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-#+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.