一、④段整套同步(用户选候选 A)
- 新增 `references/stage-proto-doc/assets/产品文档模板.html`(16 KB/247 行,从备份拷、转 LF)。
- ④段 SKILL.md 换成备份 15:28 那版,并按模板口径改齐:
· 「产品文档框架」从「四块+一附录」改成**六节** —— 页面结构/功能清单/使用场景/操作流程/
跨页与界面状态/待确认与偏离;与模板同构,⛔ 不从空白页重写结构。
· 编号从 R/S/F 改成 **P 页面/S 场景/F 功能/J 二级功能**,各自唯一、按展示顺序通排。
· 保留旧版有价值的要求:每项功能补齐 做什么/入口在哪/输入边界/异常与恢复;重点功能三处标红;
横向流程图每步写清页面/功能/操作/完成判据。
· 完成标准「七节」→「六节」,自查清单同步换掉「需求」那批条目,补模板与配图两条。
· 路径 `designs/<项目>/` → `docs/pm/<项目>/ui/`(2 处)。
· 补回本机那条「每份产出文档开头都要有一张图」的引用(指向主 skill,段内不复述)。
- 主 skill 同步:四段结构表④行、④段沿革、画图小节(④段画页面结构图 + 用户路径)。
二、open-design 移到技能根(用户选候选 A)
- `git mv product-planning/references/stage-delivery/assets/open-design → open-design/`(4178 文件)。
- `.gitignore` 白名单加 `!/open-design/` —— 否则移出去就不再纳入版本控制。
- 引用改 11 处:路径形态 `assets/open-design/...` → `<技能根>/open-design/...`;
「随段携带的自带件」改称「同根技能」;「路径怎么找」那条改成自带件(段内相对路径)与
同根技能(`<技能根>/<技能名>/`)两类分开写。
- open-design 自己的 ATTRIBUTION.md 两处同步(它现在与 oil-ui-pro 同层)。
- 副作用(有益):命名闸门读数由 2063 降到 225 —— 此前它把 open-design 里 919 个第三方 md
当成规则一起扫了;现在只扫本包 23 个 md。已确认④段的 H1 与 4a/4b/4c 子步仍在检查范围内。
三、验收
- check_naming.py --ws E:/ProgramData/AIProject/contentm_agent = 通过 225 / 失败 0 / 提示 27。
- 活文件里 `assets/open-design` 残留 0;工作区 CRLF 文件 0。
109 lines
4.4 KiB
Markdown
109 lines
4.4 KiB
Markdown
---
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name: gamified-app
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description: |
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A multi-frame gamified mobile-app prototype — three phone frames on a dark
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showcase stage. Frame 1: cover / poster, Frame 2: today's quests with XP
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ribbons and a level bar, Frame 3: quest detail. Vivid quest tiles, level
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ribbon, bottom tab bar. Use when the brief asks for a "gamified app",
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"habit tracker", "RPG-style life app", "level-up app", "daily quests",
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"XP / streak app", or "ELI5-style explainer app".
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triggers:
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- "gamified app"
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- "habit tracker"
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- "rpg app"
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- "level up app"
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- "daily quests"
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- "xp app"
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- "streak app"
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- "life management app"
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- "游戏化"
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- "习惯打卡"
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od:
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mode: prototype
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platform: mobile
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scenario: personal
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preview:
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type: html
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entry: index.html
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design_system:
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requires: true
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sections: [color, typography, layout, components]
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craft:
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requires: [state-coverage, animation-discipline]
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example_prompt: "Design a gamified life-management app — multi-screen mobile prototype: cover poster, today's quests with XP, and a quest detail. ‘Daily quests for becoming a better human.’"
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---
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# Gamified App Skill
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Produce a multi-screen mobile prototype on a single dark showcase page.
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Three phone frames side-by-side, each one its own moment in the journey.
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## Workflow
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1. **Read the active DESIGN.md** (injected above). For gamified apps, lean
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on bold display type for headlines and a brighter, broader palette than
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most products — quests look like quests because the colors do.
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2. **Pick the brand + value prop** from the brief. Generate real quest
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names (e.g. "Body — 20-min strength: pushups & planks", "Read — Four
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Thousand Weeks", "Listen — Huberman Lab · Sleep Architecture",
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"Nourish — Cook a high-protein lunch", "Mind — 10-min focus
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meditation", "Watch — The Bear · S3 E4").
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3. **Stage** — full-bleed dark page (near-black `#0e0d0c` or DS dark token)
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with a soft top spotlight gradient. Above the phones, a small caption
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row: "HI-FI PROTOTYPE · IPHONE" left, brand wordmark right, both in mono.
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4. **Phones** — three 360×780 phone frames in a horizontal row (wraps to
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stack on narrow viewports). Each phone:
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- 12px black bezel, 44px corner radius, dynamic-island notch.
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- Status bar (time / signal / battery).
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- Phone-specific content (below).
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- Bottom tab bar with 5 icons (Today, Library, Stats, ⊕ central CTA,
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Profile). Active tab in accent.
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5. **Phone 1 — cover poster (sales/value prop)**:
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- Status bar.
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- HI-FI PROTOTYPE · IPHONE eyebrow.
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- Big display headline ("Daily quests for becoming a better human."),
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accent on "becoming".
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- 1–2 sentence body in muted serif/sans.
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- Mono tip line ("Tap quests to open detail. Toggle [theme] in the
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toolbar to switch theme & layout.")
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- Subtle scrolling teaser of the next screen at the bottom edge.
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6. **Phone 2 — today's quests dashboard** (the hero screen):
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- Greeting "Good morning, Sam" + small XP-bell ringing.
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- Level ribbon — "LV 14 · Level 14 · 1648 / 2480 XP" with a progress
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bar inside a glassmorphic ribbon.
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- Sub-line: "8 quests waiting · earn 430 XP today".
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- 3×2 grid of quest tiles. Each tile: rounded corner, pastel accent
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color, glyph chip in top-left, title, mini-meta line, "+NN XP" pill
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in bottom-right.
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- Bottom tab bar.
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7. **Phone 3 — quest detail**:
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- Back arrow + screen title ("Quest").
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- Hero block with the quest's accent color, big serif quest title
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("Body — strength"), short narrative body, "REWARD +90 XP" stamp.
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- Steps checklist (3–4 micro-tasks, one done, two pending).
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- Big primary CTA "Start quest" pill at the bottom in accent.
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8. **Write** a single HTML document:
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- `<!doctype html>` through `</html>`, CSS inline.
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- All in CSS — no images. Use `linear-gradient` and inline SVG glyphs
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for tile chips and tab icons.
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- `data-od-id` on stage, each phone, each frame's regions.
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9. **Self-check**:
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- Three frames, each with a distinct purpose. Not three copies of the
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same screen.
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- Tile colors don't overpower — each quest tile uses a different pastel
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against the same neutral surface.
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- Reads as gamified and adult — playful, not childish.
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## Output contract
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Emit between `<artifact>` tags:
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```
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<artifact identifier="game-slug" type="text/html" title="Mobile — App Name">
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<!doctype html>
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<html>...</html>
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</artifact>
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```
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One sentence before the artifact, nothing after.
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