Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
argument-hint
[file-path or 'all' or 'hud' or 'patterns']
user-invocable
true
allowed-tools
Read, Glob, Grep
model
sonnet
agent
ux-designer
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
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
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
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:
Input & Platform config: Read .claude/docs/technical-preferences.md and
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 GDDs 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
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
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
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 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]
**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]- 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 to `/team-ui` Phase 2
(Visual Design).
[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 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.