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description: Mobile-first UX/UI, responsive design, user flows, and game guidance
alwaysApply: true
---

# UX/UI Product Experience

User-facing work must be designed around real user flows, not isolated screens. Every interface must be usable, responsive, accessible, and clear for the intended audience.

## Mobile First
- Design the smallest practical viewport first, then enhance for tablet and desktop.
- Primary actions must remain reachable on mobile without awkward scrolling or hidden controls.
- Text, buttons, forms, modals, menus, and navigation must not overflow or overlap at common mobile widths.
- Touch targets must be large enough for fingers and spaced to avoid accidental taps.

## Responsive Behavior
- Define responsive layouts intentionally: stacking, wrapping, truncation, sticky areas, and overflow behavior must be planned.
- Test key screens at mobile, tablet, and desktop breakpoints before considering UI work complete.
- Avoid fixed-width layouts unless the format requires it. Use responsive constraints, flexible grids, and sensible max widths.
- Dynamic content, translated text, loading states, empty states, and error states must fit without breaking the layout.

## User Flows
- Start UX work by identifying the end user, their goal, entry point, success path, failure path, and exit path.
- Do not optimize a screen while ignoring the full workflow before and after it.
- Every critical flow must include loading, empty, error, success, validation, and recovery states.
- Navigation should make the user's current location, available actions, and next step obvious.

## UI Copy
- Use friendly, descriptive text that tells users what happened and what they can do next.
- Buttons should describe the action, not the implementation detail.
- Error messages must be specific, human-readable, and safe to show publicly.
- Tooltips should clarify unfamiliar icons, disabled controls, abbreviations, and advanced options.

## Accessibility
- Preserve keyboard navigation, focus states, semantic structure, and readable contrast.
- Forms need labels, validation messages, and clear relationships between fields and errors.
- Do not rely on color alone to communicate status or severity.
- Motion and animation must not block comprehension and should respect reduced-motion preferences when the platform supports it.

## Game UX/UI
- Games must teach controls, objectives, feedback loops, and failure recovery inside the experience.
- Provide contextual guides, tutorials, onboarding hints, or progressive prompts when mechanics are introduced.
- HUD elements must prioritize player state, goals, available actions, and urgent threats without covering gameplay.
- Menus, pause screens, settings, inventory, upgrades, and dialogs must be navigable with the target input methods.
- Feedback must be immediate and readable: input response, hit/miss, damage, rewards, progress, cooldowns, and blocked actions.
- Difficulty, accessibility, and assistive options should be available when they meaningfully improve player inclusion.

## Evidence
- UI delivery must include screenshots or recordings for the primary responsive breakpoints when practical.
- Game UI delivery must include evidence of onboarding, HUD readability, and input flow on the target device or viewport.
- QA plans for user-facing work must include UX checks, not only functional assertions.
