110 lines
4.5 KiB
Markdown
110 lines
4.5 KiB
Markdown
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---
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name: gamified-app
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description: |
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A multi-frame gamified mobile-app prototype — three phone frames on a dark
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showcase stage. Frame 1: cover / poster, Frame 2: today's quests with XP
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ribbons and a level bar, Frame 3: quest detail. Vivid quest tiles, level
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ribbon, bottom tab bar. Use when the brief asks for a "gamified app",
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"habit tracker", "RPG-style life app", "level-up app", "daily quests",
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"XP / streak app", or "ELI5-style explainer app".
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triggers:
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- "gamified app"
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- "habit tracker"
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- "rpg app"
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- "level up app"
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- "daily quests"
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- "xp app"
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- "streak app"
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- "life management app"
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- "游戏化"
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- "习惯打卡"
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od:
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mode: prototype
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platform: mobile
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scenario: personal
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featured: 12
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preview:
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type: html
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entry: index.html
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design_system:
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requires: true
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sections: [color, typography, layout, components]
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craft:
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requires: [state-coverage, animation-discipline]
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example_prompt: "Design a gamified life-management app — multi-screen mobile prototype: cover poster, today's quests with XP, and a quest detail. ‘Daily quests for becoming a better human.’"
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---
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# Gamified App Skill
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Produce a multi-screen mobile prototype on a single dark showcase page.
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Three phone frames side-by-side, each one its own moment in the journey.
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## Workflow
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1. **Read the active DESIGN.md** (injected above). For gamified apps, lean
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on bold display type for headlines and a brighter, broader palette than
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most products — quests look like quests because the colors do.
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2. **Pick the brand + value prop** from the brief. Generate real quest
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names (e.g. "Body — 20-min strength: pushups & planks", "Read — Four
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Thousand Weeks", "Listen — Huberman Lab · Sleep Architecture",
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"Nourish — Cook a high-protein lunch", "Mind — 10-min focus
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meditation", "Watch — The Bear · S3 E4").
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3. **Stage** — full-bleed dark page (near-black `#0e0d0c` or DS dark token)
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with a soft top spotlight gradient. Above the phones, a small caption
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row: "HI-FI PROTOTYPE · IPHONE" left, brand wordmark right, both in mono.
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4. **Phones** — three 360×780 phone frames in a horizontal row (wraps to
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stack on narrow viewports). Each phone:
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- 12px black bezel, 44px corner radius, dynamic-island notch.
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- Status bar (time / signal / battery).
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- Phone-specific content (below).
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- Bottom tab bar with 5 icons (Today, Library, Stats, ⊕ central CTA,
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Profile). Active tab in accent.
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5. **Phone 1 — cover poster (sales/value prop)**:
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- Status bar.
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- HI-FI PROTOTYPE · IPHONE eyebrow.
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- Big display headline ("Daily quests for becoming a better human."),
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accent on "becoming".
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- 1–2 sentence body in muted serif/sans.
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- Mono tip line ("Tap quests to open detail. Toggle [theme] in the
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toolbar to switch theme & layout.")
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- Subtle scrolling teaser of the next screen at the bottom edge.
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6. **Phone 2 — today's quests dashboard** (the hero screen):
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- Greeting "Good morning, Sam" + small XP-bell ringing.
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- Level ribbon — "LV 14 · Level 14 · 1648 / 2480 XP" with a progress
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bar inside a glassmorphic ribbon.
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- Sub-line: "8 quests waiting · earn 430 XP today".
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- 3×2 grid of quest tiles. Each tile: rounded corner, pastel accent
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color, glyph chip in top-left, title, mini-meta line, "+NN XP" pill
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in bottom-right.
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- Bottom tab bar.
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7. **Phone 3 — quest detail**:
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- Back arrow + screen title ("Quest").
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- Hero block with the quest's accent color, big serif quest title
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("Body — strength"), short narrative body, "REWARD +90 XP" stamp.
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- Steps checklist (3–4 micro-tasks, one done, two pending).
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- Big primary CTA "Start quest" pill at the bottom in accent.
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8. **Write** a single HTML document:
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- `<!doctype html>` through `</html>`, CSS inline.
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- All in CSS — no images. Use `linear-gradient` and inline SVG glyphs
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for tile chips and tab icons.
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- `data-od-id` on stage, each phone, each frame's regions.
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9. **Self-check**:
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- Three frames, each with a distinct purpose. Not three copies of the
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same screen.
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- Tile colors don't overpower — each quest tile uses a different pastel
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against the same neutral surface.
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- Reads as gamified and adult — playful, not childish.
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## Output contract
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Emit between `<artifact>` tags:
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```
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<artifact identifier="game-slug" type="text/html" title="Mobile — App Name">
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<!doctype html>
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<html>...</html>
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</artifact>
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```
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One sentence before the artifact, nothing after.
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