9.2 KiB
Example Session: UX Pipeline — /ux-design → /ux-review → /team-ui
Context: Solo indie dev, Pre-Production phase. The HUD and inventory screen are the first UI to design. The game has a player journey doc and GDDs for inventory and combat.
Starting State:
design/gdd/inventory-system.md— completedesign/gdd/combat-system.md— completedesign/player-journey.md— complete (6-phase arc defined)- No UX specs yet
design/ux/directory does not exist
Session Duration: ~90 minutes across two sessions (HUD design, then inventory screen)
Turns: 16
Outcome: design/ux/hud.md and design/ux/screens/inventory.md created and reviewed; team-ui handed off for visual implementation
Part 1: HUD Design with /ux-design
Turn 1: User Starts HUD Design
User:
/ux-design hud
Turn 2: Agent Loads Context and Presents the Approach
Agent (ux-designer, via /ux-design):
Starting HUD design. Loading context...
design/player-journey.mdread — key states: Calm Exploration, Tension (threat detected), Crisis (low HP/stamina), Combatdesign/gdd/combat-system.md— HUD needs: HP bar, stamina bar, active ability cooldowns (up to 3), damage numbersdesign/gdd/inventory-system.md— HUD needs: quick slots (4 slots), active item indicatorHUD Philosophy question: What is the player's primary attention focus during play?
This determines how aggressive the HUD should be:
- Option A: Diegetic (low presence) — HP shown only when damaged, stamina shown only when draining. World-first, HUD recedes unless urgent.
- Option B: Persistent minimal — HP and stamina always visible, small and unobtrusive. Quick reference without mode-switching.
- Option C: Full tactical — All info always visible (HP, stamina, cooldowns, map, inventory slots). Player always has full awareness.
Given your survival game and "lone survivor" fantasy, A or B is most consistent with the genre.
User:
B — I want it always there but minimal. The player is always managing resources.
Turn 3: Agent Drafts HUD Philosophy Section
Agent:
HUD Philosophy draft:
Approach: Persistent Minimal The HUD is always visible but occupies minimal screen real estate. The player is a resource-managing survivor — denying HP/stamina visibility creates frustration, not tension. All critical stats are readable at a glance without interrupting exploration focus. Elements scale in visual weight when they become urgent (HP below 30% pulses, stamina at 0 flashes), then return to minimal state.
May I write this to
design/ux/hud.mdas the Philosophy section?
User:
Yes
Agent creates design/ux/hud.md and writes Philosophy section.
(Turns 4–7 continue the section-by-section HUD authoring: Info Architecture, Zones, Element Specs, State Machine, Visual Budget, Platform Adaptation — each drafted, approved, and written to file.)
Final HUD structure after all sections:
design/ux/hud.md
- Philosophy: Persistent Minimal
- Info Architecture: HP (top-left), Stamina (top-left below HP), Quick Slots (bottom-center),
Ability Cooldowns (bottom-right), Damage Numbers (world-space)
- Zones: 4 defined (top-left vitals, bottom-center interaction, bottom-right abilities, world-space)
- Element Specs: 6 elements with dimensions, font sizes, opacity rules
- State Machine: Calm / Tension / Crisis / Combat (4 states, transition triggers)
- Visual Budget: Max 8% screen coverage, 3 simultaneous animations
- Platform Adaptation: Controller (aim reticle added), Mobile (out of scope v1)
Part 2: Inventory Screen with /ux-design
Turn 8: User Starts Inventory Screen
User:
/ux-design screen inventory
Turn 9: Agent Scans GDD and Player Journey
Agent:
Loading context for inventory screen...
From
design/gdd/inventory-system.md:
- Grid inventory, 6×8 slots
- Items have weight (affects movement) and stack size
- Player can equip, drop, inspect, split stacks
From
design/player-journey.md:
- Inventory opens frequently during Calm Exploration
- Players should feel "organized and in control" when opening inventory
- Anxiety moment: "I need to decide what to drop" — should be clear, not panicked
Player Need (from journey): I need to quickly assess what I'm carrying, decide what to keep or drop, and get back into the world.
Key design question: How do players navigate to inventory actions?
- Option A: Right-click context menu — hover item → right-click → menu appears (Escape/common)
- Option B: Drag-based — drag to drop zone to drop; drag to equipment slot to equip (Stardew Valley)
- Option C: Inspect panel — click item → details panel appears on right with action buttons
User:
B — drag-based. I want it tactile.
(Turns 10–12 continue section-by-section for the inventory screen spec: Player Need, Layout Zones, States, Interaction Map, Data Requirements, Events Fired, Accessibility, Localization.)
Part 3: /ux-review
Turn 13: User Runs Review
User:
/ux-review design/ux/
Turn 14: Agent Reviews Both Documents
Agent (via /ux-review):
Reviewing all UX specs in
design/ux/...
HUD Review (
hud.md):
Check Status Notes GDD alignment — all required elements present ✅ HP, stamina, quick slots, cooldowns all specced State machine coverage ✅ All 4 gameplay states covered Accessibility tier ⚠️ No colorblind mode specified for HP/stamina bars (red/yellow convention) Visual budget ✅ 8% screen coverage, within budget Platform notes ✅ Controller variant documented Inventory Screen Review (
screens/inventory.md):
Check Status Notes Player Need stated ✅ All GDD actions covered ✅ Equip, drop, inspect, split all in interaction map Drag-drop interaction fully specified ⚠️ Drop target behavior when inventory is full not defined — what happens? Accessibility: keyboard alternative for drag ❌ MISSING — drag-only with no keyboard path fails motor accessibility Localization: all strings tagged ✅ Data events fired ✅ item_equipped,item_dropped,stack_splitall mapped
Verdict: NEEDS REVISION
Two issues must be resolved before handoff to /team-ui:
BLOCKING (Accessibility): Inventory screen has no keyboard alternative to drag-drop. Motor accessibility requires a non-drag interaction path. Add a "press X to pick up / press X again to place" toggle, or a details panel with keyboard-accessible action buttons.
ADVISORY (HUD): HP/stamina bars use color alone to convey state. Add a secondary indicator (shape, icon, or pattern) for colorblind users. Can be resolved in visual pass.
ADVISORY (Inventory): Full-inventory drop behavior is unspecified. Resolve in GDD before implementation, or document as out-of-scope.
Turn 15: User Resolves Blocking Issue
User:
For keyboard: press F to pick up item at cursor, press F again on target slot to place it. Add this to the inventory spec.
Agent:
Adding to Interaction Map under "Keyboard / Controller Path":
Press F (or South button) to pick up item at cursor. Item enters "held" state with visual indicator. Press F again on target slot to place. Press Escape to cancel and return item.
May I write this to
design/ux/screens/inventory.mdand re-run the accessibility check?
User:
Yes
Agent writes update. Re-checks accessibility — now passes.
Part 4: Handoff to /team-ui
Turn 16: User Kicks Off Team UI
User:
/team-ui
Agent (via /team-ui):
Running UX pipeline context check...
design/ux/hud.md— reviewed ✅design/ux/screens/inventory.md— reviewed ✅/ux-reviewverdict: NEEDS REVISION was resolved — current state: APPROVED ✅Proceeding to Phase 2: Visual Design
Handing off to
art-directorfor visual spec (color palette, typography, iconography aligned to art bible)...(team-ui continues through visual design → layout implementation → accessibility audit → final review)
What This Example Demonstrates
- Context-driven design: agent reads player-journey.md to ground HUD decisions in player emotional state, not just feature lists
- UX review is a hard gate:
/team-uichecks for a passing/ux-reviewbefore proceeding to visual design - Accessibility caught early: the missing keyboard alternative was flagged by review, not discovered by a QA tester in the final week
- Blocking vs. advisory: the missing keyboard path was BLOCKING (stops handoff); the colorblind colors were ADVISORY (can be fixed in visual pass)
- Section-by-section UX authoring: same incremental pattern as
/design-system— each section written to file before moving on - Separate HUD and screen files:
design/ux/hud.mdis the whole-game HUD; per-screen specs live indesign/ux/screens/ - Pattern library enforced by /team-ui: after this session, inventory drag-drop becomes a documented pattern in
design/ux/interaction-patterns.mdfor all future screens to reference