144 added, 164 removed. Audit A to A.
---
name: openai-frontend-design
- description: Use for new frontend applications, dashboards, games, creative websites, hero sections, and visually driven UI from scratch, or when the user explicitly asks for a redesign/restyle/modernization. Builds from high-taste image-generated concept design with faithful implementation and browser testing.
+ description: Use for new frontend applications, dashboards, games, creative websites, hero sections, and visually driven UI from scratch, or when the user explicitly asks for a redesign/restyle/modernization. Builds from clean, airy, high-taste, readable image-generated concept design with section-specific references, faithful implementation, and browser testing.
---
# Frontend App Builder
- Use this skill to turn a frontend application request into a working, visually checked app. For new apps, dashboards, games, websites, product interfaces, tools, redesigns, and other visually driven UI work from scratch, act first as a senior front-end designer unless the user explicitly says not to use Image Gen for concepting: create a concrete visual direction, use the installed @imagegen skill to produce an overall interface, screen, dashboard, game, website, or hero concept, then implement the concept in code as faithfully as possible. Aim for high-taste, agency-quality, minimal design rather than maximal visual spectacle, except when the product or game genre calls for richer art direction. Use additional generated assets when they materially improve the implemented UI or are needed to match the generated concept. For app interfaces, implement the main functionality with believable local state and real interactions so the user can click through the core idea instead of only viewing a static mockup. The accepted concept is an implementation contract, not a moodboard: do not redesign, simplify, rename, reorder, or substitute it unless the user explicitly asks for a change. Keep working until the running app matches the generated concept closely enough to pass a professional design-agency inspection and the core workflow has been verified, or until you hit a concrete blocker that you report clearly. Always run the app and verify the result in a browser; use the Browser plugin / built-in app browser first whenever it is available, and only fall back to Playwright with Chromium when Browser/IAB is unavailable or demonstrably unreliable for the needed check.
+ Use this skill to create polished frontend apps, dashboards, games, creative websites, hero sections, redesigns, and other visually driven UI. Act first as a senior front-end designer, then as an engineer implementing an approved design spec.
- ## Workflow
+ ## Core Standard
- 1. Read the existing app structure, scripts, styling system, and asset locations before editing.
- 2. Use a concept-first image generation pass for new apps, dashboards, games, websites, product interfaces, tools, redesigns, and visually described UI from scratch unless the user explicitly instructs you not to use Image Gen for concepting.
- 3. If the user asks to generate a concept first, review concepts, or hold implementation until approval, enter Concept Review Mode: generate and show the concept, iterate with the user until they are happy, and do not implement yet.
- 4. For concept-first implementation work, read and follow the installed @imagegen skill, then write a concise design-director brief and generate the overall app, dashboard, game, website, screen, redesign, or hero concept before implementation.
- 5. Choose one generated image as the accepted layout concept and keep its exact path visible in your notes. If multiple images were generated, label the rest as supporting assets and do not let them redefine the page structure.
- 6. Reject or iterate on generated concepts that are cluttered, overly decorative, under-specified, or trying to show too many product ideas at once.
- 7. Before coding, create a concept-to-implementation inventory from the accepted concept: native concept size/aspect, first-viewport composition, headline line breaks, nav/header geometry, brand mark, palette, type scale, panel/card topology, row counts, chart axes, drawers/rails, footer/status regions, asset roles, data/copy values, visible control states, and mobile continuation.
- 8. Define the minimum implementation plan, core interaction path, and asset list needed for the complete screen, page, or flow. Every visible concept element should map to code, an imagegen asset, or a clearly named intentional deviation.
- 9. If the accepted concept only shows part of the page or a single state, infer the remaining sections, states, and responsive views from the concept's visual language and implement them in the same design system.
- 10. Use the imagegen built-in tool path for missing visual assets such as logos, brand marks, hero imagery, product scenes, illustrations, textures, mockups, thumbnails, and empty-state art.
- 11. Treat the accepted concept as the visual spec. Extract layout, spacing, typography, palette, imagery, component shapes, interaction model, and responsive implications before coding.
- 12. Complete the inline preservation checklist below before coding; map every visible concept element to an implementation choice.
- 13. Implement the design in the app using the repo's existing framework, routing, component, styling, state, data, accessibility, and asset conventions.
- 14. Use imagegen again for individual project assets only to reproduce or isolate assets from the accepted concept, not to invent a new direction.
- 15. Add the main app functionality, thoughtful motion, and interactive visual behavior for concept elements that should feel alive, demonstrate the product, or reward exploration.
- 16. Run the app and use the Browser plugin / built-in app browser first for visual fidelity and interaction testing. If Browser/IAB is unavailable, cannot reach the local app, cannot capture the needed view, or produces unreliable screenshots such as broken fixed-header stitching, use Playwright with Chromium and record the fallback reason.
- 17. Perform an agency pass before final: compare the running UI against the accepted concept at the concept's native aspect/size when practical, a normal desktop viewport, and a mobile viewport. Name at least five concrete mismatches and fix them, or explicitly state that no material mismatches remain. Structural mismatches in topology, branding, copy, density, media behavior, or primary workflow block completion.
- 18. Verify the core workflow through the browser. Visible controls, media players, filters, forms, tabs, drawers, command palettes, canvas/game controls, and generated-result demos must update real local UI state; do not ship fake timecodes, inert buttons, hidden underlying media, or placeholder interactions.
- 19. Fix every material mismatch found during browser testing, then repeat the browser check. Keep iterating until the running app matches the concept and works as a product surface or a real blocker prevents further progress.
- 20. Do not send the final response or write any user-requested completion marker until the fidelity gate has passed with concrete evidence: accepted concept path, Browser/IAB verification method or Playwright fallback reason, mismatch list, fixes or blockers, and core workflow proof.
- 21. Before finishing, remove temporary QA-only files such as browser screenshots, fidelity reports, scratch notes, and intermediate generated assets unless the user explicitly asks to keep them or the task contract explicitly requires them. The accepted concept image may remain available for design iteration, and final assets used by the implementation must remain in the project's normal asset location.
+ The two priorities of this skill outrank everything else:
- ## Imagegen Coordination
+ 1. Create enough great-looking Image Gen design first: clean, airy, distinctive, complete, readable, section-specific when needed, and not repetitive by default.
+ 2. Do not stop until the accepted design and browser implementation match 10/10. Keep fixing visual, interaction, responsive, asset, and typography mismatches until `view_image` comparison would pass agency sign-off.
- - The installed @imagegen skill is the source of truth for image generation and editing mechanics. Use its built-in tool mode by default; never choose its CLI fallback unless the user explicitly asks for CLI mode.
- - Every Image Gen concept prompt for a website, landing page, dashboard, product interface, app, tool, or game UI should explicitly ask for a clean interface that embraces whitespace, uses restrained content density, and avoids clutter unless the genre or user request calls for intentional density. Do not ask Image Gen to fill the page with extra cards, stats, badges, charts, icons, HUD elements, controls, or sections unless the user explicitly requests them or the game/product needs them.
- - Classify new full-page, dashboard, app, game UI, and section concepts as `ui-mockup` unless another imagegen taxonomy slug is clearly more precise. For redesigns, use `ui-mockup` when the screenshot is only a reference, or an edit slug such as `style-transfer` when the screenshot is the imagegen edit target.
- - Treat initial website concepts as preview or design-reference outputs, but do not lose track of the accepted concept. For concept-first implementation, keep the accepted concept reopenable by exact path. Do not copy it into project docs or audit folders unless the user asks or the final deliverable explicitly needs that artifact.
- - When multiple images are generated, explicitly separate roles: one `accepted layout concept` controls the UI structure, while later hero photos, product renders, textures, thumbnails, or illustrations are `supporting assets`. Supporting assets may fill slots in the accepted concept; they must not replace the accepted concept's layout, section order, density, palette, or first viewport.
- - For assets referenced by code, follow imagegen's project-bound rule: copy or move the selected final into the project's normal public/static asset location and reference that workspace path.
- - Do not create or keep a generic generated `hero.png` as a token use of ImageGen when it is not central to the rendered page. If a generated asset is not used, remove it before finishing unless it is the accepted concept image kept for user iteration.
- - When converting a concept into implementation, use imagegen for all non-icon visual assets that are part of the design: logos, brand marks, hero imagery, product renders, illustrations, textures, thumbnails, posters, avatars, and empty-state art. Do not use SVGs as temporary stand-ins for those assets.
- - Icons are the exception: recreate concept icons faithfully as SVG or use the repo's icon system only when it accurately matches the concept. Keep icons accessible and consistent with the implemented UI.
- - Do not replace a concept's high-quality asset with a rough CSS drawing, flat gradient, generic stock-like crop, stretched raster, or placeholder SVG. If the concept depends on a map, poster wall, character, product pack, hero photo, furniture/material image, food/drink image, chart backdrop, or brand mark, use imagegen or a faithful crop/edit to supply that visual quality.
- - For website-specific prompt scaffolding, use `references/imagegen-website-concepts.md`.
+ ## Hard Rules
- ## Concept-First Image Generation
+ 1. Use Image Gen for the visual concept unless the user explicitly opts out or the task is a small UI fix inside an existing design system.
+ 2. Design the complete requested surface before coding. For a full page, app, dashboard, game, or product interface, a header or hero concept is not enough. For multi-section websites and long landing pages, prefer coordinated section-by-section concepts, plus an optional overview for rhythm, over one tall image that loses detail. For apps, dashboards, games, or compact product surfaces, generate the full primary screen plus any needed state, responsive, or asset concepts first.
+ 3. Inside Codex, default multi-section website concepting to one fresh, large, readable Image Gen screenshot per major section. If the request has 1-10 sections, expect roughly 1-10 primary section images. Generate additional section/detail screenshots whenever text, buttons, card anatomy, typography, spacing, or colors are too small to extract. Do not crop or zoom an old full-page image as the main reference; regenerate a fresh standalone section or detail image that preserves the same design system.
+ 4. In Plan mode, generate the design first, then use `request_user_input` to get design approval before planning implementation details.
+ 5. Once accepted, the concept is a production design spec. No creative liberties during implementation: do not reinterpret layout, visible copy, hierarchy, container model, styling, imagery, density, or sections unless the user approves it or a concrete blocker requires it. General design heuristics never override the accepted concept.
+ 6. The completion bar is agency-signoff faithful implementation: 10/10 fidelity to the accepted spec plus production-quality code. If the browser-rendered UI would receive design-review comments, keep fixing it.
+ 7. Before coding, build a small design system from the accepted image: tokens, typography, component families, variants, spacing, icon treatment, and container rules. Include both content typography and UI chrome typography for tools, editors, and dashboards. Implement from that system so repeated elements stay consistent.
+ 8. For new complex app UIs such as dashboards, admin tools, editors, data-heavy tools, and multi-panel product surfaces, default to React + Vite unless the user specifies another framework, the existing repo already dictates one, or the task is explicitly a single-file/static deliverable.
+ 9. Hero eyebrow, kicker, pretitle, badge, or pill labels above the main heading are prohibited by default. Use one only when the user explicitly requested it or the accepted/reference design already contains it.
+ 10. Verify in the Browser plugin / built-in browser first. Use Playwright Chromium only when Browser/IAB is unavailable or unreliable, and state the fallback reason.
+ 11. Final handoff is blocked until you use `view_image` on both the accepted concept and the latest browser screenshot. This cannot be skipped or replaced with browser inspection alone. Judge the pair directly: is this agency-signoff faithfully implemented, and would a great, highly skilled design agency sign off on this exact implementation of the accepted design? If not, keep fixing.
+ 12. Remove temporary QA artifacts before handoff unless the user or task explicitly asks to keep them.
- Use image generation before implementation for these requests unless the user explicitly opts out:
+ ## Coordinate With Other Installed Skills
- - A new app, dashboard, product interface, tool, game UI, or website from scratch with no existing visual design to work from.
- - A new creative website, landing page, microsite, product page, portfolio, marketing page, or visually distinctive app surface.
- - A new dashboard or operational interface where the information architecture, density, visual hierarchy, and data presentation need a first visual direction.
- - A new game, simulation, or playful interactive interface where the art direction, HUD, board, scene, controls, or primary play surface needs a first visual direction.
- - A redesign, refresh, restyle, or modernization of an existing website or app.
- - A beautiful hero section, above-the-fold treatment, immersive first screen, or other section described mainly in visual terms.
- - A recreation or adaptation of a specific UI style, visual reference, aesthetic, brand mood, or layout direction.
- - A request where the visual system is under-specified and a strong concept would reduce ambiguity before coding.
+ This skill owns visual concepting and faithful frontend implementation. Use other installed skills when the app needs capabilities outside frontend design. Provider setup should not block Image Gen concepting, static UI work, or design review that does not exercise provider-backed behavior, but implementation and verification of provider-backed behavior should coordinate through the installed skill for that capability. Avoid placeholder setup instructions when another installed skill covers that setup.
- Do not force concept generation for small UI fixes, routine forms, admin panels, straightforward CRUD screens, or tasks where the existing design system already dictates the answer. Do not use concept art when the user asks you to copy an existing design/codebase, extend an existing design, or implement within provided art/design constraints. If the user explicitly says not to use Image Gen for concepting, skip the concept step and work within the provided or existing design direction.
+ For AI/model-generated output, use `openai-developers:openai-platform-api-key` when available unless the user names another provider or explicitly says not to use OpenAI. When that skill is available, always use its credential flow instead of fake keys, placeholder env vars, or manual API-key setup instructions.
- For redesigns, first capture or use the existing site/app screenshot when possible. Use that screenshot as input for the image-generation/editing pass so the concept preserves the real information architecture and improves the visual treatment instead of inventing an unrelated page.
+ ## Image Gen Workflow
- Treat the generated concept as a design reference, not as a shippable asset. Implement the layout, spacing, color, typography, hierarchy, and interaction affordances in code. Do not ship a static screenshot of the generated page as the actual UI.
+ Read and follow the installed @imagegen skill. For website-specific briefing guidance, use `references/imagegen-website-concepts.md`.
- ## Concept Review Mode
+ Before calling Image Gen:
- Use this mode only when the user explicitly asks to generate a concept ahead of time, review concept options, or wait for approval before implementation.
+ - Copy the user's concrete requirements into the brief: product/page purpose, audience, required sections or states, workflow, supplied copy, nav labels, CTA labels, data fields, required media, responsive needs, and implementation constraints.
+ - Ask for the complete requested surface: full page, app screen, dashboard, game screen, or coordinated section/state set. If the deliverable is more than a hero, say the concept must include downstream sections, states, or responsive continuation. If the section count is known or implied, name each section/state that needs its own concept screenshot.
+ - Repeat the implementation constraints: code-native app UI text and controls, fully rendered product/background assets with their own text and branding when appropriate, separable assets, reusable component families, intentional container model, no default card grids, no invented hero eyebrows/kickers/badges/pills, and practical HTML/CSS/component implementation.
+ - Preserve information architecture from user content, screenshots, or existing apps. Do not let Image Gen invent unrelated sections, fake metrics, new product claims, extra dashboards, new navigation, or a different product story.
+ - For multi-section websites or long landing pages, default to one coordinated concept image per major section. Use an optional overview only for structure and rhythm; never rely on one giant compressed board when it makes text, button details, card structure, spacing, or typography hard to analyze.
+ - For dense apps, dashboards, editors, product surfaces, and complex sections, generate separate state or detail concepts for the areas that would become unreadable in a single full-screen image: tables, sidebars, inspectors, modals, toolbars, charts, forms, cards, pricing blocks, testimonials, or media modules.
+ - If any concept screenshot is too small, blurry, cropped, crowded, or ambiguous for implementation, generate a fresh standalone section/state/detail screenshot before coding. Keep the same palette, typography mood, component family, asset treatment, density, and section order. Do not crop, slice, zoom, or reuse a tiny part of an earlier image as the source of truth.
+ - For games, plan a dedicated Image Gen asset pass in addition to the concept: transparent character/state sprites or sprite sheet, terrain/platform tiles, collectibles, hazards, goal/checkpoint objects, props, and 2-3 parallax/background layers when the environment has depth. HUD text, scoring, controls, physics, and collision remain code-native.
- - Generate the concept with Image Gen and show it to the user.
- - Iterate with the user on the concept until they are happy.
- - Do not implement code while the user is still reviewing the concept.
- - When the user approves the concept or asks you to implement it, treat that approved concept as the active spec and enter the strict Concept Fidelity workflow.
- - After implementation starts, faithfully implement the approved concept to the T. Run the app and verify in the Browser plugin / built-in app browser first. Use Playwright with Chromium only when Browser/IAB is unavailable or unreliable for the needed check, and state the fallback reason. Keep iterating before completion until the running UI matches the approved concept or a concrete blocker is reported.
+ Reject or iterate on concepts that are header-only for a full-surface ask, cluttered, generic, repetitive, under-specified, unreadable, over-decorated, off-spec with hero eyebrows/kickers/badges/pills not explicitly requested or present in the reference, or not practical to implement faithfully.
- ## Concept Fidelity
+ ## Design Quality Bar
- - Once a concept is accepted, follow it closely enough to pass inspection from the designer who created it. The implementation should be a faithful coded version of the generated design, not a loose reinterpretation or a simpler page inspired by it.
- - If you generated a concept because the user asked or because this skill required concept-first work, you must adhere to what was designed. Treat that concept as the active spec until the user changes it.
- - Persistence is mandatory. Do not stop at a partial implementation, a first draft, a build that merely compiles, or a page that only captures the general vibe. Continue implementing, comparing, and refining until the browser-rendered UI matches the concept's actual structure, visual details, and expected interaction model.
- - Preserve the concept's visible content and information architecture by default: headline text, emphasized words, navigation items, CTA labels, proof points, section titles, section order, brand mark, first-viewport composition, and the next-section preview.
- - If the concept does not contain the full contents of the requested page, continue the rest of the page in the same design language: same spacing rhythm, type scale, palette, imagery style, component geometry, and interaction model. The hidden or downstream parts should feel designed by the same system, not appended from a generic template.
- - Preserve the concept's mock state unless the user asks for live data. Clone-like and product surfaces often need designed sample repositories, issues, videos, incidents, events, rows, files, and copy; replacing those with live API output or generic filler can make the implementation less faithful.
- - Do not replace the concept with a brand-first, simplified, darker, heavier, or otherwise reinterpreted version because it seems easier to implement. If a change seems necessary, call it out as a deviation and minimize it.
- - Before coding, translate the concept into a concrete implementation checklist: grid structure, section order, alignment, whitespace, type scale, font personality, color tokens, borders, radii, shadows, image crops, button treatments, visual effects, motion opportunities, and key responsive behavior.
- - Recreate visual assets from the concept when needed. If a logo, brand mark, hero image, product mockup, texture, cutout, poster, avatar, or illustration is central to the concept, use imagegen to create that asset as accurately as possible, then store the selected final in the project asset path.
- - Do not generate a second unrelated hero or product image that competes with or replaces the accepted concept. Additional imagegen work must be constrained to matching the concept's subject, composition, crop, lighting, palette, and role in the layout.
- - Do not use "code-native" as an excuse to drop visual structure. Code-native implementation means recreating the concept with HTML/CSS/components where appropriate; it does not permit deleting dashboards, sidebars, tables, drawers, workflow diagrams, HUDs, media rails, illustration style, or first-viewport density.
- - Usability and responsive fixes must preserve the concept's information architecture. Tune spacing, wrapping, typography, and overflow before replacing tables with cards, removing columns, switching dark to light, moving key modules below the fold, or changing the primary interaction model.
- - Keep code-native UI code-native. Text, navigation, buttons, forms, cards, layout, and controls should be implemented in HTML/CSS/components, while raster assets supply imagery that cannot be cleanly built in code.
- - Use browser inspection or screenshots as the fidelity check. Compare the running implementation against the concept for composition, hierarchy, spacing, typography, color, asset framing, and visible interaction states.
- - No silent fidelity pass is acceptable. After browser verification, name the material mismatches you see. If there are no material mismatches, state that explicitly with the concept path and verification method. If exact fidelity is impossible because of accessibility, responsiveness, missing assets, or framework constraints, preserve the design intent, minimize the deviation, and state the exact blocker. Do not present an avoidable mismatch as complete.
- - Do not leave fidelity reports, screenshots, comparison images, or other QA-only artifacts in the final workspace unless the user or benchmark explicitly requires them. If temporary screenshots were written during verification, remove them before handoff.
+ The concept should look like a professional product mockup by a senior product designer:
- ## Mandatory Preservation Checklist
+ - One clear creative idea or visual point of view.
+ - Strong first viewport with clear offer, product signal, and primary action.
+ - Full-page rhythm: sections, states, transitions, and mobile views feel designed as one system, without repetitive card stacks or repeated section formulas.
+ - Cohesive section-to-section flow: connect sections with shared spacing, palette, type rhythm, media treatment, and subtle transitions, not by inventing major new UI components.
+ - Excellent typography: clear hierarchy, scale, weight, line height, label treatment, and control/chrome text that never falls back to browser-default sizing.
+ - Intentional whitespace and density; no filler cards, hero eyebrow/kicker labels, pills, badges, fake metrics, or icon rows unless explicitly requested or present in the accepted design.
+ - Simpler by default: use fewer, stronger visual elements instead of filling the page with illustrations, iconography, decorative widgets, or complex UI chrome.
+ - Coherent visual system: palette, spacing, radius, borders, shadows, gradients, icon style, imagery, and component geometry.
+ - Icon fidelity matters when icons are present. Match the accepted design's icon metaphor, stroke weight, fill style, corner shape, size, color, alignment, and spacing instead of swapping in generic nearby icons.
+ - Color fidelity is mandatory. Match the accepted design's actual background, surface, text, border, shadow, and accent colors; if the design uses a white background, use white rather than cream, ivory, beige, warm gray, or any softened off-white substitute.
+ - Hero media treatment must match the accepted design. If the hero image has no color overlay or tint in the concept, the implementation must not add one. Use edge fades, masks, or background gradients only to blend image edges into the page; do not wash the image with a color overlay.
+ - High-quality generated assets for logos, brand marks, hero imagery, product renders, background scenes, illustrations, textures, posters, avatars, empty states, and game sprites/tiles/background layers. Product/background assets should be fully rendered with consistent branding and in-image text when that text belongs to the asset.
+ - Purposeful motion that clarifies hierarchy, reveals state, or makes the product feel tangible.
+ - Specific, non-generic copy when the user has not provided exact copy.
- Before coding a concept-first build, extract and preserve:
+ Default to clean, airy, tasteful 7/10 creativity: distinctive enough to feel designed, restrained enough to build, and not repetitive. Interpret "clean" as edited and legible, not empty or sterile.
- - Exact visible copy: headline, highlighted words, eyebrow, body copy, labels, CTA text, proof points, section headings, and important UI labels.
- - Navigation and actions: all nav items, dropdown indicators, login/sign-in links, primary and secondary CTAs, and their relative placement.
- - Brand system: logo shape, wordmark treatment, accent colors, icon style, visual motif, and any distinctive brand mark.
- - First viewport: hero layout, primary visual composition, text block location, CTA group, proof points, hero asset framing, background treatment, and whether the next section is visible.
- - Section structure: section order, section count, light/dark transitions, cards, dashboards, feature rows, demo panels, and footer/status elements visible in the concept.
- - Continuation plan: if the concept stops before the requested full page or flow is complete, list the downstream sections, states, and responsive surfaces you will add in the same design language.
- - Visual system: typography style, type scale, spacing density, radius, borders, shadows, texture, color mood, contrast, and overall weight.
- - Product visuals: dashboards, cards, charts, maps, nodes, device frames, topology scenes, 3D objects, or other visual artifacts that need assets, code-native UI, animation, or simulated interaction.
- - Functional surface: the primary user journey, controls that must respond, state changes the user should see, and any real underlying media/data that must not be faked.
- - Responsive intent: what must remain visually recognizable on desktop and mobile.
+ ## Visual Direction Defaults
- Before finishing a concept-first build, compare the concept and running browser-rendered UI side by side, using transient screenshots when that is the clearest way to inspect. Do not claim fidelity until these match materially: copy and emphasis, nav and CTA labels, brand mark, hero composition, first-viewport balance, next-section visibility, section order, section types, proof points, product/demo elements, palette, typography, spacing, borders, radii, visual weight, motion, and simulated interactions. If they do not match, keep working: adjust code, regenerate or crop assets, tune spacing and typography, rerun the app, and compare again.
+ Use these defaults when the user has not given stronger art direction. Adapt them to the product type instead of forcing every app into a marketing-site style.
- ## Fidelity Gates By Surface
+ - Baseline: roughly 7/10 creativity, low-to-medium density, generous spacing, high implementation clarity, high typography discipline, and image-led moments when the domain benefits from real visuals.
+ - Before generating concepts, choose a coherent visual direction: one theme paradigm, background character, typography character, hero or primary-screen architecture, section/app rhythm, 2-4 signature component motifs, and 1-2 motion cues. Commit to the combination so the design feels intentional instead of a generic template.
+ - Hero or first viewport: keep one obvious focal point, a short readable headline or primary task, restrained supporting copy, a visible primary action, and enough negative space to work on a small laptop. Do not overcrowd the opening view with stats, chips, badges, fake controls, or competing mini-panels.
+ - Header simplicity: default to a clean brand mark, essential navigation, and one primary action or control. Avoid icon-heavy nav, extra buttons, search bars, status widgets, segmented controls, decorative illustrations, or dense product chrome in the header unless the user explicitly asks for them or the product workflow requires them.
+ - Visual economy: prefer one or two high-quality image or illustration moments over many small decorative visuals. Use iconography only where it clarifies navigation, controls, or product meaning.
+ - Container discipline: avoid nested cards, giant rounded wrappers around every section, default bento/card grids, and over-framed dashboards unless the concept or product type truly needs them. Prefer open layouts, bands, rails, lists, tables, canvases, or a single purposeful framing move.
+ - Section rhythm: long pages should vary density, image-to-text ratio, alignment, scale, whitespace, and visual tempo while keeping one coherent brand system. Do not repeat the same centered block or left-text/right-card formula through the whole page.
+ - Section continuity: when multiple section concepts need to become one page, use connective tissue from the existing design system: gutters, bands, alignment, repeated typography, recurring media frames, color rhythm, and small transitional spacing shifts. Do not invent major new carousels, accordions, pricing cards, dashboards, forms, nav systems, feature grids, or other component families unless the user requested them or the accepted concepts show them.
+ - Media framing: generated imagery should usually sit in clear, implementation-friendly frames with stable aspect ratios, consistent crop logic, radius, shadows, and spacing. Avoid random image sizes or collage chaos unless the user explicitly asks for that direction.
+ - UI restraints: small labels, utility pills, pseudo-system markers, fake metrics, and decorative dashboard jargon are allowed only when they clarify the product. If they are just visual filler, remove them before acceptance.
- - Landing pages and company sites: preserve the accepted concept's first viewport, hero image role, brand/nav/CTA labels, section order, next-section preview, and any signature physical objects or photography. If the concept does not show the entire page, build the remaining sections in the same visual system without altering the above-the-fold composition.
- - SaaS product pages and branded product websites: preserve the product mockup inventory, workflow diagram, feature strip, trust/proof elements, exact brand treatment, and first-viewport balance. Do not replace a diagram or dense product mockup with a generic floating card because it is easier to code.
- - Operational dashboards and app interfaces: preserve density, panel topology, sidebars, headers, tables, drawers, tabs, timelines, charts, maps, columns, row counts, and dark/light palette. Implement the main workflow with clickable controls, local state changes, selection/detail behavior, filters, modes, or edits as appropriate. A dashboard concept that is table-driven must not become a card grid unless the concept already shows cards.
- - Timeline, planner, scheduling, and ops tools: preserve the grid/time-axis anatomy, row spans, event density, status rails, active service/shift selectors, and first-viewport command-center fit. Do not push the main operational surface below the fold when the concept shows it immediately.
- - Clone-like interfaces: preserve the recognizable skeleton before adding polish. For GitHub-like, Linear-like, YouTube-like, or similar requests, do not add marketing heroes, oversized stat cards, or custom navigation that make the result stop reading as the requested product type.
- - Games and playful tools: preserve the art direction, world materials, character/sprite treatment, HUD framing, primary play surface, controls, and reward/hazard visuals. If CSS shapes cannot match the concept's illustration quality, generate or crop game assets that do.
- - Games must pass a playability gate, not just a screenshot gate: scripted keyboard/pointer interaction should verify movement, jump/drag/action behavior, scoring, hazards, restart, and that collision geometry aligns with visible art.
- - Media and image-heavy surfaces: preserve the player/poster/thumbnail proportions, right-rail or gallery density, photographic versus illustrated treatment, and primary media asset role. Do not replace a photographic or illustrated concept with a generic SVG poster.
- - Media players must operate on the real required media. Do not hide a required video/audio element behind generated overlays except as an initial poster; verify visible media opacity, load state, real duration, play/pause, seek/progress, and that the displayed frame changes.
- - Form, booking, purchase, and restaurant surfaces: verify the main transaction path such as reservation, order, inquiry, booking, add item, or save state, including success/confirmation state.
- - Product/SaaS mockups: preserve the product mockup inventory: sidebars, inboxes, tables, composer panels, right rails, device frames, workflow diagrams, chips, badges, and status rows. Fix clipping/overflow before final.
+ ## Concept Review Mode
- ## Motion And Interaction
+ Use only when the user asks to generate concepts first, review options, or wait for approval.
- - Add motion with the same taste level as the static design: purposeful, polished, and restrained. Use animation to clarify hierarchy, reveal state, direct attention, or make the product feel tangible.
- - If the concept includes visual product elements such as dashboards, canvases, timelines, maps, 3D objects, device frames, charts, cards, nodes, or process flows, make the important ones interactive when feasible. A convincing simulated interaction with local state is better than a static prop when it helps explain the product.
- - For app interfaces, implement the main user journey rather than only hover polish. Examples include creating or editing an item, switching modes, filtering data, selecting rows to reveal details, dragging or toggling controls, stepping through a workflow, or simulating a generated result with believable local state.
- - Prefer subtle page-load choreography, hover/focus states, scroll-linked reveals, animated product previews, live counters, draggable/toggleable controls, or stateful demo panels over decorative motion that does not support the interface.
- - Match the motion to the concept's visual language. A calm editorial site should have quiet easing and small transitions; a product demo can have richer animated state changes when they reveal capability.
- - Keep interactions accessible: preserve keyboard/focus states, avoid motion that blocks reading, respect `prefers-reduced-motion`, and make sure animation does not cause layout shift or text overlap.
- - Treat screenshot timing as part of fidelity. Browser evidence should capture stable UI states: wait for entrance animations to settle, avoid first-load opacity that makes key assets look washed out, eager-load local images needed in screenshots, and disable or bypass nonessential load transforms when they distort comparison.
- - Verify motion in the browser, not just in code. Interact with the elements, check timing and polish, and adjust until the behavior feels like a designed part of the concept.
+ - Generate and show the concept.
+ - Iterate until the user approves.
+ - Do not implement while the user is still reviewing.
+ - Once approved, treat the concept as the active spec and follow the fidelity workflow below.
- ## UI Quality Principles
+ ## Before Coding
- - Great interfaces start with a clear job. Make the primary user goal obvious, reduce competing choices, and keep the visual hierarchy focused on what the user should understand or do next.
- - Whitespace is a design material. Use it to create hierarchy, calm, scanability, and confidence. Do not fill empty areas with decorative cards, icons, stats, labels, or filler copy.
- - Content density should be intentional. Default to fewer, stronger messages and components; add density only when the product surface genuinely requires comparison, monitoring, or repeated operational use.
- - Strong landing pages make the offer legible in the first viewport: clear headline, supporting copy, one primary action, one optional secondary action, and a concrete product or brand signal. Show proof only where it reinforces trust without stealing focus.
- - Great product interfaces feel useful, not decorative. Prioritize real workflows, clear affordances, meaningful states, readable data, responsive controls, and helpful empty/loading/error states.
- - Use progressive disclosure. Put advanced details, secondary proof, and supporting features after the primary story or behind interactions instead of cramming everything above the fold.
- - Good visual systems are coherent: consistent spacing, type scale, radius, border, shadow, icon treatment, and color roles. Use contrast and accent color sparingly to guide attention.
- - UI imagery should clarify the product, customer, workflow, or atmosphere. Avoid generic visual noise and avoid images that look impressive but do not explain or support the page.
- - For apps and product demos, make the interface feel live with believable sample data and lightweight interaction, but keep it subordinate to the core task and design hierarchy.
- - Respect accessibility and usability as part of taste: readable text, sufficient contrast, clear focus states, target sizes, responsive layout, and reduced-motion support.
+ Turn the accepted concept into a design system and implementation inventory before coding:
- ## Taste Bar
+ - Exact visible copy, nav items, CTA labels, section headings, proof points, data labels, and important UI text.
+ - Per-section/state image inventory: source concept screenshot, native aspect, visual priority, readable text, typography relationships, spacing, button/control styling, component/container rules, dominant colors, and any unresolved details that required a fresh extraction screenshot.
+ - Allowed above-the-fold copy list: every visible hero, nav, eyebrow/kicker/pretitle, badge/pill, CTA, label, and proof string allowed from the accepted concept or user-provided copy.
+ - First viewport composition, section order, downstream states, responsive continuation, and next-section preview.
+ - Section continuity plan: how adjacent sections connect using the accepted design system, and which major component families are allowed. Treat unshown major components as prohibited unless the user requested them or a required workflow cannot function without them.
+ - Brand mark, imagery roles, product mockups, dashboards, tables, charts, maps, media rails, forms, HUDs, or other visual artifacts.
+ - Hero/media treatment inventory: whether each image has no overlay, a color overlay, a gradient overlay, edge fade, mask, transparent background, or matching background color. Record this explicitly before coding.
+ - Standalone asset needs: if the concept includes a logo, brand mark, product label, packaging, poster, sign, product render, or branded background object, create matching standalone assets with Image Gen editing before implementation so branding stays coherent.
+ - Game asset needs: if the concept is a game, create matching production art assets with Image Gen before implementation. Include transparent sprite/state assets, tiles/platforms, collectibles, hazards, goal objects, props, and parallax/background layers as needed; use code for collision boxes and game state, not as a substitute for visible art.
+ - Design tokens sampled or approximated from the image: background, surface, text, muted text, border, shadow, accent, semantic colors, radii, elevation, spacing scale, and motion timing.
+ - Color lock: explicitly identify whether the concept background is true white, off-white, cream, gray, dark, or tinted, then implement that exact choice. Do not warm up, cool down, mute, or otherwise "tastefully" reinterpret the palette.
+ - Typography system: font family/fallback, type scale, weights, line heights, tracking, label treatment, heading/body/caption styles, control text styles, and responsive type behavior.
+ - Icon inventory: every visible icon, glyph, chevron, logo-like mark, toolbar symbol, status symbol, and empty-state symbol; record meaning, source family, outline vs filled style, stroke width, size, color, container, alignment, spacing, and selected/hover/disabled treatment.
+ - Component families and variants: buttons, navigation, rows, panels, media frames, product mockups, cards only where present, tables, forms, chips, icons, empty states, responsive variants, hover/focus/selected states.
+ - Component architecture plan for complex app UIs: app shell, navigation, major feature regions, reusable UI primitives, data/state helpers, chart/table/form modules, asset modules, and responsive layout boundaries. A great front-end implementation should have clear component ownership, not one giant `App` component or one-off copied markup.
+ - Container model: cards, panels, rails, bands, lists, tables, canvases, drawers, sidebars, modals, or full-bleed sections.
+ - Core workflow: controls that must respond, selected states, filters, tabs, edits, creation flow, success state, playback, game controls, or generated-result demo.
- - Default to restraint. The concept should look like it came from a strong digital product agency: confident hierarchy, generous whitespace, a small number of excellent elements, and no filler.
- - Prefer one clear focal idea per viewport. A refined hero with one strong composition is better than multiple competing dashboards, floating panels, stats strips, icon rows, and feature grids.
- - Use a restrained palette with one or two meaningful accents. Avoid neon overload, glowing sci-fi interfaces, bokeh/orb decoration, dense grids, and dark cyberpunk dashboards unless the user explicitly asks for that style.
- - Keep information density appropriate to the product. SaaS and operational tools can be dense, but still need quiet structure, clear grouping, and breathing room.
- - Use typography as a primary design tool: elegant readable sans-serif, occasional editorial serif, or crisp mono accents. Avoid novelty type, excessive all-caps labels, and oversized decorative text treatments.
- - If the generated concept looks busy, iterate before coding with a simplification prompt: reduce decorative elements, remove unnecessary cards and badges, calm the palette, clarify the hierarchy, and keep only the elements that support the user's goal.
+ If the concept omits required downstream sections, states, mobile views, or readable detail for a complex area, generate matching section/state/detail concepts when visual consistency or extraction is uncertain. Otherwise extend in the exact same visual system.
- ## Design Direction
+ ## Implementation
- - Think like a highly skilled front-end web designer giving a clear brief to another designer: define the page purpose, audience, hierarchy, visual mood, layout system, color palette, typography direction, imagery needs, and interaction feel.
- - Follow the user's requested style and content priorities, but keep the UI clean and intentional. Avoid extra cards, badges, stats, icons, illustrations, decorative elements, and secondary sections unless they serve the user's goal.
- - Prefer elegant, common-but-creative typography choices: refined sans-serif pairings, editorial serif accents, crisp mono details, or expressive display type only when it fits the product. Keep type readable and avoid novelty fonts.
- - Use generated concepts to explore the whole composition first. Generate individual assets afterward only when the implementation needs specific logos, brand marks, hero imagery, product renders, textures, illustrations, thumbnails, or empty-state art.
- - Keep UI text, labels, navigation, metrics, and controls in code rather than baked into generated images.
- - Use concept output to extract implementable decisions: layout grid, spacing rhythm, color tokens, type scale, image treatment, component shapes, and motion/interaction cues.
+ - Build the real usable surface first, not a marketing wrapper around a future app.
+ - Follow the repo's framework, routing, component, styling, state, accessibility, and asset conventions.
+ - When creating a new complex app UI without an existing framework constraint, use React + Vite by default. Structure it like a senior front-end engineer would: small focused components, a clear app shell, reusable primitives for repeated controls, feature-specific modules for dashboards/tables/charts/forms, separated sample data and state helpers, and shared tokens/styles. Keep `App` as composition glue instead of a monolithic screen implementation.
+ - Implement through the design system extracted from the image. Similar elements must use the same component or shared style primitive; differences should be explicit variants, not one-off copied CSS.
+ - Implement the accepted concept exactly. Preserve copy, hierarchy, section order, density, colors, typography, spacing, radii, borders, shadows, asset framing, and interaction model.
+ - For multi-section pages, implement in slices that match the accepted section concepts. Start with the first viewport, compare its browser screenshot to the section concept, fix visible drift, then continue section by section. Do not defer all visual comparison until the whole page is coded, and do not merge or simplify section-specific design decisions just because a broad overview image is easier to follow.
+ - Connect sections into one cohesive page without adding unapproved major UI components. Use spacing, background bands, alignment, typography rhythm, repeated motifs, and media framing to bridge gaps. Do not invent new carousels, accordions, pricing blocks, dashboards, forms, tab systems, feature-card grids, or other large components to make the page feel complete unless they appear in the accepted concept, were requested by the user, or are recorded as a concrete functional necessity.
+ - Do not add new visible above-the-fold copy, hero eyebrows/kickers, explanatory labels, subtitles, or category text after concept acceptance unless it appears in the accepted concept, came from the user, or is recorded as an intentional deviation. If semantic HTML, SEO, or accessibility requires changing an H1 or heading level, change the element semantics first; do not invent compensating visible copy.
+ - Do not add decorative hero eyebrow labels, pills, badges, gradients, glows, or overlays that were not in the accepted design. Do not substitute a gradient treatment unless it matches the concept's palette, direction, intensity, and placement. If the accepted hero image has no color overlay, do not add a translucent tint, wash, or colored layer over it. If the image needs help blending into a non-matching page background, use a matching asset, transparent cutout, edge fade, mask, or background gradient around the image rather than a color overlay on top of the image. Do not replace white backgrounds with cream/off-white or otherwise shift the accepted color temperature.
+ - Define typography on controls deliberately. Do not rely on browser defaults or inherited `16px` sizing for buttons, tabs, inputs, toolbars, sidebars, inspector panels, layer rows, status bars, command palettes, or export/share controls.
+ - Preserve the container model. Do not add cards, bordered panels, floating containers, tiles, or card grids where the spec uses open whitespace, bands, rails, lists, tables, canvases, or full-bleed composition.
+ - Keep real interactive app UI text, navigation, buttons, forms, tables, controls, and labels code-native. This does not apply to text and branding that belong inside product images, posters, packaging, signs, background scenes, hero photos, or other raster assets. Do not ship a static screenshot as UI.
+ - Use Image Gen for central non-icon assets. Render product images and background assets completely with the needed text, logos, marks, labels, packaging, signage, and branding. When the asset must layer into the UI, request a transparent background or clean cutout. Quote exact asset text and require verbatim rendering when text matters.
+ - If the accepted design includes branded product imagery, use Image Gen editing to create standalone versions of the logo/product/packaging/signage assets from the concept or a matching asset pass. Include transparent-background variants when those assets need to layer into the UI. Do not rebuild branded raster assets from generic CSS, mismatched fonts, or approximate labels.
+ - For games, use Image Gen for visible production art: character/state sprites or sprite sheets, terrain/platform tiles, collectibles, hazards, goals/checkpoints, foreground props, and parallax/background layers. Do not fall back to canvas-drawn shapes because collision, scaling, or animation is simpler. Keep HUD text, score, controls, hit boxes, physics, and game state code-native, and tune collision geometry to the rendered assets. Any code-drawn or vector game art must be listed as an intentional deviation or concrete blocker.
+ - Do not replace concept assets with rough CSS drawings, generic gradients, placeholder SVGs, or stock-like crops. Images must sit naturally in the composition: background color, lighting, edges, crop, shadow, and transparency should blend with the surrounding design. SVG is fine for faithful icons and directional glyphs.
+ - Use SVG/icon components for arrows, chevrons, carets, disclosure indicators, pagination arrows, and carousel arrows; do not use plain text glyphs unless the concept intentionally does.
+ - Implement icons as faithfully as other visual elements. Prefer the repo's existing icon set or lucide only when it matches the accepted design's style; otherwise create a small custom SVG/icon variant that matches the concept. Custom SVG icons must be production-quality vector assets: clear `viewBox`, clean geometry, consistent stroke widths, aligned joins/caps, balanced negative space, optical centering, scalable paths, no jagged or placeholder-looking shapes, and `currentColor` or explicit fills only when they match the design system. Do not replace filled icons with outline icons, rounded icons with sharp icons, thick strokes with thin strokes, or specific metaphors with generic symbols. Keep icon color, optical size, baseline alignment, padding, and interactive states consistent with the extracted icon inventory.
+ - Make app interfaces experiential: local state, meaningful selected states, working filters/tabs/forms, editable or creatable items, success states, playback controls, game controls, or simulated generated output where appropriate.
+ - Use interactive UI inside a hero only when it genuinely fits: SaaS/software product previews, product demos, or purposeful interactive animation. Do not force fake interactive chrome into a branded, editorial, product, venue, food, consumer, or background-led hero. Faithful implementation and consistent branding are more important than adding interactivity.
+ - Add motion only where it supports the design. Respect accessibility and `prefers-reduced-motion`.
+ - Keep implementation production-oriented: semantic markup, stable responsive dimensions, no fragile hardcoded hacks, and type/lint/test checks when the repo supports them.
- ## Asset Design
+ ## Verification
- - Use existing brand or product assets when the user has provided them; otherwise use built-in Codex image generation instead of placeholder gradients, generic SVG decoration, or empty gray boxes.
- - Prompt generated concepts and assets with concrete subject, page purpose, style, composition, aspect ratio, background needs, typography direction, density, and intended UI placement.
- - Keep UI text, labels, numbers, and controls in code rather than baked into generated images.
- - Store generated or edited assets in the project's normal public/static asset location and reference them through the app's existing asset pipeline.
- - Prefer assets that reveal the actual product, use case, state, or atmosphere the interface needs to communicate.
- - Use imagegen for logos and brand marks unless the user provides an existing vector logo. SVGs are acceptable for icons only, and those icons must faithfully match the concept rather than acting as generic placeholders.
+ Run the app and verify the visible product, not just the build.
- ## Implementation
+ 1. Use Browser/IAB first. Load the app, inspect the first viewport, scroll, and click through the core workflow.
+ 2. Check desktop, current browser viewport, and a mobile-sized viewport.
+ 3. Capture or locate the accepted concept and the latest implementation screenshot. Use `view_image` on both in the same QA pass before final handoff; do not skip this step or substitute a browser glance for it.
+ 4. Capture the implementation at the accepted concept's native dimensions when practical. If not practical, record the blocker and also verify the current browser viewport.
+ 5. Write a fidelity ledger before final: mismatch, concept evidence, render evidence, and fix made or reason not fixed. For multi-section or multi-state specs, include evidence from the relevant section/state concept screenshots, not only the overview. Inspect at least five concrete comparison points covering copy, layout, typography, palette/gradients, asset treatment, spacing/container model, responsive behavior, or motion.
+ 6. Compare side by side for copy, nav, CTA labels, section order, first-viewport balance, next-section visibility, palette, gradient treatment, font personality, type scale, spacing, borders, radii, container model, asset/background blending, motion, and simulated interactions.
+ 7. Run an above-the-fold copy diff against the allowed copy list. Added, removed, renamed, or reordered visible copy must be fixed or listed as an intentional deviation; unapproved additions fail fidelity.
+ 8. Audit typography everywhere, not just the hero or main canvas. Check headings, body, captions, labels, toolbar controls, sidebar rows, tabs, inputs, inspector fields, status bars, command palettes, export/share buttons, table cells, chart labels, and mobile line breaks. Use computed CSS sizes/weights/line-heights when the screenshot suggests drift.
+ 9. Audit icons wherever they appear: nav, buttons, cards, toolbar controls, sidebars, tables, status indicators, empty states, pagination, carousels, and mobile controls. Check metaphor, stroke/fill style, size, color, alignment, optical weight, spacing, and state changes against the accepted concept.
+ 10. For canvas/editor apps, audit app chrome separately from canvas/document text. Default zoom and pan are part of the spec; persisted local state must not hide seed, scale, or typography fixes during verification.
+ 11. Ask explicitly: is this agency-signoff faithfully implemented, and would a great, highly skilled design agency sign off on this exact implementation of the accepted design? If anything would get a design-review comment, write a concrete repair checklist and keep editing. Do not final-answer with fixable visual issues.
+ 12. Verify generated assets load, are framed correctly, and do not obscure text or controls.
+ 13. Verify the core workflow updates real local UI state. Do not ship inert controls, fake media progress, hidden required media, or placeholder interactions.
- - Build the real usable surface first, not a marketing wrapper around a future app.
- - Match existing conventions for components, tokens, spacing, routing, state, loading, errors, and empty states.
- - Keep implementation quality production-oriented: use semantic markup, accessible controls, typed data structures where the repo supports them, component boundaries that match the existing app, no duplicated one-off logic when a local helper exists, and no hardcoded layout hacks that will collapse under normal responsive or content changes.
- - Preserve the accepted concept's visual hierarchy and proportions when mapping it into the repo's component system.
- - Implement visible concept elements as working UI whenever practical. If an element looks like a product surface, demo, control, chart, or visualization, give it believable state, hover/focus behavior, or lightweight interaction rather than leaving it as inert decoration.
- - For app interfaces, make the primary workflow experiential. The user should be able to click through the main idea, see state update, and understand how the app would work even if the data is local and simulated.
- - Keep layouts responsive with stable dimensions for images, toolbars, grids, cards, and controls so generated assets do not cause shifting or overlap.
- - Make the generated assets serve the interface: crop, mask, size, and lazy-load them intentionally instead of dropping them in at arbitrary dimensions.
- - Supplement implementation with type checks, linting, and unit tests when the repo already uses them.
+ Functional QA does not count as fidelity QA. Passing build checks, clicking controls, or verifying local state cannot replace the concept-to-screenshot comparison, native-size check, and written mismatch ledger.
- ## Browser Testing
+ Hard stops: clipped primary content, accidental wrapping, prototype-looking layout, rough seeded data, placeholder boxes, generic stock-like assets, unfinished cards, code-drawn game placeholders replacing concept art, invented visible copy, invented hero eyebrows/kickers/pills/badges, mismatched colors or gradients, white backgrounds changed to cream/off-white, unapproved hero image color overlays or tints, missing or generic substituted icons, mismatched icon style or stroke weight, images that do not blend with the background, stale debug artifacts, unreadable text, type-scale drift, browser-default control typography, mobile overflow, unprofessional responsive collapse, or any visible drift from the accepted spec.
- - Always run the app and verify concept-first work in a browser. Use the Browser plugin and built-in app browser when available.
- - Use the Browser plugin / built-in app browser as the default verification surface for localhost apps. Load the page, inspect the first viewport, scroll, click through the main workflow, and use screenshots only as needed.
- - Fall back to Playwright with Chromium only when Browser/IAB is unavailable, cannot access the page, cannot perform the interaction, or produces unreliable captures. State the fallback reason. Prefer harness-level browser tools or the Playwright CLI; do not assume a project-local Playwright package exists, and avoid fragile shell-quoted `node -e` verification scripts.
- - If IAB screenshot capture stitches fixed headers incorrectly, times out, or cannot capture the needed viewport, continue Browser/IAB interaction checks but use Playwright Chromium for the screenshot comparison.
- - Check at least one desktop viewport and one mobile-sized viewport when the UI is user-facing.
- - For concept-first work, inspect the browser-rendered UI and use screenshots when helpful to compare it against the generated concept before finishing. Include the concept's native aspect/size when practical, plus desktop and mobile. Completion requires a side-by-side fidelity pass, not just build success, responsiveness, image loading, or interaction checks.
- - Treat the first browser comparison as the start of the fidelity loop, not the finish line. Record the visible mismatches, fix them, and repeat browser verification until the page is correct.
- - Verify exact preservation of concept content: headline, emphasized text, nav, CTAs, section order, proof points, brand mark, primary hero composition, next-section presence, color mood, and typography.
- - For product UIs, dashboards, clones, games, and media surfaces, verify the surface-specific gates above in the browser-rendered UI. Do not substitute a generic "looks polished" judgment for a concept-structure check.
- - Confirm generated assets load, are framed correctly, and do not obscure text or controls.
- - Verify primary actions, navigation, hover/focus states, motion timing, interactive demos, responsive wrapping, and obvious loading or error states.
- - Verify the core app workflow by clicking through it. Do not treat an interface as complete if the main controls are visually present but inert.
- - If no browser verification path is available, state that as a blocker and do not claim the concept was implemented faithfully.
- - In the final response, include the accepted concept path, Browser/IAB verification method or Playwright fallback reason, the material mismatches fixed, the core interaction path verified, and any remaining intentional deviations. If screenshots or reports were created only for QA, remove them before the final response unless the user explicitly asked to keep them or the benchmark contract requires them.
+ ## Surface Gates
+
+ - Landing/company sites: preserve first viewport, hero role, brand/nav/CTA labels, section order, next-section preview, and signature imagery.
+ - Product/SaaS pages: preserve product mockups, workflow diagrams, feature strips, proof elements, and brand treatment.
+ - Dashboards/tools: preserve density, sidebars, headers, tables, tabs, timelines, charts, maps, row counts, and selected/detail behavior. Do not turn table-driven concepts into card grids.
+ - Canvas/editor tools: preserve default zoom/pan, canvas/document text scale, chrome density, toolbars, sidebars, inspector controls, layer rows, status bars, command surfaces, and autosaved/seed-state behavior.
+ - Timeline/planning tools: preserve grid/time-axis anatomy, row spans, event density, status rails, and command-center fit.
+ - Clone-like interfaces: preserve the recognizable skeleton before adding polish. Do not add marketing heroes or custom navigation that breaks the product type.
+ - Games: preserve the art direction with Image Gen assets for sprites, tiles/platforms, collectibles, hazards, goals/checkpoints, props, and background/parallax layers. Verify assets load, scale, animate or swap state correctly, align with collision geometry, and support movement, action/jump/drag behavior, scoring, hazards, and restart.
+ - Media surfaces: verify real media load, duration, play/pause, seek/progress, and visible frame changes.
+ - Forms/booking/purchase/restaurant flows: verify the main transaction path and confirmation state.
+
+ ## Final Response
+
+ Include the accepted concept path, rendered screenshot method, Browser/IAB verification method or Playwright fallback reason, `view_image` inspection of the accepted concept and latest implementation screenshot, native-size viewport checked or blocker, at least five inspected comparison points, above-the-fold copy diff result, remaining intentional deviations, and an explicit statement that the implementation was faithfully verified against the accepted design. Also include material mismatches fixed and core interaction path verified. If no material mismatches remain, say so directly.