@r1z4x/tezgah 1.0.0

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  1. package/CHANGELOG.md +738 -0
  2. package/LICENSE +21 -0
  3. package/MANIFEST +753 -0
  4. package/README.de.md +169 -0
  5. package/README.es.md +168 -0
  6. package/README.fr.md +166 -0
  7. package/README.md +161 -0
  8. package/README.tr.md +163 -0
  9. package/agents/tezgah-reviewer.md +70 -0
  10. package/bin/codegen +337 -0
  11. package/bin/consult +797 -0
  12. package/bin/tezgah-adhd +50 -0
  13. package/bin/tezgah-agents +45 -0
  14. package/bin/tezgah-capture +66 -0
  15. package/bin/tezgah-context +96 -0
  16. package/bin/tezgah-decisions +213 -0
  17. package/bin/tezgah-design +953 -0
  18. package/bin/tezgah-docs +1199 -0
  19. package/bin/tezgah-doctor +497 -0
  20. package/bin/tezgah-dsh +37 -0
  21. package/bin/tezgah-dsh.cmd +70 -0
  22. package/bin/tezgah-gate +75 -0
  23. package/bin/tezgah-import-ai-research +439 -0
  24. package/bin/tezgah-index +32 -0
  25. package/bin/tezgah-lessons +148 -0
  26. package/bin/tezgah-mcp +322 -0
  27. package/bin/tezgah-migrate +324 -0
  28. package/bin/tezgah-pony +50 -0
  29. package/bin/tezgah-research +772 -0
  30. package/bin/tezgah-rollback +93 -0
  31. package/bin/tezgah-route +124 -0
  32. package/bin/tezgah-setup +5798 -0
  33. package/bin/tezgah-status +383 -0
  34. package/bin/tezgah-task +607 -0
  35. package/bin/tezgah-taste +423 -0
  36. package/bin/tezgah-triage +485 -0
  37. package/bin/tezgah.js +36 -0
  38. package/commands/adhd.md +21 -0
  39. package/commands/ponytail.md +21 -0
  40. package/docs/README.md +112 -0
  41. package/docs/architecture.md +226 -0
  42. package/docs/citations-baseline.json +59 -0
  43. package/docs/clarity-baseline.json +116 -0
  44. package/docs/contract.md +416 -0
  45. package/docs/environment.md +141 -0
  46. package/docs/evidence.md +831 -0
  47. package/docs/feature-audit.md +139 -0
  48. package/docs/gate.md +407 -0
  49. package/docs/glossary.md +201 -0
  50. package/docs/hosts.md +400 -0
  51. package/docs/index.json +471 -0
  52. package/docs/judge.md +193 -0
  53. package/docs/layers.md +189 -0
  54. package/docs/models.md +160 -0
  55. package/docs/operations.md +666 -0
  56. package/docs/research.md +809 -0
  57. package/docs/results/paired-outcome-2026-10.jsonl +254 -0
  58. package/docs/results/paired-outcome-2026-10.md +204 -0
  59. package/docs/skills.md +236 -0
  60. package/docs/status-line.md +315 -0
  61. package/docs/testing.md +287 -0
  62. package/docs/vision.md +117 -0
  63. package/hooks/hooks.json +33 -0
  64. package/hooks/projects-auto-init.py +98 -0
  65. package/hooks/projects-posttooluse.py +149 -0
  66. package/hooks/projects-pretooluse.py +40 -0
  67. package/hooks/projects-stop.py +60 -0
  68. package/hooks/tezgah_agents.py +817 -0
  69. package/hooks/tezgah_apps.py +266 -0
  70. package/hooks/tezgah_attest.py +255 -0
  71. package/hooks/tezgah_clarity.py +171 -0
  72. package/hooks/tezgah_components.py +140 -0
  73. package/hooks/tezgah_context.py +2953 -0
  74. package/hooks/tezgah_embed.py +765 -0
  75. package/hooks/tezgah_gate.py +2736 -0
  76. package/hooks/tezgah_guard.py +177 -0
  77. package/hooks/tezgah_index.py +124 -0
  78. package/hooks/tezgah_integrity.py +5141 -0
  79. package/hooks/tezgah_judge.py +487 -0
  80. package/hooks/tezgah_lang.py +230 -0
  81. package/hooks/tezgah_lessons.py +210 -0
  82. package/hooks/tezgah_models.py +855 -0
  83. package/hooks/tezgah_paths.py +1132 -0
  84. package/hooks/tezgah_policy.py +1039 -0
  85. package/hooks/tezgah_rank.py +77 -0
  86. package/hooks/tezgah_replay.py +1109 -0
  87. package/hooks/tezgah_research.py +5176 -0
  88. package/hooks/tezgah_shapes.py +305 -0
  89. package/hooks/tezgah_skill_pick.py +227 -0
  90. package/hooks/tezgah_snapshot.py +490 -0
  91. package/hooks/tezgah_stopspec.py +320 -0
  92. package/hooks/tezgah_task.py +458 -0
  93. package/hooks/tezgah_taste.py +201 -0
  94. package/hooks/tezgah_untrusted.py +112 -0
  95. package/hooks/tezgah_update.py +430 -0
  96. package/hosts/codex/hook.py +268 -0
  97. package/hosts/codex/hooks.json +26 -0
  98. package/hosts/cursor/hook.py +461 -0
  99. package/hosts/cursor/hooks.json +44 -0
  100. package/hosts/dsh/hooks.json +21 -0
  101. package/hosts/dsh/statusline/lib/client.js +138 -0
  102. package/hosts/dsh/statusline/lib/index.js +104 -0
  103. package/hosts/dsh/statusline/package.json +28 -0
  104. package/hosts/omp/hook.py +277 -0
  105. package/hosts/omp/tezgah-hook.ts.in +701 -0
  106. package/hosts/opencode/plugins/tezgah.js +2742 -0
  107. package/hosts/opencode/tui/tezgah-tui.tsx +151 -0
  108. package/output-styles/tezgah.md +142 -0
  109. package/package.json +32 -0
  110. package/packaging/build.sh +342 -0
  111. package/packaging/install.ps1 +166 -0
  112. package/packaging/install.sh +56 -0
  113. package/packaging/upgrade.sh +142 -0
  114. package/skills/ai-research/0-autoresearch-skill/SKILL.md +411 -0
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@@ -0,0 +1,70 @@
1
+ ---
2
+ name: gesture-alternatives
3
+ description: "Design alternatives to gesture-based and motion-based interactions. Use when designing swipe actions, pinch-to-zoom, shake-to-undo, tilt controls, multi-finger gestures, or any interaction that requires specific physical movements. Triggers on: gesture, swipe, pinch, shake, tilt, multi-touch, two-finger, rotation gesture, device motion, accelerometer, gyroscope."
4
+ ---
5
+
6
+ # Gesture Alternatives
7
+
8
+ Every gesture-based interaction must have a simpler alternative. Gestures
9
+ that require specific physical movements exclude people with motor
10
+ disabilities, limb differences, tremors, or limited range of motion.
11
+
12
+ ## Core Principle
13
+
14
+ Gestures are shortcuts, not gatekeepers. The feature they activate must
15
+ always be reachable another way.
16
+
17
+ ## Gesture Types and Required Alternatives
18
+
19
+ ### Path-Based Gestures (swipe, draw, drag)
20
+ These require tracing a specific path. Many users cannot perform them.
21
+ - Swipe to delete → visible delete button
22
+ - Swipe to navigate → previous/next buttons
23
+ - Draw a shape → select from a menu of shapes
24
+ - Drag to reorder → move up/down buttons or numbered input
25
+
26
+ ### Multi-Point Gestures (pinch, rotate, two-finger scroll)
27
+ These require multiple simultaneous contact points.
28
+ - Pinch to zoom → zoom buttons (+/−) and text input for zoom level
29
+ - Two-finger rotate → rotation buttons or degree input
30
+ - Two-finger scroll → single-finger scroll or visible scrollbar
31
+ - Three-finger swipe → visible button or menu option
32
+
33
+ ### Device Motion (shake, tilt, rotation)
34
+ These require moving the entire device.
35
+ - Shake to undo → visible undo button (always)
36
+ - Tilt to steer → on-screen directional controls
37
+ - Device rotation for content → manual rotation toggle
38
+
39
+ ### Timed Gestures (long press, double tap)
40
+ These require precise timing.
41
+ - Long press for context menu → visible menu trigger (⋮ or ⋯)
42
+ - Double tap to zoom → zoom button
43
+ - Press and hold to record → toggle start/stop buttons
44
+
45
+ ## Design Patterns
46
+
47
+ ### Progressive Enhancement
48
+ - Build the button-based version first
49
+ - Add gesture support as an enhancement on top
50
+ - This guarantees the alternative always exists
51
+
52
+ ### Discoverability
53
+ - Gesture shortcuts should be documented but not required
54
+ - Show a hint on first use ("You can also swipe to delete")
55
+ - Provide a gesture guide in settings or help
56
+ - Never assume users know a gesture exists
57
+
58
+ ### Customisation
59
+ - Allow users to disable gesture controls entirely
60
+ - Allow remapping of gestures where possible
61
+ - Respect system-level gesture settings
62
+
63
+ ## Assessment Questions
64
+
65
+ 1. Does every gesture have a visible, single-action alternative?
66
+ 2. Can users who cannot perform multi-point gestures complete
67
+ every task?
68
+ 3. Are device-motion interactions optional with on-screen
69
+ alternatives?
70
+ 4. Can timed gestures be replaced with untimed actions?
@@ -0,0 +1,99 @@
1
+ ---
2
+ name: keyboard-navigation
3
+ description: "Design keyboard navigation and focus management for users who cannot or prefer not to use a mouse or touch screen. Use when designing any interactive interface — forms, menus, modals, tabs, carousels, drag-and-drop, data tables, or custom components. Triggers on: keyboard, focus, tab order, focus trap, skip link, arrow keys, keyboard shortcut, can't use mouse, motor disability, switch access, focus indicator, focus ring."
4
+ ---
5
+
6
+ # Keyboard Navigation
7
+
8
+ Design interactions so that every task can be completed using only a
9
+ keyboard. This is non-negotiable — it's the foundation of all
10
+ interaction accessibility.
11
+
12
+ ## Who This Is For
13
+
14
+ - People with motor disabilities who cannot use a mouse
15
+ - People using switch devices or mouth sticks
16
+ - Screen reader users (keyboard is their primary input)
17
+ - Power users who prefer keyboard for speed
18
+ - Anyone with a temporarily injured hand or arm
19
+
20
+ ## Core Principles
21
+
22
+ ### Everything Must Be Reachable
23
+ - Every interactive element must be focusable via Tab key
24
+ - Focus order must follow the visual reading order (left to right,
25
+ top to bottom in LTR languages)
26
+ - No element should be reachable only by mouse hover or click
27
+ - Custom components need explicit tabindex and keyboard handlers
28
+
29
+ ### Focus Must Be Visible
30
+ - Focus indicator must be visible on every interactive element
31
+ - Minimum: 2px solid outline with 3:1 contrast against background
32
+ - Never use outline: none or outline: 0 without a visible replacement
33
+ - Focus style should be consistent across the entire interface
34
+ - Test: can you always see which element is focused?
35
+
36
+ ### Focus Must Be Managed
37
+ - When a modal opens, move focus into the modal
38
+ - When a modal closes, return focus to the element that opened it
39
+ - When content is deleted, move focus to a logical next element
40
+ - When a page section updates dynamically, manage focus appropriately
41
+ - Never trap focus unintentionally (only trap inside open modals)
42
+
43
+ ## Keyboard Patterns by Component
44
+
45
+ ### Navigation Menus
46
+ - Tab moves between top-level items
47
+ - Arrow keys move within a dropdown
48
+ - Enter/Space activates a menu item
49
+ - Escape closes an open dropdown and returns focus to trigger
50
+
51
+ ### Tabs
52
+ - Tab moves to the active tab panel, not through all tabs
53
+ - Arrow keys move between tabs
54
+ - Enter/Space activates a tab (if not automatic)
55
+
56
+ ### Modals / Dialogs
57
+ - Focus moves to first focusable element inside modal on open
58
+ - Tab cycles only within the modal (focus trap)
59
+ - Escape closes the modal
60
+ - Focus returns to trigger element on close
61
+
62
+ ### Forms
63
+ - Tab moves between fields in logical order
64
+ - Error messages are focusable or announced
65
+ - Submit via Enter key on the last field or a visible button
66
+ - Required field indicators are not conveyed by colour alone
67
+
68
+ ### Drag and Drop
69
+ - Always provide a keyboard alternative (move up/down buttons,
70
+ select-and-place, or arrow key reordering)
71
+ - Announce the current position and available actions
72
+
73
+ ### Carousels / Sliders
74
+ - Arrow keys move between items
75
+ - Provide visible previous/next buttons
76
+ - Pause autoplay on focus or hover
77
+ - Announce current position ("Item 2 of 5")
78
+
79
+ ## Skip Links
80
+
81
+ Every page should have a "Skip to main content" link as the first
82
+ focusable element. This lets keyboard users bypass repeated navigation.
83
+
84
+ - Visible on focus (can be visually hidden until focused)
85
+ - Links to the main content area via an anchor
86
+ - Consider additional skip links for long pages ("Skip to search",
87
+ "Skip to footer")
88
+
89
+ ## Assessment Checklist
90
+
91
+ - [ ] Every interactive element is reachable via Tab
92
+ - [ ] Focus order matches visual order
93
+ - [ ] Focus indicator is visible on every element (2px, 3:1 contrast)
94
+ - [ ] Modals trap focus and return it on close
95
+ - [ ] All custom components have keyboard handlers
96
+ - [ ] Drag-and-drop has a keyboard alternative
97
+ - [ ] Skip link is present and functional
98
+ - [ ] No keyboard traps exist anywhere in the interface
99
+ - [ ] Dynamic content changes manage focus appropriately
@@ -0,0 +1,54 @@
1
+ ---
2
+ name: keyboard-review
3
+ description: "Review keyboard navigation and focus management in an existing interface. Chains: keyboard-navigation, feedback-and-status. Use when testing or reviewing keyboard accessibility specifically, before a release, or when users report keyboard issues."
4
+ ---
5
+
6
+ # Keyboard Review
7
+
8
+ A focused review of keyboard accessibility — the single most important
9
+ interaction requirement. If keyboard doesn't work, screen readers don't
10
+ work, switch devices don't work, and many motor-impaired users are
11
+ completely blocked.
12
+
13
+ ## Process
14
+
15
+ ### Step 1: Tab Through Everything
16
+ Starting from the browser address bar, press Tab repeatedly through
17
+ the entire page. Document:
18
+ - **Unreachable elements** — interactive items that Tab skips
19
+ - **Wrong order** — focus jumps to unexpected locations
20
+ - **Invisible focus** — focus moves but you can't see where it is
21
+ - **Keyboard traps** — focus enters a region and can't leave
22
+
23
+ ### Step 2: Test All Components
24
+ Using **keyboard-navigation**, test each component type present:
25
+ - Menus: Tab to open, Arrow keys to navigate, Escape to close
26
+ - Modals: focus trapped inside, Escape to close, focus returns on close
27
+ - Tabs: Arrow keys between tabs, Tab into panel content
28
+ - Forms: Tab between fields, Enter to submit
29
+ - Custom widgets: appropriate keyboard patterns for the role
30
+
31
+ ### Step 3: Test Dynamic Content
32
+ When content changes on screen:
33
+ - Does focus move to the new content when appropriate?
34
+ - Are screen reader users informed of the change?
35
+ - When content is removed, does focus move to a logical place?
36
+ - Do loading states announce themselves?
37
+
38
+ Using **feedback-and-status**, verify all dynamic changes are announced
39
+ via aria-live regions or focus management.
40
+
41
+ ### Step 4: Check Skip Links and Landmarks
42
+ - Is "Skip to main content" present and functional?
43
+ - Are ARIA landmarks present (banner, navigation, main, contentinfo)?
44
+ - Can a keyboard user bypass repeated navigation efficiently?
45
+
46
+ ## Output
47
+
48
+ Deliver a keyboard accessibility report:
49
+
50
+ 1. **Pass/fail summary** — can every task be completed by keyboard?
51
+ 2. **Tab order map** — the actual focus sequence with issues marked
52
+ 3. **Component results** — pass/fail for each interactive component
53
+ 4. **Dynamic content results** — focus management for content changes
54
+ 5. **Fix list** — prioritised by severity (blocker, major, minor)
@@ -0,0 +1,79 @@
1
+ ---
2
+ name: motion-sensitivity
3
+ description: "Design for people with vestibular disorders, motion sensitivity, or seizure conditions. Use when designing animations, transitions, parallax scrolling, video backgrounds, carousels, or any moving content. Triggers on: motion, animation, vestibular, motion sickness, dizzy, nausea, parallax, autoplay, flashing, seizure, prefers-reduced-motion, spinning, scrolljacking."
4
+ ---
5
+
6
+ # Motion Sensitivity Design
7
+
8
+ Design motion that serves function without causing harm. For people with
9
+ vestibular disorders, the wrong animation isn't just annoying — it can
10
+ trigger vertigo, nausea, migraines, or seizures that last hours or days.
11
+
12
+ ## Who This Is For
13
+
14
+ - People with vestibular disorders (estimated 35% of adults over 40)
15
+ - People with migraine conditions triggered by visual motion
16
+ - People with photosensitive epilepsy (flashing triggers seizures)
17
+ - People experiencing concussion recovery
18
+ - People with anxiety disorders (unexpected motion increases stress)
19
+ - Anyone experiencing motion sickness
20
+
21
+ ## Dangerous Motion to Avoid
22
+
23
+ ### Never Use
24
+ - Flashing content faster than 3 times per second (seizure risk —
25
+ this is a WCAG Level A requirement, not optional)
26
+ - Large-area flashing in any colour (even at slower rates)
27
+ - Strobing or pulsing effects
28
+
29
+ ### Use With Extreme Caution
30
+ - Parallax scrolling (triggers vestibular responses)
31
+ - Scroll-jacking (overriding native scroll behaviour)
32
+ - Zoom animations that scale the full viewport
33
+ - Spinning or rotating elements
34
+ - Auto-advancing carousels or slideshows
35
+ - Background video
36
+
37
+ ## Design Patterns
38
+
39
+ ### Respect prefers-reduced-motion
40
+ This is the minimum. Non-negotiable.
41
+
42
+ When prefers-reduced-motion is set:
43
+ - Replace animated transitions with instant state changes
44
+ - Stop all autoplay video and animation
45
+ - Disable parallax effects
46
+ - Disable scroll-triggered animations
47
+ - Keep essential motion only (loading indicators) and simplify them
48
+
49
+ ### Motion Budget
50
+ Not all motion is equal. Allocate motion deliberately:
51
+ - **Essential motion:** loading spinners, progress bars, state
52
+ transitions that communicate meaning. Keep these but simplify.
53
+ - **Helpful motion:** hover effects, subtle transitions that aid
54
+ understanding. Keep but make instant when reduced motion is on.
55
+ - **Decorative motion:** background animations, entrance effects,
56
+ parallax. Remove entirely.
57
+
58
+ ### Safe Animation Principles
59
+ - Keep animations short (under 300ms for transitions)
60
+ - Use opacity and colour changes instead of position changes
61
+ where possible (less vestibular impact)
62
+ - Avoid animating large areas of the screen simultaneously
63
+ - Provide play/pause controls on all moving content
64
+ - Never autoplay anything — let the user opt in
65
+
66
+ ### Video and Moving Backgrounds
67
+ - Never autoplay with motion — show a static poster image first
68
+ - Provide a visible pause/stop button
69
+ - If background video is used: offer a static alternative
70
+ - Ensure content is fully readable with video paused
71
+
72
+ ## Assessment Questions
73
+
74
+ 1. Does the interface respect prefers-reduced-motion?
75
+ 2. Is there any flashing content faster than 3 times per second?
76
+ 3. Can all animations be paused, stopped, or hidden?
77
+ 4. Does any content autoplay with motion?
78
+ 5. Are parallax or scroll-triggered animations present? Do they
79
+ have a static alternative?
@@ -0,0 +1,70 @@
1
+ ---
2
+ name: multi-modal-input
3
+ description: "Design interfaces that offer multiple input methods so users can choose what works for their abilities and context. Use when designing any interactive system where users provide input — forms, search, editors, creative tools, communication interfaces. Triggers on: multi-modal, input methods, alternative input, how people interact, mouse alternative, touch alternative, input flexibility, switch access, eye tracking, head pointer."
4
+ ---
5
+
6
+ # Multi-Modal Input Design
7
+
8
+ Design systems where users can accomplish any task through whichever
9
+ input method works for them — keyboard, mouse, touch, voice, switch,
10
+ eye tracking, or any combination.
11
+
12
+ ## Core Principle
13
+
14
+ Never assume how someone will interact with your interface. Offer
15
+ choices. Let the user decide.
16
+
17
+ ## The Input Spectrum
18
+
19
+ People interact with technology through many methods, often combining
20
+ several at once:
21
+
22
+ - **Keyboard** — physical, on-screen, or switch-activated
23
+ - **Mouse / trackpad** — standard pointer devices
24
+ - **Touch** — fingers, stylus, or assistive touch
25
+ - **Voice** — speech commands, dictation
26
+ - **Switch devices** — single or dual switches scanning through options
27
+ - **Eye tracking** — gaze-based selection
28
+ - **Head pointers** — head movement controlling a cursor
29
+ - **Sip-and-puff** — breath-controlled switches
30
+
31
+ ## Design Patterns
32
+
33
+ ### Input Equivalence
34
+ - Every action must be possible through at least keyboard AND
35
+ pointer (mouse/touch)
36
+ - Voice input should be available as a third option where practical
37
+ - Never lock a feature to a single input method
38
+ - Test: can someone complete this task using ONLY keyboard?
39
+ ONLY touch? ONLY voice?
40
+
41
+ ### Flexible Text Entry
42
+ - Support physical keyboard, on-screen keyboard, voice dictation,
43
+ and paste from clipboard
44
+ - Auto-complete and suggestions reduce typing burden
45
+ - Don't disable paste in form fields (password managers, assistive
46
+ tools depend on this)
47
+ - Allow scanning and OCR for filling in reference numbers or codes
48
+
49
+ ### Selection Without Precision
50
+ - Radio buttons and checkboxes: make the label clickable, not just
51
+ the control
52
+ - Dropdowns: allow type-ahead search for long lists
53
+ - Date pickers: always offer a text field alternative alongside
54
+ the calendar widget
55
+ - Colour pickers: provide text input for hex/RGB values
56
+
57
+ ### Complex Interactions
58
+ - Drag-and-drop: always provide button-based reordering
59
+ - Drawing/annotation: offer text description as alternative
60
+ - Map interactions: provide address search alongside map selection
61
+ - Gestures (swipe, pinch): always provide button equivalents
62
+
63
+ ## Assessment Questions
64
+
65
+ 1. Can every task be completed through keyboard alone?
66
+ 2. Can every task be completed through pointer alone?
67
+ 3. Are there complex interactions (drag, gesture, drawing) that
68
+ lack simpler alternatives?
69
+ 4. Is paste enabled in all text fields?
70
+ 5. Do all form controls have clickable labels?
@@ -0,0 +1,71 @@
1
+ ---
2
+ name: touch-target-design
3
+ description: "Design touch targets and pointer interactions that work for people with motor difficulties, tremors, limited dexterity, or who use assistive pointing devices. Use when designing buttons, links, form controls, mobile interfaces, or any clickable/tappable elements. Triggers on: touch target, tap target, button size, too small to tap, fat finger, motor disability, dexterity, tremor, pointer, click area, hit area, mobile buttons."
4
+ ---
5
+
6
+ # Touch Target Design
7
+
8
+ Design interactive elements that are large enough, spaced enough, and
9
+ forgiving enough for people with limited precision — whether from
10
+ disability, age, environment, or device.
11
+
12
+ ## Minimum Sizes
13
+
14
+ ### Touch (mobile, tablet)
15
+ - Minimum: 24×24 CSS pixels (WCAG 2.2 SC 2.5.8, Level AA)
16
+ - Enhanced: 44×44 CSS pixels (WCAG 2.2 SC 2.5.5, Level AAA; also the common platform guideline)
17
+ - Recommended: 48×48 CSS pixels (Google Material guidelines)
18
+ - For high-stakes or frequent-use targets: 56×56 or larger
19
+
20
+ ### Pointer (desktop)
21
+ - Minimum: 24×24 CSS pixels (WCAG 2.2 Level AA)
22
+ - Recommended: 32×32 for common actions
23
+ - For destructive or irreversible actions: larger targets reduce errors
24
+
25
+ ### Spacing Between Targets
26
+ - Minimum: 8px gap between adjacent interactive elements
27
+ - Recommended: 12–16px for frequently used elements side by side
28
+ - Never place destructive actions (delete) adjacent to common actions
29
+ (save) without spacing or visual separation
30
+
31
+ ## Design Patterns
32
+
33
+ ### Generous Hit Areas
34
+ - The tappable area can be larger than the visible element
35
+ - Use padding, not just the visual size of the icon or text
36
+ - Entire row should be tappable in list items, not just the text
37
+ - Link text should be descriptive enough to form a reasonable
38
+ tap target ("Read the full report" not "here")
39
+
40
+ ### Forgiving Interactions
41
+ - Don't trigger actions on touch-down — trigger on touch-up
42
+ (this lets users slide away to cancel)
43
+ - For destructive actions: require a deliberate second tap or
44
+ confirmation, not a single tap
45
+ - Avoid double-tap requirements — they're unreliable for users
46
+ with tremors
47
+ - Avoid long-press as the only way to access functionality
48
+
49
+ ### Spacing for Safety
50
+ - Separate "confirm" and "cancel" actions with distance or visual weight
51
+ - Place destructive actions away from common actions
52
+ - Group related actions together, separate unrelated actions
53
+ - On mobile: keep primary actions in the thumb zone (bottom half
54
+ of screen)
55
+
56
+ ### Alternatives to Precision
57
+ - Provide zoom capability for complex interfaces
58
+ - Allow pinch-to-zoom on mobile (never disable it)
59
+ - For precise tasks (colour pickers, sliders): provide a text
60
+ input alternative
61
+ - Dropdown menus with many items: add search/filter
62
+
63
+ ## Assessment Questions
64
+
65
+ 1. Are all interactive elements at least 44×44px on touch devices?
66
+ 2. Is there adequate spacing between adjacent targets?
67
+ 3. Are destructive actions separated from common actions?
68
+ 4. Can every interaction be completed without precision timing
69
+ or precise pointing?
70
+ 5. Is there always an alternative to precision-dependent interactions
71
+ like sliders or drag-and-drop?
@@ -0,0 +1,68 @@
1
+ ---
2
+ name: voice-interaction
3
+ description: "Design voice interactions and speech interfaces that work for people with diverse speech patterns, accents, and communication styles. Use when designing voice commands, voice search, dictation, voice assistants, or any interface that accepts speech input. Triggers on: voice, speech, dictation, voice command, voice search, speech recognition, accent, stutter, speech disability, non-verbal, AAC, voice assistant, talk to type."
4
+ ---
5
+
6
+ # Voice Interaction Design
7
+
8
+ Design voice interfaces that work for the full range of human speech —
9
+ including accents, speech disabilities, non-native speakers, and people
10
+ in noisy or quiet environments.
11
+
12
+ ## Who This Is For
13
+
14
+ - People with motor disabilities who use voice as primary input
15
+ - People who stutter, have dysarthria, or other speech differences
16
+ - Non-native speakers with varied accents
17
+ - People in environments where typing is impractical
18
+ - Anyone who prefers voice to typing for certain tasks
19
+
20
+ ## Core Principles
21
+
22
+ ### Voice Should Never Be the Only Option
23
+ - Every voice interaction must have a text/touch/keyboard alternative
24
+ - Voice is an accelerator, not a gatekeeper
25
+ - Don't require voice for identity verification or critical actions
26
+ unless an alternative exists
27
+
28
+ ### Design for Speech Variation
29
+ - Support varied pacing — don't cut off slow speakers
30
+ - Allow generous silence before timing out
31
+ - Don't penalise repetition, filler words, or self-correction
32
+ - Support multiple phrasings for the same intent
33
+ ("go back", "previous page", "take me back", "undo")
34
+
35
+ ### Feedback Must Be Clear
36
+ - Confirm what the system heard (visual transcript)
37
+ - Make it easy to correct misrecognition
38
+ - Show when the system is listening vs. processing vs. waiting
39
+ - Never execute a destructive action on voice alone without
40
+ confirmation
41
+
42
+ ## Design Patterns
43
+
44
+ ### Flexible Recognition
45
+ - Accept multiple ways to say the same command
46
+ - Don't require exact phrasing — intent matters more than syntax
47
+ - Support "did you mean?" clarification for ambiguous input
48
+ - Allow users to spell out words the system doesn't recognise
49
+
50
+ ### Graceful Failure
51
+ - When recognition fails: show what was heard and offer correction
52
+ - Never respond with just "I didn't understand" — offer alternatives
53
+ - Provide a "type instead" option at every failure point
54
+ - After repeated failures: proactively suggest switching to text input
55
+
56
+ ### Privacy and Control
57
+ - Clear visual/audio indicator when microphone is active
58
+ - Easy one-action mute/stop listening
59
+ - Don't record or transmit audio without explicit consent
60
+ - Allow users to review and delete voice data
61
+
62
+ ## Assessment Questions
63
+
64
+ 1. Can every voice-activated feature also be completed without voice?
65
+ 2. Does the system handle varied speech patterns without frustration?
66
+ 3. Is there clear feedback showing what the system heard?
67
+ 4. Can users easily correct misrecognition?
68
+ 5. Is it obvious when the system is listening?
@@ -0,0 +1,45 @@
1
+ ---
2
+ name: critique-affordance
3
+ description: Critique a rendered screen's affordances — what looks clickable, state visibility, CTA clarity, and action discoverability. Use when reviewing an existing screen. For sizing and positioning targets in new work, use `fitts-law` (interaction-design).
4
+ ---
5
+ # Critique Affordance
6
+ You are an expert in interaction design and the visual communication of interactivity.
7
+ ## What You Do
8
+ You analyse a screen to identify whether interactive elements are visually distinguishable, whether states are communicated clearly, and whether the primary action is obvious. You flag affordance failures and propose specific fixes.
9
+ ## Critique Dimensions
10
+ ### Clickability Signals
11
+ Evaluate whether interactive elements look interactive.
12
+ - Do buttons, links, and controls look distinct from static content through colour, shape, underline, or elevation?
13
+ - Are there elements that look interactive but are not (false affordances)?
14
+ - Are there elements that are interactive but look static (missing affordances)?
15
+ - Is the interactive area large enough — touch targets should be at least 44×44px on mobile.
16
+ ### State Visibility
17
+ Evaluate whether element states are visually communicated.
18
+ - Are default, hover, active, focus, disabled, and selected states visually distinct?
19
+ - Is the focus state visible and high-contrast (not just the browser default ring on a coloured background)?
20
+ - Are loading and skeleton states present where async content is expected?
21
+ - Are disabled states clearly communicated without relying on colour alone?
22
+ ### CTA Clarity
23
+ Evaluate whether the primary action on screen is immediately obvious.
24
+ - Is there a single dominant CTA per view, or are multiple actions competing at the same visual weight?
25
+ - Does the primary CTA use filled/solid style while secondary actions use ghost or text variants?
26
+ - Is the CTA label specific and action-oriented ("Save changes", not "OK")?
27
+ - Is the CTA positioned where users expect it — bottom-right on forms, inline after content blocks?
28
+ ### Action Discoverability
29
+ Evaluate whether all available actions can be found without instruction.
30
+ - Are actions hidden behind hover states or tooltips that mobile users can't access?
31
+ - Are contextual actions (edit, delete, share) visible or indicated — not completely hidden until hover?
32
+ - Are empty states actionable — do they tell the user what to do next?
33
+ - Are destructive actions (delete, remove) visually distinguished from constructive ones?
34
+ ## Output Format
35
+ For each dimension — Clickability Signals, State Visibility, CTA Clarity, Action Discoverability — provide:
36
+ 1. **Observation** — what you see (neutral, factual)
37
+ 2. **Problem** — what is broken and why it matters
38
+ 3. **Fix** — a specific, actionable change
39
+ Rate each dimension: `pass` / `minor issue` / `major issue`.
40
+ ## Common Failure Patterns
41
+ - Ghost buttons in low-contrast contexts where the border becomes invisible
42
+ - Focus rings suppressed with `outline: none` and no replacement state
43
+ - Multiple filled CTAs on one screen, leaving users unsure which to press
44
+ - Edit and delete actions hidden behind hover — inaccessible on touch and invisible until discovered by accident
45
+ - Empty states that explain nothing and offer no path forward
@@ -0,0 +1,42 @@
1
+ ---
2
+ name: critique-brand-consistency
3
+ description: Critique a rendered screen against mood.md, voice.md, and tokens.md. Use when those brand files exist and you are checking compliance. For defining the visual language itself, use `illustration-style` (ui-design).
4
+ ---
5
+ # Critique Brand Consistency
6
+ You are an expert in brand expression and design system compliance.
7
+ ## What You Do
8
+ You check whether a screen faithfully expresses the brand by comparing it against three project reference files: `mood.md` (personality and aesthetic direction), `voice.md` (tone and language guidelines), and `tokens.md` (design token definitions). Flag every divergence and suggest the correct value or approach.
9
+ ## Reference Files
10
+ Before critiquing, locate and read these files from the project root (or wherever the designer specifies):
11
+ - **mood.md** — Brand personality, aesthetic keywords, visual references, do/don't examples
12
+ - **voice.md** — Tone of voice, language style, copy do/don't rules, vocabulary
13
+ - **tokens.md** — Canonical colour, spacing, radius, shadow, and typography token values
14
+ If a file is missing, note this and skip that dimension — do not invent brand rules.
15
+ ## Critique Dimensions
16
+ ### Mood Alignment
17
+ Compare the screen's aesthetic to the mood direction.
18
+ - Does the visual language (imagery style, illustration, iconography, colour feel) match the brand personality keywords?
19
+ - Are any elements tonally off — e.g., a playful brand using cold, corporate styling?
20
+ - Does the overall emotional register of the screen match what the mood file prescribes?
21
+ ### Voice Alignment
22
+ Compare all visible copy to the voice guidelines.
23
+ - Does the tone match (e.g., direct vs. conversational, formal vs. friendly)?
24
+ - Are any prescribed vocabulary rules broken — forbidden words, required patterns?
25
+ - Are CTAs, labels, error messages, and microcopy consistent with the voice?
26
+ ### Token Compliance
27
+ Compare every design value on screen to the token definitions.
28
+ - Are hardcoded hex values used where a colour token should apply?
29
+ - Are spacing, radius, or shadow values that deviate from tokens present?
30
+ - Are typography tokens applied correctly, or are raw font-size/weight values used?
31
+ - List every non-compliant value with its token equivalent.
32
+ ## Output Format
33
+ For each dimension — Mood, Voice, Token Compliance — provide:
34
+ 1. **Observation** — what you see (neutral, factual)
35
+ 2. **Divergence** — what conflicts with the reference file and why it matters
36
+ 3. **Fix** — the exact correction (preferred wording, correct token name, etc.)
37
+ Rate each dimension: `pass` / `minor issue` / `major issue`.
38
+ ## Common Failure Patterns
39
+ - Hardcoded values drifting from tokens over time
40
+ - Copy written without consulting voice guidelines, defaulting to generic UI language
41
+ - Imagery or illustration sourced outside the brand mood reference
42
+ - Inconsistent radius or shadow values across components on the same screen
@@ -0,0 +1,44 @@
1
+ ---
2
+ name: critique-color
3
+ description: Critique a rendered screen's colour — contrast ratios, palette coherence, and semantic meaning. Use when reviewing one screen. For a product-wide WCAG audit use `accessibility-audit` (design-systems); for building the palette use `color-system` (ui-design).
4
+ ---
5
+ # Critique Color
6
+ You are an expert in colour theory, accessible design, and design systems.
7
+ ## What You Do
8
+ You audit all colour decisions on a screen: contrast ratios, palette coherence, semantic colour meaning, and accessibility. You flag every deviation and recommend specific corrections.
9
+ ## Critique Dimensions
10
+ ### Contrast
11
+ Evaluate text/background and UI element contrast for readability and compliance.
12
+ - Does body text meet WCAG AA (4.5:1)? Does large text (18px+ regular, 14px+ bold) meet 3:1?
13
+ - Do interactive components (buttons, inputs, focus rings) meet 3:1 against adjacent surfaces?
14
+ - Flag every failing pair with its actual measured ratio and the minimum required.
15
+ - Are placeholder text and disabled states failing contrast in ways that impede use?
16
+ ### Palette Coherence
17
+ Evaluate whether colour use is purposeful and internally consistent.
18
+ - Is the palette limited to defined token values, or do arbitrary colours appear?
19
+ - Are neutrals, primaries, and accents applied according to their intended roles?
20
+ - Do colours on adjacent or overlapping elements create unintended visual noise or vibration?
21
+ - Is the overall palette warm, cool, or neutral — and is that register appropriate for the context?
22
+ ### Semantic Use
23
+ Evaluate whether colour communicates meaning reliably.
24
+ - Is colour used as the sole indicator of state (error, success, warning)? If so, flag it — colour must be paired with an icon, label, or pattern to be accessible.
25
+ - Are status colours (red = error, green = success, amber = warning) applied consistently across the screen?
26
+ - Does interactive colour (links, button fills) distinguish clearly from non-interactive colour?
27
+ - Are decorative colour uses being mistaken for actionable elements?
28
+ ### Accessibility
29
+ Evaluate broader colour accessibility beyond contrast ratios.
30
+ - Do foreground/background combinations cause problems for common colour vision deficiencies (deuteranopia, protanopia)?
31
+ - Does the interface hold up in Windows High Contrast mode or forced-colour environments?
32
+ - Are any decorative colour uses interfering with content legibility?
33
+ ## Output Format
34
+ For each dimension — Contrast, Palette Coherence, Semantic Use, Accessibility — provide:
35
+ 1. **Observation** — what you see (neutral, factual)
36
+ 2. **Problem** — what is broken and why it matters
37
+ 3. **Fix** — a specific, actionable change (include ratio, token name, or pairing where applicable)
38
+ Rate each dimension: `pass` / `minor issue` / `major issue`.
39
+ ## Common Failure Patterns
40
+ - Link colour that fails 4.5:1 against white when underline is removed
41
+ - Error states communicated in red only, with no supporting icon or label
42
+ - Placeholder text at 40% opacity that fails contrast on light surfaces
43
+ - One-off hex values outside the token system introduced by individual contributors
44
+ - Interactive and non-interactive elements sharing the same colour treatment