ux-design

Generate guided UX specification documents for game screens, flows, HUD, and interaction patterns.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/easonlao/jiazi-game --skill ux-design-easonlao
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ux-design
Source: https://github.com/easonlao/jiazi-game/tree/main/.claude/skills/ux-design
Command: npx skills add https://github.com/easonlao/jiazi-game --skill ux-design-easonlao

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It helps UX designers produce consistent, context-aware UX specifications by pulling together game concept, player journey, and UI requirements before drafting a screen, flow, HUD, or interaction pattern guidance.

Core Features & Use Cases

  • Guided, section-by-section UX authoring: Creates UX spec content with clear sections (purpose, player context, navigation, layout, interactions, states, accessibility, and acceptance criteria) to reduce omissions and rework.
  • Mode-based outputs (screen/flow, HUD, patterns): Supports authoring for a specific screen/flow, aggregating HUD requirements, or creating the interaction pattern library.
  • Context aggregation before drafting: Reads relevant GDD UI Requirements, player journey, existing UX specs, and optional art/accessibility docs to ensure the spec reflects current project constraints.

Quick Start

Use the ux-design skill with the argument "main-menu" to generate a UX spec skeleton and then iteratively draft each section with the provided context checks.

Frequently Asked Questions about ux-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write a UX spec for a game screen that aligns with GDD requirements?

Generating a game UX spec involves synthesizing game concepts, player journeys, and GDD UI requirements to draft context-aware sections. This ensures screen, flow, or interaction pattern guidance accurately reflects current project constraints before drafting.

What is a game UX specification document supposed to include?

A game UX specification document should include sections for purpose, player context, navigation, UI layout, interaction mapping, states, accessibility, and acceptance criteria. Structuring these sections reduces omissions and rework during iterative authoring.

Can I use this to aggregate HUD design requirements and interaction patterns?

Yes, you can aggregate HUD design requirements and build interaction pattern libraries using mode-based outputs. It supports authoring for specific screens or flows while mapping navigation, interaction patterns, and accessibility constraints.

Do I need existing player journey documentation to start drafting a UX spec?

Context aggregation reads relevant GDD UI requirements, player journey mappings, existing UX specs, and optional accessibility docs before drafting. Having these designated design and configuration markdown files ensures the spec reflects accurate project constraints.

What is the best way to structure iterative UX spec authoring for games?

The best way to structure iterative UX spec authoring is by generating a skeleton based on mode arguments like specific screen names. You then draft each section sequentially using contextual reads from your game design documents and configuration files.

How does accessibility factor into game UX specification generation?

Accessibility is integrated as a dedicated section within the generated UX specification document. It is evaluated alongside interaction mapping and acceptance criteria to ensure player journey constraints are met during the context aggregation process.