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diff --git a/inbox/PROCESSED-2026-07-11-0222-from-.emacs.d-ui-prototype-rule-proposal.org b/inbox/PROCESSED-2026-07-11-0222-from-.emacs.d-ui-prototype-rule-proposal.org deleted file mode 100644 index eeb60e7..0000000 --- a/inbox/PROCESSED-2026-07-11-0222-from-.emacs.d-ui-prototype-rule-proposal.org +++ /dev/null @@ -1,55 +0,0 @@ -#+TITLE: Proposal: UI features require a prototype phase before build-to-spec -#+AUTHOR: Craig Jennings -#+DATE: 2026-07-11 - -* The rule (Craig approved promotion 2026-07-11) - -When a spec'd feature has a UI, don't build straight from the spec. After the -initial spec, run several UI/UX prototype feedback loops — iteratively driving -the remaining functionality alongside the look and feel — then fold what settled -back into the spec. Only then "build to the prototype": the built feature should -look and behave as close to the prototype as possible, and any deviation is -documented in an addendum section of the prototype/spec itself. - -* Where it should live (rulesets session decides exact home) - -Two natural homes; probably both: - -1. The =brainstorm= skill's Phase 3. Today Phase 3 presents the design in chunks - and stops. Add: if the feature has a UI, the design isn't "accepted" until it - has been through a prototype UI/UX phase (several feedback loops), and the - spec records what the prototype settled. The spec's Next Steps then say - "build to the prototype," not "build to the spec." - -2. A spec-lifecycle rule (=docs-lifecycle.md=, or a small new workflow rule). - The lifecycle for a UI feature gains a prototype stage between DRAFT/READY and - build, and the spec carries a "Prototype & deviations" addendum section that - the build keeps current. - -Companion touch points to reconcile: =spec-create= (emit the prototype stage + -the deviations-addendum section for UI specs), =spec-response= (a UI spec -decomposes into a prototype loop first, then build-to-prototype tasks), -=start-work= (its verify phase already drives the UI end-to-end; here the bar is -"matches the prototype," with deviations logged). - -* Why — worked example (takuzu, 2026-07-11) - -Building the takuzu (Binairo) Emacs game. The spec chose "colored tiles, glyph -overlay optional." Built straight to that and the first launch in Craig's actual -terminal frame was all black — the dark background-color faces read as black and -the cursor was a GUI-only =:box=, so the whole grid was invisible. The -colored-tiles-are-readable assumption was false in the real environment. A -prototype loop caught it on the first screenshot; had we "built to spec" and -called it done, we'd have shipped an unusable board. The fix (glyphs as the -primary signal, inverse-video cursor) is exactly the kind of adjustment that only -surfaces by looking at the running UI, and it now needs to flow back into the -spec so the build target is the prototype, not the original spec text. - -Jotto (the other game spec'd the same day) also has a UI and will follow the same -path. - -* Requested action - -Fold the rule into the brainstorm skill and the spec-lifecycle rules so it -governs every project's UI features, then re-sync. This proposal is the durable -channel; the two game projects apply it locally in the meantime. |
