ux-review
SkillMediaValidates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, CDD alignment, and implementation readiness. Supports both game projects (player need, HUD, input methods) and product projects (user goal, workflow, API/CLI affordance).
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What this skill tells your AI
The instructions your AI receives, as published by negentropy-laby/opendoge in .agents/skills/ux-review/SKILL.md and read by ahel’s review.
User Guide
- When to use: Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, CDD alignment, and implementation readiness. Supports both game projects (player need, HUD, input methods) and product projects (user goal, workflow, API/CLI affordance).
- Inputs: Command arguments:
/ux-review [file-path or 'all' or 'hud' or 'patterns']; project artifacts referenced below; user decisions and approvals before writes. - Outputs: Primary artifacts, reports, or conversation guidance described below; write files only after user approval.
- Memory-bank writes:
memory_bank/t3_archive/reviews/review-index.md. - Next steps: Follow the workflow hand-off or next-step guidance below; recommendations do not auto-run and require explicit user command/approval.
Phase 0: Domain Detection
Detect the project domain by checking for concept documents in design/cdd/:
design/cdd/game-concept.md→ use[Game]paths belowdesign/cdd/product-concept.md→ use[Product]paths below- Neither → default to game paths (preserves backward compatibility)
Overview
Validates UX design documents before they enter the implementation pipeline. Acts as the quality gate between UX Design and Visual Design/Implementation.
Run this skill:
- After completing a UX spec with
/ux-design - [Game] Before handing off to
ui-programmerorart-director - [Product] Before handing off to
lead-programmerorui-programmer - Before the Pre-Production / Pre-Implementation gate check (which requires reviewed UX specs)
- After major revisions to a UX spec
Verdict levels:
- APPROVED — spec is complete, consistent, and implementation-ready
- NEEDS REVISION — specific gaps found; fix before handoff but not a full redesign
- MAJOR REVISION NEEDED — fundamental issues with scope, user need, or completeness; needs significant rework
Phase 1: Parse Arguments
- Specific file path (e.g.,
/ux-review design/ux/inventory.md): validate that one document all: find all files indesign/ux/and validate each- [Game]
hud: validatedesign/ux/hud.mdspecifically - [Product]
api: validatedesign/ux/api-consumer-journey.mdspecifically - [Product]
cli: validatedesign/ux/cli-interaction.mdspecifically patterns: validatedesign/ux/interaction-patterns.mdspecifically- 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.
Phase 2: Load Cross-Reference Context
Before validating any spec, load:
[Game] Game Context
- Input & Platform config: Read
standards/technical-preferences.mdand extract## Input & Platform. This is the authoritative source for which input methods the game supports — use it to drive the Input Method Coverage checks in Phase 3A, not the spec's own header. If unconfigured, fall back to the spec header. - The accessibility tier committed to in
design/accessibility-requirements.md(if it exists) - The interaction pattern library at
design/ux/interaction-patterns.md(if it exists) - The CDDs referenced in the spec's header (read their UI Requirements sections)
- The player journey map at
design/player-journey.md(if it exists) for context-arrival validation
[Product] Product Context
- Technology stack: Read
standards/technical-preferences.mdand extract## Language,## Framework, and## Testingsections. This drives the API/CLI/Web coverage checks. - The accessibility tier committed to in
design/accessibility-requirements.md(if it exists) - The interaction pattern library at
design/ux/interaction-patterns.md(if it exists) - The CDDs referenced in the spec's header (read their UI Requirements or Data Model sections)
- The product concept doc at
design/cdd/product-concept.mdfor user goal and workflow validation - For API specs: read the OpenAPI/Swagger spec if it exists
- For CLI specs: read
--helpoutput or man page draft if available
Phase 3A: UX Spec Validation Checklist
Run all checks against a ux-spec.md-based document. Use the checklist that matches
the detected domain from Phase 0.
[Game] Game UX Spec — 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
- Accessibility Requirements — screen-level requirements present
- Localization Considerations — max character counts for text elements
- Acceptance Criteria — at least 5 specific testable criteria
[Product] Product UX Spec — Completeness (required sections)
- Document header present with Status, Author, Technology Target
- Purpose & User Need — has a user-perspective need statement (not developer-perspective)
- User Context on Arrival — describes user's task state and prior activity in workflow
- Workflow Position — shows where interaction sits (CLI command tree / API path tree / web breadcrumb)
- Entry & Exit Points — all entry sources and exit destinations documented
- Layout / Output Specification — for web: zones + component inventory; for API: response envelope + endpoint contract; for CLI: output format + flag inventory
- States & Variants — at minimum: loading, empty, error, AND: rate-limited, auth-expired, offline, maintenance mode (as applicable)
- Interaction Map — for API: HTTP methods, params, auth; for CLI: flags, positional args, exit codes; for Web: keyboard, pointer, focus order
- Data Requirements — every displayed/returned data element has a source system and owner
- Events Fired — every user action has a corresponding analytics event, state change, or null explanation
- Transitions — for API: request lifecycle states; for CLI: progress indicators and signal handling; for Web: route transitions and loading states
- Accessibility Requirements — interaction-level requirements present (WCAG level, ARIA labels, keyboard operability)
- Localization Considerations — max character counts for text elements; RTL readiness for web; locale-aware formatting
- Acceptance Criteria — at least 5 specific testable criteria with product-appropriate examples (response time, exit codes, breakpoint verification)
[Game] Game 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?)
[Product] Product Quality Checks
User Need Clarity
- Purpose is written from user perspective, not system/developer perspective
- User goal on arrival is unambiguous ("The user interacts with this to ___")
- The user context on arrival is specific to the workflow (not just "they opened the page" / "they ran the command")
Completeness of States
- Error state is documented (not just happy path)
- Empty state is documented (no data / 0 results scenario)
- Loading/processing state is documented if the interaction is async
- Rate-limited state is documented (if public API)
- Auth-expired state is documented (if session-based)
- Offline/connectivity-loss state is documented (if applicable)
Input / Interaction Coverage
- For API: all HTTP methods used are specified with URL, params, auth, and response schema
- For API: error response format is consistent and documented (400/401/403/404/422/429/500)
- For CLI: all flags and positional args are specified with types and defaults
- For CLI: exit codes are defined and consistent (0=success, non-zero=error types)
- For Web: keyboard-only navigation is fully specified (Tab/Enter/Escape)
- For Web: focus order is defined for all interactive elements
- For Web: responsive breakpoints are specified (mobile/tablet/desktop)
Data Architecture
- No data element has "UI" / "presentation" listed as the owner
- Update frequency is specified for all time-sensitive data
- Null/empty handling is specified for all data elements
- Staleness tolerance is documented (how old can data be before refresh?)
[通用场景] Shared Quality Checks
Accessibility
- Accessibility tier from
accessibility-requirements.mdis 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
CDD Alignment
- Every CDD requirement referenced in the header is addressed in this spec
- No UI element displays or modifies state without a corresponding CDD requirement
- No CDD requirement is missing from this spec (cross-check the referenced CDD 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
- [Product] RTL language readiness assessed (web)
- [Product] Date/time/currency locale-aware formatting verified
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 / endpoint responds within Xms / command completes within Xs)
- Resolution/progressive enhancement criterion present (if applicable)
- No criterion requires reading another document to evaluate
Phase 3B: HUD Validation Checklist [Game]
Run all checks against a hud-design.md-based document. This phase is game-only.
Completeness
- HUD Philosophy defined
- Information Architecture table covers ALL systems with UI Requirements in CDDs
- 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
- Visual Budget defined (max simultaneous elements, max screen %)
- Platform Adaptation covers all target platforms
- Tuning Knobs present for player-adjustable elements
Quality Checks
- No HUD element covers the center play area without a visibility rule to hide it
- Every information item that exists in any CDD 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
CDD Alignment
- All systems in
design/cdd/module-index.mdwith 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]
**Domain**: [Game / Product]
**Platform / Technology Target**: [from header]
**Accessibility Tier**: [from header or accessibility-requirements.md]
### Completeness: [X/Y sections present]
- [x] Purpose & [Player/User] Need
- [ ] States & Variants — MISSING: [error state / rate-limited state / etc.]
### Quality Issues: [N found]
1. **[Issue title]** [BLOCKING / ADVISORY]
- What's wrong: [specific description]
- Where: [section name]
- Fix: [specific action to take]
### CDD Alignment: [ALIGNED / GAPS FOUND]
- CDD [name] Requirements — [X/Y requirements covered]
- Missing: [list any uncovered CDD requirements]
### Accessibility: [COMPLIANT / GAPS / NON-COMPLIANT]
- Target tier: [tier]
- [list specific accessibility findings]
### Pattern Library: [CONSISTENT / INCONSISTENCIES FOUND]
- [findings]
### Verdict: APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED
**Blocking issues**: [N] — must be resolved before implementation
**Advisory issues**: [N] — recommended but not blocking
[For APPROVED]: This spec is ready for handoff. [Game]: to `/team-ui` Phase 2 (Visual Design). [Product]: to lead-programmer for implementation.
[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.
If the user later approves saving this UX review as a persistent artifact through
another write-capable workflow, record that artifact in
memory_bank/t3_archive/reviews/review-index.md when memory_bank/ exists.
Use Review Type ux-review, use the saved artifact path as Source Artifact,
and dedupe on Source Artifact. Do not create memory_bank/ from /ux-review.
After delivering the verdict:
- For APPROVED: suggest next steps — [Game]
/team-uifor implementation coordination; [Product] hand off to lead-programmer - 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-designwith 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.
Signals
- GitHub stars
- 20
- Forks
- 5
- Last commit
- Aug 2026
Advanced
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ux-review-negentropy-laby- Source
- github.com/negentropy-laby/opendoge