UX Variations — Tactical Battle
Five UX progression branches for the first playable tactical battle, Conquest of Helmstedt. Alignment date: 2026-06-15. Status: confirmed. Product path: unthinkable.
Review Status
alignment_status: confirmed. Final compiled response YAML was received on 2026-06-15 with approval_status: ready-for-agent-review, complete required gates, and no unresolved negative feedback. This page is current for the completed UX-variations alignment cycle and remains amendable only through a later archived amendment.
This page preserves the full UX-variations plan and interview log. It proposes progression branches only — no prototype, UI spec, or implementation is created here. The approved downstream route is $ui-interview deployment-plan-first; that route still requires its own UI assumptions gate, HTML visual mockup, alignment review, and explicit UI branch decision.
prototype tierproduct-designconfirmed 2026-06-15file:// safeno external dependenciesprogression-path mode (not layout-mode)
Rendered deliverables: design/unthinkable/ux-variations-tactical-battle.md, design/unthinkable/ux-variations-tactical-battle-interview.md, and design/unthinkable/flow-tree-tactical-battle.yaml.
Table of Contents
Scope
This packet expands the tactical vertical-slice flow into five alternate UX progression branches. The goal is to compare how a player enters, understands, advances through, recovers within, and completes the first playable battle before a single branch moves to $ui-interview.
No prototype, UI spec, implementation plan, production art, campaign map, deck builder, multiplayer, analytics backend, or final combat balance is created by this packet.
Source Evidence
| Source | Use in this packet |
|---|---|
research/.progress.yaml | Product-path mode; unthinkable is active and scoped to research/unthinkable/. |
research/unthinkable/tactical-vertical-slice-spec.md | Parent battle contract, tactical loop, command-post surfaces, tactical UI contract, deferrals, and acceptance checklist. |
research/unthinkable/proposed-divisions-and-decks-roster.md | UK 11th Armoured vs Soviet 2nd Guards Tank Army slice pairing, deck band vocabulary, wonder-slot menu, and command-post framing. |
research/unthinkable/game-prototype-test.md | Prototype task sequence, playtest script, observation checklist, and validation questions. |
research/unthinkable/game-audience.md | Primary campaign-wargamer segment, secondary deck/division tactician segment, onboarding risks, browser wedge risk, SP-first AI/save expectations. |
research/unthinkable/game-fantasy.md | Theater-commander fantasy, deck-as-identity promise, Central Germany first-front commitment, and no-voiced-narrator presentation constraint. |
Confirmed Assumptions Manifest
These assumptions are confirmed for this evidence-synthesis pass by the current implementation request and the approved upstream artifacts.
| Area | Assumption | Evidence tag |
|---|---|---|
| Product context | The product path is unthinkable; all new design outputs belong under design/unthinkable/. | [from spec] |
| Parent flow | The selected user flow is the first playable tactical battle for Conquest of Helmstedt. | [from spec] |
| Player role | The player commands UK/Commonwealth 11th Armoured Division against Soviet 2nd Guards Tank Army AI. | [from spec] |
| Primary job | The player must deploy Band A, scout/capture, build command-post surfaces, unlock Band B/C, and resolve the battle. | [from spec] |
| Activation event | The first "aha" is understanding that the deck is authored before battle, while command-post build order decides when that identity arrives. | [from research] |
| Repeat-use workflow | Replay desire should come from trying a different build order, preserving units better, or countering the AI differently. | [from research] |
| Progression variables | Entry, tutorial pressure, information density, deck visibility, command-post sequencing, recovery, save drills, AI pressure, and completion framing may vary. | [inferred] |
| Fixed constraints | Scenario, factions, one fixed map, five capture points, Band A/B/C vocabulary, command-post band unlocks, one wonder per side, save/pause/restart requirements, and prototype scope are fixed. | [from spec] |
| Open decisions | How much guidance vs operator density vs map-first play vs fixed-deck planning vs resilience practice the first battle should emphasize remains open. | [inferred] |
| Evaluation method | Compare branches by task-based prototype review and UAT; product-testing is not enabled, so install it before $uat --variant-evaluation. | [from codebase] |
Required Gate: Assumptions
Are these confirmed assumptions correct for the variation work?
Parent Flow
The parent flow remains bounded to one browser-first tactical skirmish:
- Open the fixed scenario.
- Read the objective and starting deck identity.
- Deploy Band A Vanguard units from a Forward Command Post.
- Scout cover lanes, resource points, and the central command point.
- Capture territory while reading cover, suppression, and AI pressure.
- Choose and build command-post surfaces that open Band B Frontline/Main Body support.
- Preserve units, contest the center, and respond to AI escalation.
- Complete the Advance Command Post to open Band C Breakthrough/Commitment options.
- Trigger or counter one telegraphed wonder event.
- Win, lose, restart, or save/reload through interruption.
Fixed vs Variable Scope
Fixed
- Tactical battle title: Conquest of Helmstedt.
- UK 11th Armoured playable side and Soviet 2nd Guards Tank Army AI side.
- Five capture points: two player-side, two AI-side, one central command point.
- Band labels: Recon/Vanguard, Frontline/Main Body, Breakthrough/Commitment.
- Command-post surfaces and Advance Command Post gating.
- Cover, suppression, capture, wonder, AI, save/pause, and browser feasibility contracts.
- Canonical first prototype remains small, fixture-backed, and single-player.
Variable
- Entry framing and first five minutes.
- Amount and timing of tutorial guidance.
- Whether the deck, map, command-post chain, or recovery loop is the dominant first-screen mental model.
- Step granularity and automation.
- How the player sees prerequisites, objectives, AI pressure, and abandoned/recovery states.
- Spatial density, navigation, copy tone, and branch-specific visual hierarchy for later
$ui-interview.
Required Gate: Fixed vs Variable Scope
Is this fixed-versus-variable boundary correct for branching the flow?
Variation Concepts
| ID | Label | Thesis | Archetype | Best fit | Main tradeoff | Complexity |
|---|---|---|---|---|---|---|
guided-battle-drill | Guided Battle Drill | Teach the fused loop as a battle drill: each phase introduces one mechanic only when the battlefield needs it. | Guided step-by-step flow | New RTS/wargame players and first-time browser trial users | Strong clarity but risks feeling scripted or less replayable. | Medium |
commanders-tactical-console | Commander's Tactical Console | Treat the battle as an operator console where capture, deck availability, command-post state, and AI pressure are always visible. | Data-dense operator console | WARNO/SD2 power users and deck/division tacticians | High agency but risks overwhelming onboarding. | High |
map-first-operational-battle | Map-First Operational Battle | Make the map and objectives lead the experience; deck and command posts appear as battlefield consequences. | Visual canvas / objective-first workflow | Campaign wargamers who care about spatial command | Strong theater feel but risks hiding the deck × command-post claim. | Medium |
deployment-plan-first | Deployment Plan First | Put the 11th Armoured deck identity up front and make command-post construction feel like unlocking the deployment plan. | Onboarding-first activation path | Deck tacticians and players evaluating the hybrid's novelty | Directly tests the riskiest deck × base-building claim but may feel abstract before combat pressure. | Medium |
resilient-skirmish-loop | Resilient Skirmish Loop | Frame the battle as a recoverable tactical exercise: save, pause, fallback, rebuild, and counter-escalate are first-class progression beats. | Recovery/status-driven workflow | SP campaign players who punish brittle sessions and dumb AI | Validates trust and browser resilience but may under-sell spectacle. | Medium |
Required Gate: Concept Selection
How should I adjust these UX variants before they move toward UI work? (Pre-build narrowing is discouraged — all five are kept unless you direct otherwise.)
Variation Specs
1. Guided Battle Drill
Design thesis: The first battle should behave like a competent field instructor: reveal only the next tactical job, then remove scaffolding as the player proves comprehension.
Target user fit: Players new to the deck/base hybrid, browser trial users, and campaign players who need confidence before systems depth.
Parent-flow relationship: Same battle contract, but progression is segmented into drill cards: deploy, scout, capture, build, counter, commit, finish.
Flow changes
- Scenario opens on a concise operation order with three visible goals: secure near points, establish the command chain, break the Soviet push.
- Band A deployment is constrained to a small first set until the player issues the first scout/capture orders.
- Cover and suppression prompts appear only when a relevant unit is threatened.
- First command-post surface is recommended, not forced.
- Band B unlock produces a short deck-arrival moment naming what changed.
- Save/reload drill appears as an optional checkpoint after first escalation.
- Band C and wonder prerequisites unlock as a final battle drill.
Onboarding and activation model: Activation happens when the player builds a surface and sees the deck roster change immediately, with a short "Main Body now available" confirmation.
Typical workflow sequence: Read drill objective, act on map, receive focused feedback, unlock the next phase, repeat until the late commitment.
Sharing, collaboration, permissions: None in-slice; shareable output is a post-battle summary showing completed drills and the decisive moment.
Return-use and notification model: Restart offers "try without drill prompts" after one completion.
Failure recovery: If a player loses a command post or gets pinned, the drill switches to a recovery task: retreat, rebuild, counterattack.
Navigation model: Linear drill rail plus map hot spots.
Screen-by-screen layout direction: Operation order panel, contextual drill card, tactical map, compact deck tray, command-post progress strip, post-battle drill report.
Key components and controls: Next objective card, minimize guidance, replay hint, recommended build marker, save checkpoint button, restart scenario.
Button and link behavior: Primary button focuses the next drill target; secondary button dismisses guidance for the current phase; restart returns to scenario start.
Density and hierarchy: Low-to-medium density; map remains primary, guidance is prominent but collapsible.
Responsive behavior: Desktop-first; on narrower screens, drill cards collapse into a bottom sheet and the deck tray becomes segmented tabs.
Visual tone: Training-map clarity, annotated but not playful.
Strengths: Fastest route to first comprehension, strong onboarding, good for browser trial.
Risks: Can make the tactical battle feel solved; power users may resent staged reveals.
Implementation complexity: Medium, mostly stateful tutorial triggers and contextual copy.
Prototype first: First seven minutes through Band B unlock with three drill prompts and one recovery prompt.
Ready-for-ui signal: User can explain cover, capture, and command-post unlock without saying the game played itself.
2. Commander's Tactical Console
Design thesis: The first battle should trust the player as an operator and surface every important system: resources, command posts, deck bands, capture pressure, AI tempo, and save state.
Target user fit: Deck/division tacticians, WARNO/Steel Division veterans, and players who prefer dense tactical feedback.
Parent-flow relationship: Same flow, but the player can freely choose sequence from the start. The UX adds observability rather than guidance.
Flow changes
- Scenario opens directly into a command dashboard over the map.
- Deck roster shows all bands with locked prerequisites visible.
- Command-post queue, damage, unlocks, and resource deltas remain persistent.
- AI pressure appears as contact reports and objective pressure, not hidden AI state.
- Save/pause status is always visible in the system strip.
- Post-battle report emphasizes build timings, capture control, and unit preservation.
Onboarding and activation model: Activation occurs when the player sees the complete deck plan and intentionally chooses an escalation path.
Typical workflow sequence: Scan dashboard, issue map orders, inspect deck locks, choose build surface, monitor AI pressure, time late commitment.
Sharing, collaboration, permissions: No collaboration; exportable battle log or screenshot-friendly after-action table.
Return-use and notification model: Return loop is "beat your timing": restart with prior build-order metrics visible.
Failure recovery: Alerts escalate from watch to warning to critical for pinned units, damaged command posts, and command-score drain.
Navigation model: Persistent tactical console with tabs for Deck, Command, Objectives, Log.
Screen-by-screen layout direction: Full map center, left deck/command rail, top resource/status bar, right objective/intel rail, bottom selected-unit inspector.
Key components and controls: Sortable deck list, prerequisite checklist, build queue, alert log, pause/save/reload controls, filters.
Button and link behavior: Command buttons issue orders or focus map entities; locked items open prerequisite detail; log items pan camera to source.
Density and hierarchy: High density; compact typography, tables, icon-backed status chips.
Responsive behavior: Desktop-only for evaluation; tablet collapses one rail; mobile is out of scope except read-only after-action review.
Visual tone: Military operations room, utilitarian and restrained.
Strengths: Best branch for expert agency and system legibility.
Risks: Highest onboarding cliff; may validate power-user desire while failing broader first-session clarity.
Implementation complexity: High because it needs synchronized status surfaces.
Prototype first: Opening through first Band B build with persistent deck prerequisites and command-post state.
Ready-for-ui signal: User praises control and can act faster without losing tactical cause/effect.
3. Map-First Operational Battle
Design thesis: The battlefield should teach the system. Objectives, terrain, and enemy movement lead; deck and command-post UI appears when the map creates the need.
Target user fit: Campaign wargamers and tactical players who need spatial stakes before abstract deck logic.
Parent-flow relationship: Same battle, but entry begins with the map situation rather than fixed-deck planning.
Flow changes
- Scenario opens on the Helmstedt map with front-line annotations and objective clusters.
- The player receives a map-based opening task: secure the road junction and recon both flanks.
- Deck tray stays compact until the player selects a command-post or deploy zone.
- Command-post build sites are visible terrain objects with construction radius and vulnerability.
- AI escalation is communicated through map reports: dust columns, artillery markers, recon sightings.
- Band C late commitment is presented as a battlefield breakthrough, not a menu milestone.
Onboarding and activation model: Activation happens when the player sees that building a command post at a contested location changes the map and roster at once.
Typical workflow sequence: Read terrain, choose lane, capture, build where the map permits, react to spotted AI pressure, commit late support.
Sharing, collaboration, permissions: Shareable artifact is a post-battle map snapshot with capture swings and breakthrough route.
Return-use and notification model: Restart focuses alternate lane plans: center rush, flank economy, conservative build.
Failure recovery: Lost territory triggers fallback lines and rebuild site suggestions rather than abstract alerts.
Navigation model: Map-first, with contextual overlays and minimal permanent chrome.
Screen-by-screen layout direction: Large tactical map; overlays for capture ownership, cover, line of fire, build radii; collapsible lower deck tray; right-side situational messages.
Key components and controls: Overlay toggles, map objective cards, build-site markers, recon/contact pings, after-action heat map.
Button and link behavior: Overlay toggles persist per session; objective cards pan to map; build markers open command-post choices.
Density and hierarchy: Medium density; terrain, objectives, and unit positions dominate.
Responsive behavior: Desktop uses overlay controls; tablet moves overlays into a bottom drawer; mobile only for future spectator/review.
Visual tone: Living operational diorama with restrained military cartography.
Strengths: Best at selling the war-map fantasy inside a battle.
Risks: Deck × command-post novelty can become secondary or under-explained.
Implementation complexity: Medium, weighted toward map overlays and battlefield markers.
Prototype first: First five minutes with objective overlays, capture clusters, and contextual build-site reveal.
Ready-for-ui signal: User talks about terrain and command-post placement as strategic choices, while still noticing deck unlocks.
4. Deployment Plan First recommended next $ui-interview
Design thesis: The first battle should make the player understand the fixed 11th Armoured deck before the first shot, then let command-post construction unlock Band A / Band B / Band C availability under pressure.
Correction note: The prior doctrine framing was rejected because the real research supports fixed decks, deployment bands, and command-post unlocks, not doctrine-as-player-strategy.
Target user fit: Deck/division tacticians, theorycrafters, and players judging whether the deck × command-post hybrid is actually distinctive.
Parent-flow relationship: Same battle, but the pre-battle and opening frame centers on UK 11th Armoured fixed deck, visible locked bands, and a player-authored deployment queue.
Flow changes
- Scenario opens with a Deployment Plan for 11th Armoured: recon and infantry first, Comet timing, artillery observers, and the Centurion Trial Troop as the preselected mockup wonder.
- The deck roster is displayed through unit category tabs such as INF, REC, VEH, ARMOR, AT, ARTY, AIR, SUPPORT, and WON, with A/B/C availability as subordinate timing sections.
- The player arranges a planned deployment queue from fixed deck cards, including locked future entries with prerequisites.
- The map starts immediately after confirmation, with quick-click access to planned deployments and an override path through the normal deployment menu.
- Command-post completion advances planned availability rather than behaving like a generic tech unlock.
- Late wonder checklist is visible from the start but clearly unreachable until the Advance Command Post and battlefield control.
Onboarding and activation model: Activation happens before battle when the player can predict how command-post choices will make Comets, observers, and air support arrive.
Typical workflow sequence: Deployment Plan -> arrange deployment queue -> confirm -> tactical entry -> quick-click planned deployments or override via deployment menu -> command-post unlock -> after-action comparison.
Sharing, collaboration, permissions: Shareable artifact is an after-action comparison of planned deployment order vs actual deployment order.
Return-use and notification model: Restart prompts the player to refine the Deployment Plan with prior timings.
Failure recovery: If the player falls behind, the deployment-plan panel offers adaptation paths: stabilize with Assembly Area, contest center with artillery, or rebuild command chain.
Navigation model: Deployment Plan into tactical map; in-battle plan panel remains accessible.
Screen-by-screen layout direction: Pre-battle Deployment Plan, unit category roster tabs, command-post dependency diagram, tactical map with deployment-plan side panel, after-action plan comparison.
Key components and controls: Fixed deck badge, unit category tabs, A/B/C availability sections, reorderable-looking deployment queue, prerequisite checklist, command-post dependency diagram, after-action timeline.
Button and link behavior: Queue controls arrange planned deployments without changing deck contents; locked cards reveal prerequisite surfaces; after-action timeline jumps to battle events.
Density and hierarchy: Medium density; deck identity gets the first read, map takes over after start.
Responsive behavior: Desktop uses a side-by-side deployment-plan and map transition; tablet stacks; mobile defers the pre-battle deployment-plan review to a full-screen step.
Visual tone: Staff briefing plus armored-division identity; precise, confident, and readable.
Strengths: Directly tests the riskiest product claim: deck identity authored before battle, executed through command posts in battle.
Risks: If too abstract, first-time players may feel they are reading a build guide instead of entering a fight.
Implementation complexity: Medium; requires pre-battle state, dependency diagrams, and after-action path logging.
Prototype first: Deployment Plan into tactical entry, planned deployment quick-click, first command-post choice, and Band B unlock.
Ready-for-ui signal: User can explain the 11th Armoured Deployment Plan, why a command post changed deck availability, and wants to replay with a different deployment queue.
5. Resilient Skirmish Loop
Design thesis: The first battle should prove that a browser tactical session can be trusted: pause, save, reload, fallback, rebuild, and recover are part of the combat loop rather than utility afterthoughts.
Target user fit: SP campaign wargamers who punish missing saves, brittle sessions, and unfair AI; browser skeptics.
Parent-flow relationship: Same battle, with explicit recovery and interruption beats inserted into progression.
Flow changes
- Scenario opens with a compact readiness panel: objective, save status, pause availability, restart path.
- First combat phase introduces retreat, pinning recovery, and fallback lines.
- First command-post build includes visible vulnerability and repair/rebuild affordances.
- Mid-battle asks the player to perform a save/reload confidence drill.
- AI pressure is tuned to create one recoverable setback before Band C.
- Post-battle report includes resilience outcomes: reload success, command-post recovery, units saved, comeback path.
Onboarding and activation model: Activation happens when the player survives a setback and sees state restore/recovery work reliably.
Typical workflow sequence: Fight, get pressured, pause/save/reload or retreat, rebuild command chain, counter-escalate, finish.
Sharing, collaboration, permissions: Shareable artifact is a comeback/recovery after-action log.
Return-use and notification model: Resume battle is a primary entry next to restart; autosave status is explicit.
Failure recovery: This branch makes recovery the centerpiece: pinned units, damaged posts, lost points, and bad saves all have visible routes.
Navigation model: Tactical map with persistent resilience/status strip and recovery prompts.
Screen-by-screen layout direction: Readiness panel, tactical map, save/pause strip, recovery objective cards, reload confirmation, after-action resilience report.
Key components and controls: Pause, manual save, autosave indicator, reload, restart, fallback objective, repair/rebuild command, recovery warnings.
Button and link behavior: Save writes current state; reload confirms state timestamp; restart requires confirmation; recovery prompts pan to fallback or repair target.
Density and hierarchy: Medium-low density; status trust and recovery states are highly visible.
Responsive behavior: Desktop and tablet supported; mobile remains a future spectator/resume review only.
Visual tone: Calm command reliability under pressure.
Strengths: Best branch for validating browser-first trust, SP-first expectations, and interruption resilience.
Risks: May feel procedural if the setback is too artificial or if recovery interrupts tactical momentum.
Implementation complexity: Medium; depends on save-state fidelity and recovery-state instrumentation.
Prototype first: Opening through first setback, manual save, reload, and command-post recovery.
Ready-for-ui signal: User trusts the session enough to experiment and says recovery made the battle more replayable, not more tedious.
Decision Criteria
| Criterion | Why it matters | Strong signal | Non-acceptance signal |
|---|---|---|---|
| Deck × command-post legibility | Core product claim. | Player can explain how build choices unlock deck identity. | Player calls bands a hidden timer or base clutter. |
| Tactical readability | First battle must stand alone. | Player reads cover, suppression, capture, and unit roles. | Player sees visual noise or cannot explain outcomes. |
| Agency without overwhelm | Must serve both campaign wargamers and deck tacticians. | Player makes intentional build/order choices. | Player either follows prompts passively or freezes under density. |
| Replay desire | Campaign context is deferred; battle must carry itself. | Player wants another build order, lane, or recovery attempt. | Player says scenario is solved or only interesting with rewards. |
| Browser trust | Browser-first is a wedge and risk. | Player trusts save, pause, reload, and performance. | Player doubts session durability or loses state confidence. |
| UI branch viability | Next step is $ui-interview. | Branch has clear screens, controls, state model, and evaluation task. | Branch cannot be mocked without inventing missing product scope. |
Experiment Plan & UAT Handoff
Cheapest useful validation is one lightweight clickable or static-plus-interactive prototype per variation, then task-based comparison. Since .agents/project.json does not enable product-testing, install it before running $uat --variant-evaluation:
npx skillpacks install product-testing
Variant Tasks
| Variation | Target task | Evidence to capture |
|---|---|---|
| Guided Battle Drill | Complete opening deployment, capture, first command-post build, and Band B unlock using drill prompts. | Time to comprehension, prompt dismissals, confusion notes, whether player feels guided or constrained. |
| Commander's Tactical Console | Choose a build path and respond to AI pressure using persistent status surfaces. | Scan behavior, misread alerts, useful/ignored panels, perceived control. |
| Map-First Operational Battle | Secure an objective lane and place/build a command post from map context. | Map readability, terrain/objective decisions, whether deck unlocks remain noticed. |
| Deployment Plan First | Inspect fixed deck, arrange a Deployment Plan, then execute or override the planned queue through the first unlock. | Recall of deck identity, planned vs actual deployment order, predicted vs actual command-post effect, replay interest. |
| Resilient Skirmish Loop | Recover from a setback, save/reload, rebuild or repair, then counter-escalate. | Trust in browser session, recovery clarity, interruption confidence. |
Side-by-Side Questions
- Which branch made you understand the deck × command-post relationship fastest?
- Which branch made the battlefield feel most alive?
- Which branch made you feel most in command?
- Which branch would you replay first?
- Which branch would make you stop playing?
- Which branch is clearest enough to move into
$ui-interview?
Readiness Criteria for Consolidation
- Every built branch has screenshots or a recorded walkthrough.
- Each branch has at least one completed task note set.
- Non-acceptance signals are recorded, not smoothed over.
- A winning direction is selected only after review evidence or explicit user judgment.
$consolidate-variationswaits until UAT evidence exists or the user explicitly confirms they have reviewed the variants and is ready to converge.
Required Gate: Evaluation Method
Is build-each-variant then $uat --variant-evaluation (after installing product-testing) the right comparison method?
Branch Routing
Parent user-flow branch: tactical-battle.
| Branch ID | Label | Status | Routing note |
|---|---|---|---|
guided-battle-drill | Guided Battle Drill | planned | Good first mockup if onboarding clarity is the immediate concern. |
commanders-tactical-console | Commander's Tactical Console | planned | Good first mockup if expert control and dense system observability are the concern. |
map-first-operational-battle | Map-First Operational Battle | planned | Good first mockup if battlefield fantasy and terrain-led progression are the concern. |
deployment-plan-first | Deployment Plan First | planned | Recommended next $ui-interview branch because it most directly tests the slice's riskiest deck × command-post legibility claim. |
resilient-skirmish-loop | Resilient Skirmish Loop | planned | Good first mockup if browser trust and save/recovery are the concern. |
Recommended next branch for $ui-interview: deployment-plan-first.
Do not route directly to implementation from this packet. The selected branch still needs a $ui-interview HTML visual mockup, alignment review, and explicit branch decision.
Required Gate: Post-Approval Route
After this variation packet is accepted, which branch should route to $ui-interview first?
Coverage Checkpoint
- Parent tactical flow: covered.
- Five contrasting progression branches: covered.
- Fixed-vs-variable scope: covered.
- Deck, command-post, capture, AI, save/pause, and wonder implications: covered.
- Decision criteria: covered.
- UAT handoff and product-testing install note: covered.
- Scoped flow-tree manifest destination:
design/unthinkable/flow-tree-tactical-battle.yaml. - Alignment review page destination:
alignment/ux-variations-tactical-battle.html. - Approval record: final compiled YAML accepted all assumptions, kept all five concepts, approved build-all plus UAT variant evaluation, routed
deployment-plan-firstto$ui-interview, approved coverage, approved destinations, and limited proposed file changes to the design files, alignment page, and index entry. - Remaining boundary:
deployment-plan-firststill needs its own$ui-interviewbranch-review cycle before implementation.
Required Gate: Coverage Checkpoint
Are any decision criteria, risks, validation steps, or constraints missing before this is treated as the variation baseline?
Interactive Flow Preview
Ephemeral preview only. This is a review aid for the shared parent battle flow that every branch reshapes, not production code.
Interview Log
Full render of design/unthinkable/ux-variations-tactical-battle-interview.md.
1. Product-Path Selection
Selected product path: unthinkable. Basis:
research/.progress.yamllistsunthinkableas an active path.- The provided plan explicitly targets
research/unthinkable/. - The parent tactical vertical-slice artifact is
research/unthinkable/tactical-vertical-slice-spec.md.
Design outputs are therefore scoped to design/unthinkable/.
2. Source Files Read
| File | Reason |
|---|---|
.codex/skills/ux-variations/SKILL.md | Skill process, deliverable contract, flow-tree requirement, alignment-page requirement. |
.codex/skills/ux-variations/ALIGNMENT-PAGE.md | Review-state HTML gates, feedback controls, response YAML compiler, index update, TTS script, dark styling. |
.codex/skills/ui-interview/SKILL.md | Downstream branch-review route and guardrails. |
.agents/project.json | Enabled packs; confirmed product-testing is not installed. |
research/.progress.yaml | Product-path resolution. |
research/unthinkable/tactical-vertical-slice-spec.md | Parent tactical battle contract and UI requirements. |
research/unthinkable/proposed-divisions-and-decks-roster.md | Deck/band/wonder/command-post terminology. |
research/unthinkable/game-prototype-test.md | Prototype validation tasks and observation criteria. |
research/unthinkable/game-audience.md | Player segments and risk register. |
research/unthinkable/game-fantasy.md | Player fantasy and Central Germany positioning. |
alignment/index.html | Central alignment-index structure and existing category organization. |
3. Assumptions Confirmation
The original task explicitly asked to implement a previous agent's plan in a fresh context. No live concept-selection questions were asked during that evidence-synthesis pass. The final compiled YAML approved the assumptions as the variation baseline:
- Topic slug:
tactical-battle. - Product path:
unthinkable. - Parent flow: first playable tactical battle from the tactical vertical-slice spec.
- Scenario: Conquest of Helmstedt.
- Variation mode: default progression-path UX variations, not layout-mode.
- Output count: five variations.
- Required branch labels: Guided Battle Drill, Commander's Tactical Console, Map-First Operational Battle, Deployment Plan First, Resilient Skirmish Loop.
- Recommended
$ui-interviewbranch:deployment-plan-first. - No web research needed.
- No prototype or UI spec created in this step.
design/flow-tree.schema.jsondoes not exist, so create only the scoped flow-tree YAML using the skill contract.product-testingis not enabled, so UAT routing should mention installing it before$uat --variant-evaluation.
4. Concept Set Confirmation
The concept set was retained exactly from the plan. Rationale:
| Concept | Retained because |
|---|---|
| Guided Battle Drill | Tests first-session clarity and guided progression. |
| Commander's Tactical Console | Tests expert agency and dense status surfaces. |
| Map-First Operational Battle | Tests map-led operational fantasy and terrain-first progression. |
| Deployment Plan First | Tests the riskiest deck × command-post legibility claim directly. |
| Resilient Skirmish Loop | Tests browser trust, save/reload, recovery, and SP-first expectations. |
No concept was removed or merged because the UX-variation skill discourages pre-build narrowing.
5. Coverage Checkpoint
Covered
- Parent battle flow.
- Fixed-vs-variable scope.
- Five branch concepts and buildable branch specs.
- Evaluation criteria.
- UAT handoff checklist.
- Branch routing and recommended next
$ui-interviewbranch. - Scoped flow-tree manifest.
- Confirmed alignment page and index entry.
Not covered
- Live concept-selection Q&A.
- HTML visual mockups for individual branches.
- UI branch approval/rejection.
- Prototype implementation or UAT evidence.
6. Final Retained Decisions
| Decision | Result |
|---|---|
| Product path | unthinkable |
| Parent flow ID | tactical-battle |
| Variation branch count | Five |
| Branch states | planned |
Recommended branch for $ui-interview | deployment-plan-first |
| Canonical design packet | design/unthinkable/ux-variations-tactical-battle.md |
| Interview log | design/unthinkable/ux-variations-tactical-battle-interview.md |
| Flow tree | design/unthinkable/flow-tree-tactical-battle.yaml |
| Alignment page | alignment/ux-variations-tactical-battle.html |
7. Next Review Action
The final compiled YAML approved the variation packet. The next review action is to begin $ui-interview deployment-plan-first. That downstream UI review is separate from this UX variation approval.
Approval Record
The reviewer supplied final compiled response YAML for alignment/ux-variations-tactical-battle.html with response_status: complete, approval_status: ready-for-agent-review, required_gate_status: complete, and no unanswered required questions.
| Gate | Approved Answer |
|---|---|
| Assumptions/confidence | Accept all assumptions as the variation baseline. |
| Scope/non-goals | Approve the fixed-versus-variable boundary as proposed. |
| Candidate/verdict decisions | Keep all five concepts. |
| Evaluation method | Approve build-all then UAT variant evaluation. |
| Post-approval route | Route deployment-plan-first to $ui-interview. |
| Coverage checkpoint | Coverage is complete as rendered. |
| Artifact destination | Approve design, interview, flow-tree, and alignment paths. |
| Proposed file changes | Approve design files, alignment page, and index entry only. |