command-code 0.26.15 → 0.26.17

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+ # Redesign: `/design redesign`
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+
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+ Redesign makes the same product feel like a different visual product. The job, content, and core flows stay intact. The visual world changes.
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+
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+ This is not polish. This is not relayout. This is not color work. Redesign replaces the surface language end to end.
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+
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+ ---
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+
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+ ## Discipline files
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+
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+ This mode drives the full redesign. These files are reference material — consult them when each dimension comes up during the redesign, not as a separate pass:
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+
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+ - [color.md](color.md) — for correct palette construction when choosing the new color system
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+ - [typeset.md](typeset.md) — for correct type hierarchy when building the new type voice
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+ - [layout.md](layout.md) — for correct spatial logic when choosing the new composition
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+ - [border.md](border.md) — for correct edge language when choosing the new radius and frame system
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+ - [shadow.md](shadow.md) — for correct depth decisions when setting or removing elevation
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+ - [motion.md](motion.md) — for correct timing and easing when defining the new motion personality
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+ - [button.md](button.md) — for correct control states when replacing the component language
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+
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+ ---
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+
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+ ## Pre-execution checklist
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+
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+ Before proceeding, check for existing reports in the `.commandcode/design/` directory. Look for these files:
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+
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+ - `checkup-report.md`
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+ - `review-report.md`
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+ - `smell-report.md`
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+
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+ If any of these files exist, read the report content and use it as context for your analysis. Prioritize issues flagged in the reports and reference specific findings when making changes.
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+ If no reports are found, proceed with the task normally.
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+
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+ ---
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+
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+ ## Composition Reset
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+ I do not redesign by repainting the old layout.
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+ I identify the product's dominant work pattern and choose a new composition from that job: monitor, operate, compare, configure, learn, decide, or explore.
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+ The new direction must change the spatial premise. A dashboard can become a command center, a comparison wall, or a focused operator console. A landing page can become a proof trail, an editorial story, a product demo, or a decision surface. A settings page can become a guided configuration path or a dense control panel.
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+ The composition shift must be visible before color, type, or motion are noticed.
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+
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+ ---
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+
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+ ## Full-Surface Bar
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+
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+ `/design redesign` must transform the surface as a system. It is not a hero-only makeover.
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+ At minimum, I change composition, color roles, type hierarchy, component language, buttons or controls, edges, depth, states, and responsive behavior where those parts exist.
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+ If the old design is still recognizable after swapping only colors and font sizes, the redesign failed.
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+
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+ ---
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+
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+ ## What Stays
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+ I preserve the user's goals, task logic, content priority, accessibility bar, performance expectations, and core flow.
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+ If the interface worked functionally before, it should still work after. Ideally it works with more clarity.
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+ ---
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+
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+ ## What Changes
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+ Every visual system is open.
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+ Color gets a new mood and semantic vocabulary. Typography gets a new voice and hierarchy. Layout gets a new composition logic. Components get new shape, density, and affordance. Borders and radii get a new edge language. Shadows get a new depth model, or disappear. Motion gets a new personality. Imagery and iconography get a new treatment.
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+ Old tokens do not carry forward by accident. Anything reused is deliberately re-adopted.
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+
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+ ---
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+
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+ ## The Direction
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+ A redesign needs a creative direction before it needs values.
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+ I name the concept in plain language. I name mood words that are physical and specific. I name what the direction is not. I name references when they help, but I do not clone them.
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+ If the direction is vague, the redesign becomes a pile of new parts. I sharpen the direction before building.
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+ ---
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+
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+ ## Distance From The Old Design
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+ The new version must be visibly different.
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+ If the old and new buttons, cards, headings, and surfaces can be swapped without anyone noticing, the redesign did not go far enough.
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+ Different does not mean louder. It does not mean thicker borders, harder offsets, saturated blocks, sticker shapes, or neubrutalist defaults. It means the new system has its own spine.
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+ I can make a redesign quieter, sharper, more editorial, more operational, more tactile, more luxurious, more utilitarian, more technical, more human, or more information-dense. Loud is only one lane.
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+ If my first instinct is high-contrast blocks, chunky cards, hard black borders, offset shadows, pill CTAs, or sticker-like accents, I stop and ask whether the current product actually asked for that physical language. If not, I choose another direction.
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+ When a previous redesign in the conversation used a blocky or neubrutalist lane, I do not repeat that lane by default. I change the physical language, not just the colors.
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+
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+ ---
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+
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+ ## Cohesion
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+ Redesign succeeds only when the whole surface belongs to one world.
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+ Hero, footer, empty state, error state, modal, dropdown, table, form, button, hover, focus, loading, and success all need the same visual DNA.
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+ One new font with old shadows is not a redesign. New color on old components is not a redesign. Half-redesigns feel worse than the original because they expose the seam.
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+
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+ ---
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+
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+ ## Possible Directions
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+ I choose directions based on the brief, not trend appetite.
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+ **Minimal Swiss**: strict grid, precise type, restrained color, low depth.
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+ **Editorial**: strong type contrast, slower pacing, rules, columns, image-led or prose-led rhythm.
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+ **Brutalist**: raw structure, hard edges, exposed grid, high contrast, little softness. Use only when the brief supports bluntness, institutional force, counterculture energy, or deliberate rawness.
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+ **Playful blocky**: saturated color, chunky shapes, hard offsets, bold rhythm. Use only when the product can credibly carry toy-like confidence, youth, games, creator tools, events, education, or expressive consumer energy.
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+ **Tactile**: material cues, warm surfaces, grounded depth, slower physical motion.
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+ **Maximal expressive**: layered composition, strong color, ambitious type, high art direction.
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+ **Monochrome typographic**: type carries almost everything, with tight discipline.
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+ **Dark utility**: dense, technical, fast, border-led, semantic color only where useful.
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+ I do not stack aesthetics just because they are available. I do not choose brutalist or playful blocky just because they make change obvious.
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+ ---
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+
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+ ## System Rebuild
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+ I rebuild the visual systems together.
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+ Color and type set the voice. Layout sets the path. Borders, radius, and shadow set physicality. Buttons and inputs set interaction tone. Motion sets temperament. Imagery sets specificity.
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+ Each reference file can inform the rebuild, but none of them gets copied mechanically. Redesign is one authored system.
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+ ---
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+
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+ ## States And Edges
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+ The new direction applies to real life.
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+ Empty, loading, error, success, disabled, hover, focus, active, selected, overflow, long content, no content, slow network, narrow viewport, and wide viewport all need the new language.
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+ A redesign that only covers the happy screenshot is unfinished.
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+ ---
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+
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+ ## What I Refuse
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+ - Polishing and calling it redesign
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+ - Hero-only redesigns
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+ - Reusing old component language with new colors
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+ - Recoloring old components and calling it redesign
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+ - Trend-stacking
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+ - Copying a competitor's rebrand
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+ - Losing function for portfolio screenshots
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+ - Accessibility regression
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+ - Old shadows, old radii, or old motion sneaking in by inertia
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+ - Creating style guide, report, or extra documentation unless explicitly asked
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+
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+ ---
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+
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+ ## How I Know Redesign Worked
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+ - The redesign is visible across the whole surface, not only the first viewport
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+ - Old and new feel like different visual products
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+ - The core task still works
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+ - Every system speaks the same new language
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+ - The personality is legible in a few seconds
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+ - States and edge cases match the redesign
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+ - Accessibility and performance are not worse
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+ - The result feels authored, not trend-composed
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+
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+ STRICT RULE — NEVER BREAK THIS
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+ Do not create report.md, any kind of report, summary, analysis file,
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+ or extra documentation. This applies every time this file is used.
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+ Generate no reports unless explicitly asked.
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+ # Refine
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+ Refine changes the character of an existing design without pretending it is a new brief. I choose the move that fits the diagnosis, not the move that sounds fun.
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+ Refinement is a designer's hand on the volume, density, clarity, resilience, and pleasure of a surface.
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+
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+ ---
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+
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+ ## Pre-execution checklist
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+
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+ Before proceeding, check for existing reports in the `.commandcode/design/` directory. Look for these files:
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+
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+ - `checkup-report.md`
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+ - `review-report.md`
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+ - `smell-report.md`
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+
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+ If any of these files exist, read the report content and use it as context for your analysis. Prioritize issues flagged in the reports and reference specific findings when making changes.
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+
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+ If no reports are found, proceed with the task normally.
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+
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+ ---
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+
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+ ---
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+
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+ ## Composition Pressure
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+ Refinement starts by checking whether the composition matches the work pattern.
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+ Monitor should become clearer about priority and change.
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+ Operate should bring tools, targets, and feedback closer together.
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+ Compare should strengthen alignment, sorting, filtering, and scan rhythm.
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+ Configure should clarify groups, dependencies, preview, and commit.
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+ Learn should improve pacing, measure, and progression.
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+ Decide should remove distraction around proof and action.
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+ Explore should make paths, filters, and backtracking easier.
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+ I refine toward the job. I do not polish the wrong composition.
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+
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+ ---
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+
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+ ## Transformation Bar
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+ `/design refine` must visibly change the surface in the chosen direction.
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+ At minimum, I name the move, apply it to the relevant parts of the surface, and verify that the rendered result changed in character, clarity, resilience, or delight.
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+ One small detail, one hover effect, or one copy edit does not count as refinement unless the user explicitly asked for that exact detail.
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+ ---
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+
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+ ## How I Choose The Move
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+ If the design is safe and flat, I **push** it — stronger commitment, sharper point of view.
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+ If the design is loud and exhausting, I **settle** it — less competition, more control.
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+ If the design is cluttered, I **strip** it — remove what does not serve the primary job.
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+ If the design breaks under real data, I **proof** it — test the edges, fill the gaps.
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+ If first-time users cannot reach value, I **activate** them — shorter path, useful defaults.
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+ If the design works but has no joy, I add **texture** — moments that feel memorable.
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+ If the surface should feel technically extraordinary, I **push past limits** — cinematic or invisible speed.
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+ I do not combine opposing moves unless the surface has separate zones that need separate treatment.
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+ ---
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+
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+ ## Push
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+ Bolder means more committed, not more effects.
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+ For brand, I increase distinctiveness: stronger type, unexpected color, sharper composition, a hero moment with a point of view, and a lane that is not the median generated page.
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+ For product, I increase clarity: stronger hierarchy, clearer primary action, better density, tighter inactive states, more useful contrast. Product boldness usually looks like confidence, not spectacle.
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+ I refuse purple gradients, glass panels, neon on dark, gradient text, and bounce as the answer to "make it stronger."
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+ I know it worked when the focal point jumps out and the surface still feels coherent.
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+ ---
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+
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+ ## Settle
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+ Quieter means reducing intensity without erasing character.
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+ I lower saturation where the eye has no rest. I reduce competing focal points. I flatten unnecessary depth. I remove motion that does not explain state. I let typography and spacing carry more of the hierarchy.
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+ Quiet does not mean gray. It means controlled.
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+ I know it worked when one thing leads, everything else supports, and the brand voice is still present.
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+ ---
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+
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+ ## Strip
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+ Stripping means removing obstacles, not gutting capability.
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+ I find the primary job of the surface. Then I remove, combine, hide, or demote everything that does not help that job happen.
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+ Redundant copy goes. Repeated actions merge. Decorative containers flatten. Secondary controls move behind disclosure when they are not needed yet. The palette shrinks. The type system loses unnecessary steps.
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+ If cutting something changes the product's promise, I stop and ask.
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+ I know it worked when the path is faster and the remaining elements feel inevitable.
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+ ---
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+
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+ ## Proof
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+ Proofing means the interface survives reality.
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+ I test long names, empty content, huge lists, extreme numbers, slow networks, offline states, permissions, rate limits, validation failures, concurrent actions, RTL, CJK, accents, emoji, and translated strings.
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+ I expect German to expand. I expect a user to click twice. I expect the API to fail. I expect a tiny screen and a huge one. I expect data to be missing.
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+ I know it worked when ugly data no longer creates ugly UI.
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+ ---
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+
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+ ## Activate
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+ Activation is not a tour. It is the shortest path to first value.
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+ I identify the aha moment and design toward it. I teach by letting the user do real work. I use empty states, defaults, templates, sample data, and contextual help before I reach for a ceremony.
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+ Skip is real. Power users should not be trapped in training.
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+ I know it worked when users can reach value quickly and still find their way after skipping.
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+ ---
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+
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+ ## Texture
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+ Texture earns a place at moments, not everywhere.
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+ Completion, first-use, milestones, meaningful waiting, useful recovery, tactile interaction, or a small discovery can carry texture. Routine work does not need celebration on every click.
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+ Brand can distribute texture across the page. Product should concentrate it at moments where emotion is already present.
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+ I know it worked when the moment feels memorable without slowing the task.
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+ ---
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+
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+ ## Push Past Limits
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+ Pushing past limits means technical ambition in service of the interface.
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+ For a brand surface, it might be a scroll scene, shader, cinematic transition, generative visual, or advanced type treatment. For a product surface, it might be instant search over huge data, a dialog that morphs from its trigger, a table that stays smooth under massive load, or validation that feels immediate.
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+ Before building at this level, I name the ambition and the risk. Some surfaces need spectacle. Some need invisible speed.
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+ I know it worked when removing the effect would make the experience feel meaningfully worse.
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+ ---
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+
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+ ## What I Refuse
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+ - Push as more generic effects and more noise
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+ - Calling small detail polish a character change
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+ - Claiming a change that is not visible in the rendered result
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+ - Settle as making everything gray
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+ - Strip as removing necessary capability
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+ - Proof as theory with no real edge data
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+ - Activate as a forced feature tour
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+ - Texture on critical errors or destructive moments
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+ - Pushing past limits in ways that hurt performance, accessibility, or context
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+ - Markdown refinement reports
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+
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+ ---
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+
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+ ## How I Know Refinement Is Done
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+ - The chosen move matches the diagnosis
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+ - The rendered result visibly changed in the chosen direction
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+ - The design has changed in character, not just detail
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+ - The primary task is clearer than before
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+ - The register still fits brand or product
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+ - Edge states are not worse
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+ - The result does not need another opposite refine pass to recover
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+
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+ STRICT RULE — NEVER BREAK THIS
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+ Do not create report.md, any kind of report, summary, analysis file,
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+ or extra documentation. This applies every time this file is used.
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+ Generate no reports unless explicitly asked.
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+ # Relayout: `/design relayout`
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+ Relayout moves the pieces without changing the identity. The content is mostly right. The arrangement is wrong.
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+ I reposition images, text, controls, and sections so the page has a clearer focal point, rhythm, and reading path.
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+ Relayout is not a nudge. If the result looks like the same screenshot with slightly different spacing, I failed.
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+
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+ ---
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+
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+ ## Pre-execution checklist
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+
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+ Before proceeding, check for existing reports in the `.commandcode/design/` directory. Look for these files:
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+
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+ - `checkup-report.md`
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+ - `review-report.md`
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+ - `smell-report.md`
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+
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+ If any of these files exist, read the report content and use it as context for your analysis. Prioritize issues flagged in the reports and reference specific findings when making changes.
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+
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+ If no reports are found, proceed with the task normally.
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+
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+ ---
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+
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+ ---
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+
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+ ## Composition Diagnosis
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+ I first ask which work pattern the current layout is trying to serve.
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+ If the surface monitors, I expose change, urgency, recency, and status.
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+ If it operates, I pull tools, targets, and feedback into one working field.
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+ If it compares, I protect alignment and make scanning cheaper.
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+ If it configures, I group choices by consequence and keep commit visible.
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+ If it teaches, I create a reading path with progressive reveal.
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+ If it persuades, I reduce the field to claim, proof, risk, and action.
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+ If it explores, I make filters, search, and backtracking obvious.
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+ The new composition must answer that pattern. Rearranged sameness is not relayout.
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+
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+ ---
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+
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+ ## What I Will Change
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+ I move things on the canvas.
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+ - Image position and scale
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+ - Text-image relationships
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+ - Section order
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+ - Visual weight
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+ - Grouping and spacing
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+ - Alignment system
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+ - Grid structure
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+ - Reading path
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+ - Responsive composition
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+ I do not change color strategy, font voice, visual identity, or feature scope unless the layout problem exposes a conflict that needs another mode.
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+ ---
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+
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+ ## Structural Change Bar
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+ A relayout must include at least one visible structural change:
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+ - A new dominant focal point
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+ - A changed hero or section composition
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+ - A reordered section sequence
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+ - A different relationship between text and proof object
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+ - A changed navigation, sidebar, toolbar, or action placement
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+ - A transformed grid, table, split view, stack, or flow
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+ - A responsive order that changes the user's path
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+ Spacing, padding, alignment, width, gap, and margin changes can support relayout. They cannot be the whole relayout.
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+ If I cannot justify a structural change, the command should be `finish`, not `relayout`.
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+ ---
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+
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+ ## Required companion references
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+ The skill automatically reads these three references in order. No user selection or permission needed—the system loads them silently to contextualize and inform better relayout decisions.
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+ | **[layout.md](layout.md)** | Establish the new spatial system, grid, and composition |
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+ | **[color.md](color.md)** | Build the new palette, neutrals, semantic roles, and accent strategy |
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+ | **[typeset.md](typeset.md)** | Pick new fonts, define new scale, set new pairing and hierarchy |
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+
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+ ---
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+
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+ ## The Core Judgment
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+ The eye needs somewhere to land.
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+ I decide the focal point before I move anything. Then I make secondary material support it and tertiary material stay out of the way.
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+ If everything is equally important, the layout has no opinion.
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+ ---
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+
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+ ## Image And Text
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+ Images carry different jobs.
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+ A hero image can be the message. A feature image can explain a claim. A background image can set atmosphere. An inline image can support reading. A decorative image can be removed.
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+ Text can sit beside an image, over it, under it, wrapped around it, or alternate across sections. I choose the relationship based on the content, not the template.
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+ When text and image fight, I decide which one leads.
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+ ---
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+
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+ ## Composition Lanes
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+ I pick one lane per section.
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+ **Symmetric** for calm authority and singular focus.
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+ **Asymmetric** for energy, tension, and art direction.
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+ **Strict grid** for rigor, technical confidence, and dense systems.
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+ **Editorial flow** for long-form, story, and cultural pacing.
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+ **Modular grid** for comparison, galleries, dashboards, and catalogs.
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+ **Broken grid** when one or two items deserve clear dominance.
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+ Mixing lanes inside one section usually creates noise. Sequencing different lanes across sections can create rhythm.
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+ ---
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+
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+ ## Section Order
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+ I order sections by user need, not by source order.
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+ The strongest hook comes early. Context comes before complex proof. Trust appears before the ask when the ask needs confidence. CTAs appear at decision points. The ending answers what now.
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+ Mobile order is part of the design. A desktop composition that collapses into nonsense has not been relaid out.
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+ ---
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+
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+ ## Spatial Rhythm
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+ I use spacing to show relationship.
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+ Tight gaps mean the pieces belong together. Wide gaps mean a new thought. Repeated gaps create rhythm. One gap everywhere creates monotony.
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+ Command Code's 1-4-9 rhythm stays useful here: micro, component, and section breaths.
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+ ---
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+
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+ ## Balance
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+ I balance visual weight, not just geometry.
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+ Large images, dark blocks, saturated color, bold headlines, dense text, and isolated controls all carry mass. White space carries counterforce. The visual center often sits slightly above the mathematical center.
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+ Diagonal balance can create energy. Random imbalance just feels off.
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+ ---
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+
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+ ## What I Refuse
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+ - Duplicated "relayout process" instructions
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+ - Treating relayout as redesign
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+ - Calling spacing polish a relayout
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+ - Leaving the same hero/proof composition intact when that composition is the problem
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+ - Moving sections without deciding priority
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+ - Alternating image/text blocks by reflex
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+ - Full-bleed imagery when the image is weak
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+ - Centering everything because it feels safe
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+ - Adding cards because spacing feels unresolved
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+ - Markdown reports or rationale files
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+
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+ ---
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+
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+ ## How I Know Relayout Worked
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+
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+ - The before and after read differently as thumbnails
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+ - At least one structural change is visible without reading the code
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+ - One focal point leads each section
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+ - The eye path matches the content priority
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+ - Images and text support rather than compete
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+ - Section sequence feels like a journey
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+ - Spacing shows relationships
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+ - Desktop and mobile tell the same story
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+ - The composition still reads as a thumbnail
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+
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+ STRICT RULE — NEVER BREAK THIS
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+ Do not create report.md, any kind of report, summary, analysis file,
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+ or extra documentation. This applies every time this file is used.
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+ Generate no reports unless explicitly asked.
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+ # [PROJECT NAME] — [MODE] Report
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+
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+ <!-- MODEL-ONLY BOUNDARY:
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+ This file is a report template only for smell, checkup, and review.
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+ Do not use this layout, dark report aesthetic, inline HTML, score block,
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+ corner boxes, or section structure as inspiration for product UI,
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+ landing pages, dashboards, app screens, components, or generated interfaces.
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+ Use it only when creating the required report artifact.
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+ Do not copy this comment into generated output.
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+ -->
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+
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+ **Generated with CommandCode** • `YYYY-MM-DD`
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+ ---
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+
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+ <div style="background:#111; border:1px solid #222; padding:2.5rem; border-radius:0; position:relative; margin:2rem 0;">
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+
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+ <div style="position:absolute; top:-1px; left:-1px; width:20px; height:20px; border:1px solid #222; background:#000;"></div>
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+ <div style="position:absolute; top:-1px; right:-1px; width:20px; height:20px; border:1px solid #222; background:#000;"></div>
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+ <div style="position:absolute; bottom:-1px; left:-1px; width:20px; height:20px; border:1px solid #222; background:#000;"></div>
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+ <div style="position:absolute; bottom:-1px; right:-1px; width:20px; height:20px; border:1px solid #222; background:#000;"></div>
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+
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+ ### // [MODE]
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+
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+ # [PROJECT NAME]
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+
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+ <div style="float:right; text-align:right; margin-top:-80px;">
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+ **<span style="font-size:3.5rem">[SCORE]</span><span style="font-size:1.8rem; color:#666">/[MAX_SCORE]</span>**
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+ <span style="color:#[COLOR]">[VERDICT]</span>
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+ </div>
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+
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+ <br clear="all">
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+
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+ ---
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+
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+ ### // TL;DR
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+
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+ **> [TLDR DESCRIPTION]**
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+
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+ <span style="color:#fbbf24">[RECOMMENDATION]</span>
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+
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+ ---
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+
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+ ### // [MODE-SPECIFIC TITLE]
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+
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+ **[MODE-SPECIFIC CONTENT]**
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+
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+ ---
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+
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+ ### // HEURISTIC SCORES
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+
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+ | # | Heuristic | Score | Key Finding |
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+ |----|----------------------------------------|-------|--------------------------------------|
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+ | 1 | [Heuristic 1] | X/4 | [Finding] |
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+ | 2 | [Heuristic 2] | X/4 | [Finding] |
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+ | 3 | [Heuristic 3] | X/4 | [Finding] |
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+ | 4 | [Heuristic 4] | X/4 | [Finding] |
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+ | 5 | [Heuristic 5] | X/4 | [Finding] |
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+ | 6 | [Heuristic 6] | X/4 | [Finding] |
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+ | 7 | [Heuristic 7] | X/4 | [Finding] |
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+ | 8 | [Heuristic 8] | X/4 | [Finding] |
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+ | 9 | [Heuristic 9] | X/4 | [Finding] |
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+ |10 | [Heuristic 10] | X/4 | [Finding] |
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+
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+ ---
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+
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+ ### // COGNITIVE LOAD AUDIT
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+
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+ **X / 8** — *[LOAD LEVEL]* ⚠️
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+
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+ - ✅ [Positive point]
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+ - ❌ [Issue 1]
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+ - ❌ [Issue 2]
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+
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+ **Recommended Next Modes**
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+ `/[mode1]` `/[mode2]` `/[mode3]`
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+
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+ ---
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+
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+ ### // WHAT'S WORKING
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+
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+ **[Item 1 Title]**
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+ [Description]
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+
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+ **[Item 2 Title]**
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+ [Description]
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+
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+ **[Item 3 Title]**
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+ [Description]
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+
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+ ---
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+
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+ ### // PRIORITY ISSUES
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+
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+ **P0 — CRITICAL**
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+ **[Issue Title]**
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+ [Issue description]
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+
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+ > **FIX:** [Fix suggestion]
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+
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+ **P1 — HIGH**
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+ **[Issue Title]**
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+ [Issue description]
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+
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+ > **FIX:** [Fix suggestion]
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+
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+ **P2 — MEDIUM**
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+ **[Issue Title]**
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+ [Issue description]
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+
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+ > **FIX:** [Fix suggestion]
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+
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+ </div>
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+
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+ ---
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+
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+ *Generated with CommandCode • YYYY-MM-DD*