| name | game-interaction-design |
| description | Use when an oasis7 change creates or modifies player-visible interaction behavior, including player-facing flows, input/control behavior, UI state feedback, error recovery, accessibility implications, or game UX heuristics for viewer, web, launcher, or gameplay screens. |
Game Interaction Design
Use this skill to turn a player-facing flow into concrete interaction findings, implementation briefs, or review criteria.
When to Use
Use this skill when the task changes player-visible interaction content, especially when:
- a task touches player actions, click/drag/select/command flows, controls, or input affordances
- UI states need feedback rules for hover, focus, pressed, selected, disabled, loading, success, failure, or blocked actions
- a viewer/web/gameplay screen needs first-time usability, error recovery, or accessibility review
game_visual_interaction_designer is reviewing a visual/player-facing interaction change before handing a brief to viewer_engineer or residual risk to qa_engineer
Do not use this skill when:
- the task is a non-visual workflow, repository, runtime, or prose-only judgment with no player-visible interaction change
- the question is visual style only; use
game-visual-design
- the question is gameplay balance, economy, progression, or player-verb semantics; involve
gameplay_designer
- the question is implementation feasibility or browser automation; involve
viewer_engineer and use agent-browser as needed
Core Workflow
- State the player flow under review:
- player intent
- entry point and exit point
- input mode and device assumptions
- runtime/viewer state the UI is allowed to reveal
- Check the interaction contract:
- the player can tell what is interactive, what is selected, what is blocked, and why
- every command has a timely acknowledgement, result, and recovery path
- destructive, irreversible, or expensive actions have an appropriate confirm/undo/cancel story
- states are recognizable without relying only on memory, tiny text, color, or hidden hover behavior
- Check accessibility and platform fit:
- keyboard, pointer, touch, and reduced-motion expectations are explicit when relevant
- text size, contrast, target size, and timeout assumptions are not hostile to common player constraints
- platform-specific guidance is treated as input, not universal law
- Produce an interaction brief:
- required states and feedback timing
- blocked/error copy intent, not final marketing text
- acceptance evidence: real interaction smoke, screenshot/video, DOM/browser evidence, or explicit unverified risk
Source Map
Read references/source-map.md when adapting this skill, citing external rationale, or deciding whether a new checklist item belongs here.
Borrowed as inputs:
- game usability heuristics
- game accessibility checklists
- platform/game-control guidance
- UI interaction state patterns
- cognitive load and game UX framing
Rejected as defaults:
- treating accessibility references as compliance certification
- importing a non-game design system's visual language
- replacing runtime/viewer smoke with a heuristic review
Oasis7-Specific Surfaces
- role owner for professional conclusions:
.agents/roles/game_visual_interaction_designer.md
- implementation handoff owner:
.agents/roles/viewer_engineer.md
- verification handoff owner:
.agents/roles/qa_engineer.md
- browser loop skill:
skills/agent-browser/SKILL.md
- visual companion skill:
skills/gpt-image-2/SKILL.md
- workflow evidence sink: GitHub task issue evidence comments
Known Failure Modes
- Reviewing a static screenshot and claiming the interaction is validated.
- Applying Material, Apple, or Xbox patterns as style law instead of extracting interaction principles.
- Letting accessibility guidance become a huge generic checklist that hides the current player flow.
- Defining UI feedback that cannot be backed by real runtime/viewer state.
Guardrails
- Treat this as mandatory only for visual or player-visible interaction changes; for other
game_visual_interaction_designer participation, use it only when the slice contract names an interaction risk.
- Keep interaction findings separate from gameplay-rule findings.
- Do not promise keyboard, touch, controller, or screen-reader support unless the implementation and QA evidence cover it.
- Do not let target images, reference videos, or design-system examples replace real player-facing smoke evidence.
- If implementation follows from the brief, name the minimum states that
viewer_engineer must implement and qa_engineer can verify.
Verification
- Minimum skill-surface checks after editing this skill:
./scripts/lint-skills.sh
./scripts/doc-governance-check.sh
./scripts/pm/lint.sh
git diff --check
- Expected result:
- the skill stays concise, links only existing supporting files, and preserves the role/verification boundary.