ux-design▌
Donchitos/Claude-Code-Game-Studios · updated Apr 16, 2026
### Ux Design
- ›description: "Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.
- ›argument-hint: "[screen/flow name] or 'hud' or 'patterns'"
- ›allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Task
When this skill is invoked:
1. Parse Arguments & Determine Mode
Three authoring modes exist based on the argument:
| Argument | Mode | Output file |
|---|---|---|
hud | HUD design | design/ux/hud.md |
patterns | Interaction pattern library | design/ux/interaction-patterns.md |
Any other value (e.g., main-menu, inventory) | UX spec for a screen or flow | design/ux/[argument].md |
| 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).
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
/brainstormfirst 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-engineto 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
Editto 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
- 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
AskUserQuestionfor constrained choices, conversational text for open-ended exploration. - Options: Where design choices exist, present 2-4 approaches with pros/cons.
Explain reasoning in conversation, then use
AskUserQuestionto capture the decision. - Decision: User picks an approach or provides custom direction.
- Draft: Write the section content in conversation for review. Flag provisional assumptions explicitly.
- Approval: "Does this capture it? Any changes before I write it to the file?"
- Write: Use
Editto 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 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.
- 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 / 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 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 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 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:
| 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 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-reviewbefore 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-reviewnow — 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"
- "Run
- Options:
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):
- Read
production/session-state/active.md— it records the current screen and which sections are complete. - Read
design/ux/[filename].md— sections with real content are done; sections with[To be designed]still need work. - 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:
| Topic | Coordinate with |
|---|---|
| Visual aesthetics, color, layout feel | art-director — UX spec defines zones; art defines how they look |
| Implementation feasibility (engine constraints) | ui-programmer — before finalizing component inventory |
| Gameplay data requirements | game-designer — when data ownership is unclear |
| Narrative/lore visible in the UI | narrative-director — for flavor text, item names, lore panels |
| 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
Collaborative Protocol
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.
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-productiononce all key screens have approved UX specs
Ratings
4.8★★★★★65 reviews- ★★★★★Shikha Mishra· Dec 28, 2024
We added ux-design from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Sophia Gupta· Dec 28, 2024
ux-design reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Hassan Farah· Dec 28, 2024
I recommend ux-design for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Aditi Haddad· Dec 24, 2024
Solid pick for teams standardizing on skills: ux-design is focused, and the summary matches what you get after install.
- ★★★★★Sofia Taylor· Dec 16, 2024
Registry listing for ux-design matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Ava Abebe· Dec 12, 2024
Keeps context tight: ux-design is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Hassan Li· Dec 8, 2024
I recommend ux-design for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Ava Ndlovu· Dec 4, 2024
ux-design fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Hassan Kim· Nov 27, 2024
Useful defaults in ux-design — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Yash Thakker· Nov 19, 2024
ux-design reduced setup friction for our internal harness; good balance of opinion and flexibility.
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