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ux-review

Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.

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!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow

Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.

UX Review

Overview

Validates UX design documents before they enter the implementation pipeline. Acts as the quality gate between UX Design and Visual Design/Implementation in the /team-ui pipeline.

Run this skill:

  • After completing a UX spec with /ux-design
  • Before handing off to ui-programmer or art-director
  • Before the Pre-Production to Production gate check (which requires key screens to have reviewed UX specs)
  • After major revisions to a UX spec

Verdict levels:

  • APPROVED — spec is complete, consistent, and implementation-ready
  • NOT ASSESSED — one or more review dimensions had no criterion to check against, or the spec could not be read; name which
  • NEEDS REVISION — specific gaps found; fix before handoff but not a full redesign
  • MAJOR REVISION NEEDED — fundamental issues with scope, player need, or completeness; needs significant rework

NOT ASSESSED ranks above APPROVED and below the two revision verdicts. A review that could not evaluate a dimension has not shown the spec is implementation-ready; but a gap somebody found is more actionable than one nobody could look for, so it must not displace them. Emit it when the spec file cannot be read, when a checklist dimension has no source of truth to compare against, or when the accessibility tier is uncommitted (below).


Phase 1: Parse Arguments

  • Specific file path (e.g., /ux-review design/ux/inventory.md): validate that one document
  • all: find all files in design/ux/ and validate each
  • hud: validate design/ux/hud.md specifically
  • patterns: validate design/ux/interaction-patterns.md specifically
  • No argument: ask the user which spec to validate

For all, output a summary table first (file | verdict | primary issue) then full detail for each.

Which checklist a file gets (a file path, or each file under all): its > **Template**: header line, which /ux-design writes — UX Spec → Phase 3A, HUD Design → 3B, Interaction Pattern Library → 3C. A file without that line is classified by name — hud.md → 3B, interaction-patterns.md → 3C, anything else → 3A — and the report says which checklist it assumed, and why.


Phase 2: Load Cross-Reference Context

Before validating any spec, load:

  1. Input & Platform config: Read the platform block from project.yaml (platform.targets, platform.primary_input, platform.gamepad_support, platform.touch_support); if project.yaml has no platform block, fall back to the ## Input & Platform section of .claude/docs/technical-preferences.md. For the set of supported input methods: when reading from project.yaml, derive it — keyboard/mouse if PC or Web is in targets; gamepad if gamepad_support is Full or Partial; touch if touch_support is Full or Partial; plus primary_input. When falling back to technical-preferences.md, use its explicit Input Methods field instead. This is the authoritative source for the Input Method Coverage checks in Phase 3A — not the spec's own header. If neither source is configured, fall back to the spec header.
  2. The accessibility tier committed to in design/accessibility-requirements.md (if it exists)
  3. The interaction pattern library at design/ux/interaction-patterns.md (if it exists)
  4. The GDDs referenced in the spec's header (read their UI Requirements sections)
  5. The player journey map at design/player-journey.md (if it exists) for context-arrival validation

Phase 3A: UX Spec Validation Checklist

Run all checks against a ux-spec.md-based document.

Completeness (required sections)

  • Document header present with Status, Author, Platform Target
  • Purpose & Player Need — has a player-perspective need statement (not developer-perspective)
  • Player Context on Arrival — describes player's state and prior activity
  • Navigation Position — shows where screen sits in hierarchy
  • Entry & Exit Points — all entry sources and exit destinations documented
  • Layout Specification — zones defined, component inventory table present
  • States & Variants — at minimum: loading, empty/populated, and error states documented
  • Interaction Map — covers all target input methods (check platform target in header)
  • Data Requirements — every displayed data element has a source system and owner
  • Events Fired — every player action has a corresponding event or null explanation
  • Transitions & Animations — at least enter/exit transitions specified
  • Input Method Completeness Checklist — a block for each input method in the Platform Target line; any unticked item is listed under Open Questions
  • Accessibility Requirements — screen-level requirements present
  • Localization Considerations — max character counts for text elements
  • Acceptance Criteria — at least 5 specific testable criteria

Quality Checks

Player Need Clarity

  • Purpose is written from player perspective, not system/developer perspective
  • Player goal on arrival is unambiguous ("The player arrives wanting to ___")
  • The player context on arrival is specific (not just "they opened the inventory")

Completeness of States

  • Error state is documented (not just happy path)
  • Empty state is documented (no data scenario)
  • Loading state is documented if the screen fetches async data
  • Any state with a timer or auto-dismiss is documented with duration

Input Method Coverage

  • If platform includes PC: keyboard-only navigation is fully specified
  • If platform includes console/gamepad: d-pad navigation and face button mapping documented
  • No interaction requires mouse-like precision on gamepad
  • Focus order is defined (Tab order for keyboard, d-pad order for gamepad)

Data Architecture

  • No data element has "UI" listed as the owner (UI must not own game state)
  • Update frequency is specified for all real-time data (not just "realtime" — what triggers update?)
  • Null handling is specified for all data elements (what shows when data is unavailable?)

Accessibility

  • Accessibility tier from accessibility-requirements.md is matched or exceeded
  • If Basic tier: no color-only information indicators
  • If Standard tier+: focus order documented, text contrast ratios specified
  • If Comprehensive tier+: screen reader announcements for key state changes
  • Colorblind check: any color-coded elements have non-color alternatives

GDD Alignment

  • Every GDD UI Requirement referenced in the header is addressed in this spec
  • No UI element displays or modifies game state without a corresponding GDD requirement
  • No GDD UI Requirement is missing from this spec (cross-check the referenced GDD sections)

Pattern Library Consistency

  • All interactive components reference the pattern library (or note they are new patterns)
  • No pattern behavior is re-specified from scratch if it already exists in the pattern library
  • Any new patterns invented in this spec are flagged for addition to the pattern library

Localization

  • Character limit warnings present for all text-heavy elements
  • Any layout-critical text has been flagged for 40% expansion accommodation

Acceptance Criteria Quality

  • Criteria are specific enough for a QA tester who hasn't seen the design docs
  • Performance criterion present (screen opens within Xms)
  • Resolution criterion present
  • No criterion requires reading another document to evaluate

Phase 3B: HUD Validation Checklist

Run all checks against a hud-design.md-based document.

Completeness

  • HUD Philosophy defined
  • Information Architecture table covers ALL systems with UI Requirements in GDDs
  • Layout Zones defined with safe zone margins for all target platforms
  • Every HUD element has a full specification (zone, visibility trigger, data source, priority)
  • HUD States by Gameplay Context covers at minimum: exploration, combat, dialogue/cutscene, paused
  • Information Hierarchy gives every HUD element a priority tier (MUST KEEP / SHOULD KEEP / CAN HIDE / ALWAYS HIDE)
  • Visual Budget defined (max simultaneous elements, max screen %)
  • Platform Adaptation covers all target platforms
  • Tuning Knobs present for player-adjustable elements
  • Acceptance Criteria — at least 5 specific testable criteria

Quality Checks

  • No HUD element covers the center play area without a visibility rule to hide it
  • Every information item that exists in any GDD is either in the HUD or explicitly categorized as "hidden/demand"
  • All color-coded HUD elements have colorblind variants
  • HUD elements in the Feedback & Notification section have queue/priority behavior defined
  • Visual Budget compliance: total simultaneous elements is within budget

GDD Alignment

  • All systems in design/gdd/systems-index.md with UI category have representation in HUD (or justified absence)

Phase 3C: Pattern Library Validation Checklist

  • Pattern catalog index is current (matches actual patterns in document)
  • All standard control patterns are specified: button variants, toggle, slider, dropdown, list, grid, modal, dialog, toast, tooltip, progress bar, input field, tab bar, scroll
  • All game-specific patterns needed by current UX specs are present
  • Each pattern has: When to Use, When NOT to Use, full state specification, accessibility spec, implementation notes
  • Animation Standards table present
  • Sound Standards table present
  • No conflicting behaviors between patterns (e.g., "Back" behavior consistent across all navigation patterns)

Phase 4: Output the Verdict

## UX Review: [Document Name]
**Date**: [date]
**Reviewer**: ux-review skill
**Document**: [file path]
**Checklist**: [3A / 3B / 3C — from its Template line, or assumed from the file name]
**Platform Target**: [from header]
**Accessibility Tier**: [from header or accessibility-requirements.md]

### Completeness: [X/Y sections present]
- [x] Purpose & Player Need
- [ ] States & Variants — MISSING: error state not documented

### Quality Issues: [N found]
1. **[Issue title]** [BLOCKING / ADVISORY]
   - What's wrong: [specific description]
   - Where: [section name]
   - Fix: [specific action to take]

### GDD Alignment: [ALIGNED / GAPS FOUND]
- GDD [name] UI Requirements — [X/Y requirements covered]
- Missing: [list any uncovered GDD requirements]

### Accessibility: [COMPLIANT / GAPS / NON-COMPLIANT / NOT ASSESSED]
- Target tier: [tier]
- [list specific accessibility findings]

> **If `design/accessibility-requirements.md` is absent there is no committed
> tier, so this dimension has no criterion.** Report
> `Accessibility: NOT ASSESSED — no committed tier (design/accessibility-requirements.md absent)`
> and do NOT report it as COMPLIANT — a gate compared against an absent standard
> passes the way an assertion that can never fail passes. The same rule lives in
> `/team-ui` Phase 4 and is mirrored here so the two cannot drift. If the spec's own
> header states a tier, carry it forward as an **assumption** and say plainly that
> it was assumed rather than committed. Recommend `/ux-design accessibility` to
> establish the tier.

### Pattern Library: [CONSISTENT / INCONSISTENCIES FOUND / N/A]
- [findings]

> **For a HUD design there is no Pattern Library checklist to run it against (Phase 3B has none), so Pattern Library is N/A, excluded from the dimension count.**
> Report `Pattern Library: N/A — no pattern library checklist for this document
> type`.
>
> For a UX spec, this dimension does have a checklist — it is checked against
> `design/ux/interaction-patterns.md`. If that file is absent: N/A only where
> the workflow tier does not require the library (`minimal`) — report
> `Pattern Library: N/A — interaction pattern library not required at this
> tier`. At any tier that requires or recommends it (`standard`, `full`), report
> `Pattern Library: NOT ASSESSED — design/ux/interaction-patterns.md not found`
> instead: the library is missing, not out of scope, and NOT ASSESSED counts it
> against the verdict as the unresolved item it is.

### Verdict: APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED
**Blocking issues**: [N] — must be resolved before implementation
**Advisory issues**: [N] — recommended but not blocking
**Dimensions not assessed**: [N] — [name each, and what would make it checkable]

[For APPROVED]: This spec is ready for handoff to `/team-ui` Phase 2
(Visual Design).

[For NOT ASSESSED]: [N] of the four review dimensions could not be evaluated:
[name them]. The spec may well be sound — this review cannot say either way for
those dimensions. [For each: the one input that would make it checkable.]
Handoff to `/team-ui` is not recommended on this result.

[For NEEDS REVISION]: Address the [N] blocking issues above, then re-run
`/ux-review`.

[For MAJOR REVISION NEEDED]: The spec has fundamental gaps in [areas].
Recommend returning to `/ux-design` to rework [sections].

Phase 5: Collaborative Protocol

This skill is READ-ONLY — it never edits or writes files. It reports findings only.

After delivering the verdict:

  • For APPROVED: suggest running /team-ui to begin implementation coordination
  • For NOT ASSESSED: name the missing input per dimension and offer to help produce it (/ux-design accessibility for an uncommitted tier, the GDD path for absent UI requirements). Do not re-run the review against the same missing inputs and report a different verdict — only new inputs change this one
  • For NEEDS REVISION: offer to help fix specific gaps ("Would you like me to help draft the missing error state?") — but do not auto-fix; wait for user instruction
  • For MAJOR REVISION NEEDED: suggest returning to /ux-design with the specific sections to rework

Never block the user from proceeding — the verdict is advisory. Document risks, present findings, let the user decide whether to proceed despite concerns. A user who chooses to proceed with a NEEDS REVISION spec takes on the documented risk.

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