomy topic, suggest an optional
os-taxonomy contribution. Follow the contribution guidance in the reference only
if the user wants to pursue it. Continue the learning experience independently.
Creating an experience does not authorize publishing research or child context.
阅读 data-and-research.md,查找本仓库的数据,将主题研究与这些数据关联起来并解读其局限。选择与已确认目标相匹配的小范围主题(或与概念方案一并提出的明确隐含目标),利用主题证据和先决条件关联关系确定预期结果和可能的起始要求。年龄段用于指导选择,但不能覆盖已知的准备程度。
使用现有的教学法、活动指导、限制条件、常见误解、评估方法和来源来指导体验。检查它们是否适合该目标和儿童;解决矛盾,并核实影响重大的事实性主张。现有活动只是供调整的方案,不是照本宣科的脚本,也不能作为有效性的证据。不要把资料缺失或未公开的标记显示为教学内容。
如果研究记录缺失或不充分,应编制一份聚焦重点的教学简报:
- 学习目标和先决条件。
- 合适的表征、教学方法和支架递进方式。
- 可能的误解、反馈方式,以及评估独立理解能力的计划。
- 支持性来源和重要不确定性,明确区分研究发现与自行提出的设计方案。
使用可用的 Web 或研究工具查阅相关的一手研究、证据综述或权威教学指导。记录每项来源实际支持的内容;课程标准只能证明对齐关系,不能证明有效性。绝不虚构参考文献,也不得暗示已经查阅实际未读的来源。如果无法访问来源,应予以说明,并将简报标记为暂定;只有当这种限制妨碍形成可靠设计时,才询问是否存在替代来源。将具体的儿童背景信息排除在研究查询和可复用研究资料之外。
当这项新研究有助于完善现有 taxonomy 主题时,建议用户可选地向 os-taxonomy 作出贡献。仅当用户希望推进时,才遵循参考资料中的贡献指南。继续独立完成学习体验。创建体验并不代表授权发布研究或儿童背景信息。
Develop the concept with the user
Develop the concept with the user
Read interaction-design.md and
visual-design.md before proposing the concept. Design what the child will see
and do, and what that action will reveal about understanding. Use the
example index to select a relevant example: read its
short design note and inspect its key-state screenshots before proposing the
concept. After approval, run the example and inspect relevant readable source
when adapting its interaction. Examples illustrate specific decisions and carry
annotated limits; current skill rules take precedence. Do not copy every example
or force its sequence onto a different goal. Before building the full HTML,
present a compact, concrete proposal containing:
- The observable learning goal and selected topic(s).
- The central question and richly illustrated opening, followed by the central visual/interactive activity, with an example interaction or short screen sequence. Explain the representation choice, viewpoint and controls; check that they preserve the relationships the child needs to understand.
- How the activity teaches the idea, including the important research basis and any significant uncertainty.
- The flow: guided sequence, branching investigations, open exploration or a combination. Explain meaningful choices, prerequisites and how learners can return to unfinished work; do not default to a fixed sequence of screens.
- How support will be introduced, adjusted and faded.
- An independent task the interface can assess: the child's action, the observable response, the scoring rule and a plausible misconception it distinguishes. Prefer a prediction on a fresh transfer problem when it fits the goal. Explain what changes from practice and how the answer stays hidden until commitment.
- Expected duration, device/adult-support assumptions and optional extension.
Invite refinement and wait for the user to confirm the direction before full
implementation. This concept checkpoint is required by this workflow; do not
one-shot a completed experience from the initial request. If the user already
provided an approved concept, validate any missing essentials without repeating
an approval ceremony. A small sketch may help the decision, but is not the full
experience. After agreement, make routine implementation decisions autonomously.
提出概念方案前,先阅读 interaction-design.md 和 visual-design.md。设计儿童将看到什么、做什么,以及这些操作如何揭示其理解程度。使用示例索引选择相关示例:提出概念方案前,先阅读其简短设计说明并检查关键状态截图。获得批准后,运行示例,并在改编其交互方式时阅读可获得的相关源码。示例用于说明具体设计决策,并附有明确标注的适用边界;当前 skill 规则优先。不要照搬所有示例,也不要强行将某个示例的顺序套用到不同目标上。在构建完整 HTML 前,应提出一份紧凑而具体的方案,其中包括:
- 可观察的学习目标和所选主题。
- 核心问题及配有丰富插图的引导开场,随后进入核心视觉或交互活动,并提供一次示例交互或简短的屏幕流程。解释表征选择、观察视角和控件;确认它们保留了儿童理解所需的关系。
- 活动如何教授该概念,包括重要的研究依据和任何显著的不确定性。
- 学习流程:引导式步骤、分支探索、开放探索或它们的组合。解释有意义的选项、先决条件,以及学习者如何返回未完成的内容;不要默认采用固定的屏幕顺序。
- 支持如何引入、调整并逐步撤除。
- 界面可以评估的独立任务:儿童的操作、可观察的回应、评分规则,以及该任务可以区分的一种合理解释性误解。适用时,优先要求儿童在新的迁移问题上进行预测。说明练习阶段有哪些变化,以及答案如何在作出选择前保持隐藏。
- 预计时长、设备或成人支持假设,以及可选扩展内容。
邀请用户提出修改意见,并在完整实现前等待用户确认方向。此概念检查点是当前工作流的必需环节;不要根据初始请求一次性生成完成版体验。如果用户已经提供了获批的概念方案,应补充验证缺失的关键要素,无需重复审批仪式。小型草图有助于决策,但它不是完整体验。达成一致后,应自主作出常规实现决策。
Optional connected LLM mode
Optional connected LLM mode
Default to local, deterministic interactions. Consider runtime LLM calls only when
achieving the learning goal requires open-ended reasoning or text production
that local rules, simulation or prepared content cannot adequately provide. Do
not add an LLM just for conversational decoration, generic hints, personalization
or grading answers the browser can already check. Using an LLM to author the
experience does not justify LLM calls while the child uses it.
If this condition applies, read llm-connected-experiences.md.
During concept design, explain the essential learning role, connection/provider,
data sent, account usage/cost and loss of offline operation. Obtain explicit
approval from the experience's author before including runtime LLM calls.
General concept approval or approval to update this skill is not permission for
this capability. An explicit request that already approves these terms counts;
do not repeat approval. Without it, continue with an agreed local alternative or
explain which part of the goal cannot be met locally. Never silently substitute
a narrower task and claim it assesses the original goal.
默认使用本地、确定性的交互。只有当实现学习目标需要开放式推理或文本生成,而本地规则、模拟或预置内容无法充分满足时,才考虑运行时 LLM 调用。不要仅为装饰对话、提供泛化提示、实现个性化或评判浏览器本身即可检查的答案而加入 LLM。使用 LLM 创作体验,并不意味着儿童使用体验时也需要调用 LLM。
如果符合上述条件,请阅读 llm-connected-experiences.md。在概念设计阶段,说明 LLM 在学习中的关键作用、连接方式或提供商、将发送的数据、账户使用方式和费用,以及失去离线运行能力的影响。在加入运行时 LLM 调用前,必须获得体验作者的明确批准。对概念方案的总体批准或更新此 skill 的批准,并不构成对此能力的许可。如果用户已明确提出并批准这些条款,则无需重复确认。未获批准时,应继续采用已达成一致的本地替代方案,或说明目标的哪些部分无法在本地实现。绝不能悄然替换为范围更窄的任务,却声称它评估了原始目标。
Build the experience
Build the experience
By default, deliver one HTML file with embedded CSS, JavaScript and required
assets that opens directly in a browser without accounts, a build step, a server
or network access. Author-approved connected LLM mode is the narrow exception:
keep the experience UI and assets self-contained, and disclose the required
connection service, parent authentication and network access. Do not call that
mode offline or promise that HTML alone supplies the connection. Keep any
research/design companion outside the child-facing flow. Use local interactions
and no tracking or transmission of child responses by default.
Use the bundled Baloo 2 throughout with the Marble component
baseline: small sentence-case titles at 500, prominent explanations at
550, and icon-plus-label buttons at 500. Read the exact roles and usage in
component-styling.md. Embed the actual font
bytes; font substitutions or fallbacks require an explicit project-level
exception to the house style. Keep instructions and button labels in sentence case.
Use Three.js for spatial experiences involving viewpoint, illumination, depth,
occlusion or moving physical objects, including the daytime-Moon example. Build
one coherent, polished 3D scene with direct manipulation: drag the Earth, place an
observer, or select a prediction in the scene. All 3D uses a crafted cel-shaded
look: flat color, deliberate stepped light/shadow bands and clean black outlines.
Visual simulations must be beautiful, crafted and polished as well as functional;
a working model with placeholder art is not a finished experience.
Do not substitute flat comparison
panels and external step buttons for spatial interaction. Use 2D for goals whose
reasoning is genuinely two-dimensional, such as fraction bars or sentence work.
Follow visual-design.md for Marble-derived fonts,
colors, tactile controls, scene composition and the standalone Three.js workflow.
Respect explicit user constraints.
Choose a coherent learning flow rather than defaulting to a linear sequence.
Use guided steps where prerequisites matter; offer selectable investigations,
revisiting and open exploration where these serve the goal. A clear next action
can be a meaningful choice. For dynamic simulations, read
simulation-design.md.
Design the experience around these principles:
- Begin every experience with a richly illustrated title screen that poses the central question in child-friendly language. Make the question the large, primary heading and compose it with crafted artwork specific to the experience. Show one clear icon-plus-label start action, such as “Let’s find out”. No introductory paragraphs, objectives list or lesson controls. The large question is an intentional opening-screen exception to the small-title lesson baseline; use the selected Baloo 2, sentence case and established button styling. After entry, switch to the lesson's small title and single prominent instruction. Keep the cover outside assessment: opening it, waiting or starting earns no credit, and its imagery must not reveal a fresh independent task's answer. Restart returns to the opening with fresh response/support evidence. See visual-design.md for composition and behavior.
- Start with an approachable task and a clear purpose. Teach the idea through meaningful actions or representations, not decoration around a quiz.
- Let the child learn through looking, acting, predicting and seeing consequences. During the lesson, keep the title small, sentence case and anchored at the top left; keep instructions and button labels in sentence case. Make the current instruction or short explanation large, prominent and part of the experience's composition; it is the main text, not a caption beneath a dominant heading. During the lesson, show only one title and one short instruction at a time. Use that same instruction slot for feedback; replace it rather than appending explanation. No subtitles, legends, visible object labels, status paragraphs or textual tabs. Buttons should combine an icon with a concise visible action label; these functional labels are allowed alongside the title and instruction. Reserve icon-only buttons for a good reason, such as a small action bar or an unmistakable scene affordance, and give them accessible names. Do not turn button labels into additional instructions or explanations. Keep adult notes and credits in a separate companion. For a goal that genuinely requires visible reading material or mathematical notation, resolve that conflict explicitly with the user during concept design rather than silently relaxing this rule.
- Give every child-facing technical term a dashed underline and an on-demand meaning, including terms in the opening question, instructions, feedback, labels, buttons and extensions. Examples include photon, nitrogen, molecule, horizon and volume. Hover on desktop or tap on mobile reveals a brief, age-appropriate explanation; keyboard focus/activation must also work. Keep definitions contextual and generic, without revealing the current answer. Show only one definition at a time, dismissible by close, Escape or tapping elsewhere. This requested word-help popover is a narrow exception to the text budget, not another persistent explanation panel. Opening a definition must not activate the surrounding action or submit a response. See interaction-design.md for behavior and assessment boundaries.
- Make feedback visual first: reveal the relevant consequence or relationship, connect errors to likely misconceptions and offer a useful retry. A short replacement instruction can direct attention; do not add a feedback card.
- Offer support when needed, then fade it toward independent practice. Avoid overwhelming reading demands or requiring an adult unless agreed.
- Separate supported practice from the independent mastery check. Choose evidence suited to the goal: explanation, construction, performance or interpretation may reveal more than recognition alone.
- Define success using the concept's agreed evidence; no universal percentage or item count. Completion, hinted answers and repeated guessing do not by themselves demonstrate mastery. Build assessable actions into the core UI; design around an observable response rather than defaulting to “ask a parent to judge.” If the goal requires evidence the browser genuinely cannot assess, propose a suitable alternative or explicitly agree adult assessment during concept design. Never claim to assess the whole goal from a narrower proxy.
- When evidence is insufficient, replace the current instruction with “needs more practice” or “not yet checked” and offer targeted support through the scene; never add a separate result/status label. Describe the result as evidence from this session, rather than a lasting diagnosis or proof of retained mastery.
- Include optional “going further” content that deepens or transfers the idea; it must not be required to finish the core goal.
Provide basic keyboard operation, readable contrast, responsive layout and
non-colour-only feedback. Offer a practical alternative to any essential
interaction that requires precise dragging, sound or similar capabilities.
Keep progress, hints, retries and restart behavior understandable using scene
state, icons and non-text progress marks. Put source acknowledgements and required
attribution in the separate adult companion and retain embedded asset license
notices in the HTML source; follow the repository's README and provenance notices
for reused material. Do not turn the learning canvas into a branded webpage.
默认交付一个内嵌 CSS、JavaScript 和必要资源的 HTML 文件,无需账户、构建步骤、服务器或网络访问即可直接在浏览器中打开。经作者批准的连接式 LLM 模式是唯一的例外:体验界面和资源仍须自包含,并明确说明所需的连接服务、家长身份验证和网络访问要求。不得在离线状态下调用该模式,也不得承诺仅靠 HTML 就能提供连接。任何研究或设计配套材料都应置于面向儿童的学习流程之外。默认采用本地交互,不跟踪或传输儿童的回答。
全程使用内置的 Baloo 2,并遵循 Marble 组件基线:小型 sentence-case 标题使用 500 字重,醒目说明使用 550 字重,图标加文字标签的按钮使用 500 字重。阅读 component-styling.md,了解其准确角色和使用方式。嵌入实际字体文件;替换字体或使用回退字体需要获得项目级明确例外。说明和按钮标签保持 sentence-case。
对于涉及观察视角、照明、深度、遮挡或运动物体的空间体验,使用 Three.js,包括 daytime-Moon 示例。构建一个连贯且精致的 3D 场景,并提供直接操作方式,例如拖动地球、放置观察者或在场景中选择预测。所有 3D 场景都应采用精心制作的赛璐璐风格:纯色平面、经过设计的分级明暗区域,以及清晰的黑色轮廓。视觉模拟不仅要功能完整,还必须美观、精致且完成度高;可运行但使用占位美术素材的模型不算完成品。不得用平面对比面板和外部单步按钮替代空间交互。对于本质上属于二维推理的目标,应使用 2D,例如分数条或句子组织练习。遵循 visual-design.md 中关于 Marble 字体、颜色、触感式控件、场景构图和独立 Three.js 工作流的规定。尊重用户明确提出的限制。
选择连贯的学习流程,而不是默认采用线性顺序。当先决条件重要时使用引导式步骤;当其有助于目标时,提供可选择的探索、回顾和开放式探索。清晰的下一步操作可以是有意义的选择。对于动态模拟,请阅读 simulation-design.md。
围绕以下原则设计体验:
- 每个体验都应从配有丰富插图的标题画面开始,并用儿童易懂的语言提出核心问题。让问题成为醒目的大型主标题,并配以针对该体验专门制作的美术内容。显示一个清晰的图标加文字标签的开始操作,例如“让我们来发现”。不要使用介绍段落、目标列表或课程控件。大问题是有意设置的开场画面例外,不受小型标题基线限制;使用选定的 Baloo 2、sentence-case 和既定按钮样式。进入后,切换为课程的小型标题和单一醒目说明。封面不参与评估:打开页面、等待或开始均不得获得分数,其图像也不得泄露新的独立任务答案。重新开始应返回开场画面,并清除已有的作答和支持证据。请参阅 visual-design.md 中的构图和行为规范。
- 以容易上手的任务和清晰目的开始。通过有意义的操作或表征来教授概念,而不是在测验周围添加装饰。
- 让儿童通过观察、操作、预测和查看结果来学习。学习过程中,标题应保持小型、sentence-case,并固定在左上角;说明和按钮标签应保持 sentence-case。 当前说明或简短解释应醒目、突出,并成为体验构图的一部分;它是主要文本,而不是位于醒目标题下方的字幕。学习过程中,同一时间只显示一个标题和一条简短说明。使用同一个说明位置展示反馈;应替换内容,而不是追加解释。不要使用副标题、图例、可见对象标签、状态段落或文字标签页。按钮应将图标与简洁的可见操作标签结合使用;除标题和说明外,也可显示这些功能标签。只有在具有充分理由时才使用纯图标按钮,例如小型操作栏或场景中一目了然的操作入口,并为其提供无障碍名称。不要将按钮标签变成额外说明或解释。 面向成人的说明和致谢应放在单独的配套材料中。如果目标确实需要显示阅读材料或数学符号,应在概念设计阶段与用户明确解决这一冲突,而不是悄然放宽此规则。
- 面向儿童的每个技术术语都应带有虚线下划线和按需释义,包括开场问题、说明、反馈、标签、按钮和扩展内容中的术语。例如光子、氮、分子、地平线和体积。在桌面端悬停或在移动端轻触,即可显示简短且适龄的解释;键盘聚焦和激活也必须可用。释义应贴合当前语境且内容通用,不得泄露当前答案。同一时间只显示一条释义,用户可通过关闭按钮、Escape 键或点击其他位置将其关闭。词语帮助浮层是文本预算的一项有限例外,不应增加常驻说明面板。打开释义不得触发周围操作或提交回答。请参阅 interaction-design.md 中的行为和评估边界。
- 优先提供视觉反馈:展示相关结果或关系,将错误与可能的误解关联起来,并提供有用的重试机会。可以使用简短的新指令引导注意力;不要添加反馈卡片。
- 在需要时提供支持,随后逐步将其撤除,引导学习者独立练习。避免造成阅读负担过重,也不要在未经约定的情况下要求成人协助。
- 将有支持的练习与独立的掌握检验分开。根据目标选择适合的证据:解释、构建、操作或解读通常比单纯识别更能揭示理解程度。
- 根据概念方案中约定的证据定义成功;不存在通用的百分比或题目数量标准。仅完成、获得提示或反复猜测,本身不能证明掌握。将可评估的操作融入核心界面;围绕可观察的回应进行设计,而不是默认采用“请家长判断”。如果目标需要浏览器确实无法评估的证据,应提出合适的替代方案,或在概念设计阶段明确约定由成人评估。绝不能根据范围较窄的替代指标声称评估了整个目标。
- 证据不足时,将当前说明替换为“需要更多练习”或“尚未检验”,并通过场景提供有针对性的支持;绝不能添加单独的结果或状态标签。将结果描述为本次学习中的证据,而不是持久诊断或已保持掌握水平的证明。
- 提供可选的“更进一步”内容,以深化或迁移所学概念;完成核心目标不应依赖这些内容。
提供基本的键盘操作、清晰可读的对比度、响应式布局,以及不单纯依赖颜色的反馈。对于任何需要精确拖动、声音或类似能力的必要交互,应提供切实可行的替代方式。使用场景状态、图标和非文本进度标记,让进度、提示、重试和重新开始行为易于理解。来源致谢和必要署名应放在单独的成人配套材料中,并在 HTML 源码中保留嵌入式资源的许可声明;对于复用材料,应遵循仓库的 README 和来源说明。不要将学习画布变成品牌化网页。
Validate and hand over
Validate and hand over
Use validation.md during development, starting with
the central interaction before polishing the rest. Render in a browser, inspect
screenshots and exercise controls, revise the design, then render and check the
revision. Assess visual clarity and teaching behavior as well as correct code;
a screenshot captured but not inspected is not a UX review. Compare the rendered
composition with the Water Lab reference and the explicit visual acceptance
criteria; “it loads” is not a polish pass. Use browser tools
available in the environment, without requiring a particular automation stack.
If browser access is unavailable, report the artifact as a prototype awaiting
browser validation rather than presenting the UX as validated. Automated checks
cannot establish effectiveness for a particular child.
Deliver the HTML and a short adult-facing note covering the goal, topic IDs,
prerequisites/assumptions, research used or newly developed, mastery evidence,
optional extension and any remaining limitations. Include a way to open the file
and summarize what was actually tested. Do not claim browser or child testing
that did not happen. Invite observations from actual use to guide the next
revision; do not turn that invitation into a required extra questionnaire.
开发期间使用 validation.md,先从核心交互开始,再打磨其余部分。在浏览器中渲染、检查截图并操作各项控件,修订设计后再次渲染和检查。除代码正确性外,还要评估视觉清晰度和教学行为;仅截取而未检查截图并不构成 UX 评审。将渲染后的构图与 Water Lab 参考作品及明确的视觉验收标准进行比较;“能够加载”并不代表完成打磨。使用环境中可用的浏览器工具,不要求采用特定的自动化技术栈。如果无法访问浏览器,应将交付物报告为等待浏览器验证的原型,而不能声称 UX 已通过验证。自动检查无法证明体验对某个特定儿童有效。
交付 HTML 文件和一份简短的面向成人的说明,涵盖目标、主题 ID、先决条件或假设、使用或新开展的研究、掌握情况证据、可选扩展内容以及尚存的限制。提供打开文件的方法,并总结实际测试过的内容。不得声称进行过实际未进行的浏览器测试或儿童测试。邀请用户分享实际使用中的观察,以指导下一轮修订;不要将这种邀请变成必须完成的额外问卷。