merge: integrate origin/main (v0.18.1.0) into open-agents-learnings

Main moved forward 6 commits while this branch was local. Integrated
both sides preserving all functionality:

From main (v0.16.4.0 → v0.18.1.0):
- v0.17.0.0 — UX behavioral foundations + ux-audit (generateUXPrinciples,
  {{UX_PRINCIPLES}} placeholder, triggers frontmatter on skills)
- v0.18.0.0 — Confusion Protocol, Hermes + GBrain hosts, brain-first
  resolver (generateBrainHealthInstruction, generateConfusionProtocol,
  generateGBrainContextLoad, generateGBrainSaveResults, hosts/gbrain.ts,
  hosts/hermes.ts, scripts/resolvers/gbrain.ts, GBrain bash health check)
- v0.18.0.1 — ngrok Windows build fix
- 0cc830b6 — tilde-in-assignment permission fix
- cc42f14a — gstack compact design doc (tabled)
- 822e843a — headed browser auto-shutdown + disconnect cleanup (v0.18.1.0)

Integration approach: keep this branch's preamble.ts submodule refactor
as the structure of record. Extracted main's two new generators into
their own submodules:
- scripts/resolvers/preamble/generate-brain-health-instruction.ts
- scripts/resolvers/preamble/generate-confusion-protocol.ts

Updated scripts/resolvers/preamble/generate-preamble-bash.ts to absorb
main's GBrain health check (host-conditional on gbrain/hermes).

scripts/resolvers/index.ts now imports BOTH:
- This branch's adds: MODEL_OVERLAY, TASTE_PROFILE, BIN_DIR resolvers
- Main's adds: UX_PRINCIPLES, GBRAIN_CONTEXT_LOAD, GBRAIN_SAVE_RESULTS
  resolvers

scripts/resolvers/design.ts keeps both generateTasteProfile (this
branch) and generateUXPrinciples (main). Sibling exports, no overlap.

scripts/gen-skill-docs.ts keeps both this branch's --model flag wiring
and main's edits.

Templates auto-merged where possible. The 35 generated SKILL.md /
golden conflicts auto-resolved via `bun run gen:skill-docs --host all`
followed by re-snapshotting the ship goldens for claude/codex/factory.

Verification:
- bun run gen:skill-docs --host all completes cleanly
- bun test: 1 pre-existing failure (gstack-community-dashboard Supabase
  network test, 235s timeout). NOT related to merge — unchanged Supabase
  test infra times out without live network. Flagged in PR body.

Token-ceiling warnings on plan-ceo-review (29K), office-hours (26K),
and ship (34K). These existed on origin/main before the merge — the
preamble grew substantially from main's GBrain + UX additions plus this
branch's continuous-checkpoint, context-health, model-overlay, taste-profile,
and feature-discovery additions. Worth a follow-up reduction pass but
doesn't block this merge.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Garry Tan
2026-04-17 13:58:15 +08:00
129 changed files with 3314 additions and 154 deletions
+107 -1
View File
@@ -17,6 +17,10 @@ allowed-tools:
- Glob
- Bash
- AskUserQuestion
triggers:
- design plan review
- review ux plan
- check design decisions
---
<!-- AUTO-GENERATED from SKILL.md.tmpl — do not edit directly -->
<!-- Regenerate: bun run gen:skill-docs -->
@@ -433,6 +437,19 @@ AI makes completeness near-free. Always recommend the complete option over short
Include `Completeness: X/10` for each option (10=all edge cases, 7=happy path, 3=shortcut).
## Confusion Protocol
When you encounter high-stakes ambiguity during coding:
- Two plausible architectures or data models for the same requirement
- A request that contradicts existing patterns and you're unsure which to follow
- A destructive operation where the scope is unclear
- Missing context that would change your approach significantly
STOP. Name the ambiguity in one sentence. Present 2-3 options with tradeoffs.
Ask the user. Do not guess on architectural or data model decisions.
This does NOT apply to routine coding, small features, or obvious changes.
## Continuous Checkpoint Mode
If `CHECKPOINT_MODE` is `"continuous"` (from preamble output): auto-commit work as
@@ -774,10 +791,95 @@ These aren't a checklist — they're how you see. The perceptual instincts that
11. **Design for trust** — Every design decision either builds or erodes trust. Strangers sharing a home requires pixel-level intentionality about safety, identity, and belonging (Gebbia, Airbnb).
12. **Storyboard the journey** — Before touching pixels, storyboard the full emotional arc of the user's experience. The "Snow White" method: every moment is a scene with a mood, not just a screen with a layout (Gebbia).
Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Steve Krug ("Don't make me think" — the 3-second scan test, the trunk test, satisficing, the goodwill reservoir), Ginny Redish (Letting Go of the Words — writing for scanning), Caroline Jarrett (Forms that Work — mindless form interactions), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
When reviewing a plan, empathy as simulation runs automatically. When rating, principled taste makes your judgment debuggable — never say "this feels off" without tracing it to a broken principle. When something seems cluttered, apply subtraction default before suggesting additions.
## UX Principles: How Users Actually Behave
These principles govern how real humans interact with interfaces. They are observed
behavior, not preferences. Apply them before, during, and after every design decision.
### The Three Laws of Usability
1. **Don't make me think.** Every page should be self-evident. If a user stops
to think "What do I click?" or "What does this mean?", the design has failed.
Self-evident > self-explanatory > requires explanation.
2. **Clicks don't matter, thinking does.** Three mindless, unambiguous clicks
beat one click that requires thought. Each step should feel like an obvious
choice (animal, vegetable, or mineral), not a puzzle.
3. **Omit, then omit again.** Get rid of half the words on each page, then get
rid of half of what's left. Happy talk (self-congratulatory text) must die.
Instructions must die. If they need reading, the design has failed.
### How Users Actually Behave
- **Users scan, they don't read.** Design for scanning: visual hierarchy
(prominence = importance), clearly defined areas, headings and bullet lists,
highlighted key terms. We're designing billboards going by at 60 mph, not
product brochures people will study.
- **Users satisfice.** They pick the first reasonable option, not the best.
Make the right choice the most visible choice.
- **Users muddle through.** They don't figure out how things work. They wing
it. If they accomplish their goal by accident, they won't seek the "right" way.
Once they find something that works, no matter how badly, they stick to it.
- **Users don't read instructions.** They dive in. Guidance must be brief,
timely, and unavoidable, or it won't be seen.
### Billboard Design for Interfaces
- **Use conventions.** Logo top-left, nav top/left, search = magnifying glass.
Don't innovate on navigation to be clever. Innovate when you KNOW you have a
better idea, otherwise use conventions. Even across languages and cultures,
web conventions let people identify the logo, nav, search, and main content.
- **Visual hierarchy is everything.** Related things are visually grouped. Nested
things are visually contained. More important = more prominent. If everything
shouts, nothing is heard. Start with the assumption everything is visual noise,
guilty until proven innocent.
- **Make clickable things obviously clickable.** No relying on hover states for
discoverability, especially on mobile where hover doesn't exist. Shape, location,
and formatting (color, underlining) must signal clickability without interaction.
- **Eliminate noise.** Three sources: too many things shouting for attention
(shouting), things not organized logically (disorganization), and too much stuff
(clutter). Fix noise by removal, not addition.
- **Clarity trumps consistency.** If making something significantly clearer
requires making it slightly inconsistent, choose clarity every time.
### Navigation as Wayfinding
Users on the web have no sense of scale, direction, or location. Navigation
must always answer: What site is this? What page am I on? What are the major
sections? What are my options at this level? Where am I? How can I search?
Persistent navigation on every page. Breadcrumbs for deep hierarchies.
Current section visually indicated. The "trunk test": cover everything except
the navigation. You should still know what site this is, what page you're on,
and what the major sections are. If not, the navigation has failed.
### The Goodwill Reservoir
Users start with a reservoir of goodwill. Every friction point depletes it.
**Deplete faster:** Hiding info users want (pricing, contact, shipping). Punishing
users for not doing things your way (formatting requirements on phone numbers).
Asking for unnecessary information. Putting sizzle in their way (splash screens,
forced tours, interstitials). Unprofessional or sloppy appearance.
**Replenish:** Know what users want to do and make it obvious. Tell them what they
want to know upfront. Save them steps wherever possible. Make it easy to recover
from errors. When in doubt, apologize.
### Mobile: Same Rules, Higher Stakes
All the above applies on mobile, just more so. Real estate is scarce, but never
sacrifice usability for space savings. Affordances must be VISIBLE: no cursor
means no hover-to-discover. Touch targets must be big enough (44px minimum).
Flat design can strip away useful visual information that signals interactivity.
Prioritize ruthlessly: things needed in a hurry go close at hand, everything
else a few taps away with an obvious path to get there.
## Priority Hierarchy Under Context Pressure
Step 0 > Step 0.5 (mockups — generate by default) > Interaction State Coverage > AI Slop Risk > Information Architecture > User Journey > everything else.
@@ -1313,6 +1415,10 @@ FIX TO 10: Rewrite vague UI descriptions with specific alternatives.
- One job per section
- "If deleting 30% of the copy improves it, keep deleting"
- Cards earn their existence — no decorative card grids
- NEVER use small, low-contrast type (body text < 16px or contrast ratio < 4.5:1 on body text)
- NEVER put labels inside form fields as the only label (placeholder-as-label pattern — labels must be visible when the field has content)
- ALWAYS preserve visited vs unvisited link distinction (visited links must have a different color)
- NEVER float headings between paragraphs (heading must be visually closer to the section it introduces than to the preceding section)
**AI Slop blacklist** (the 10 patterns that scream "AI-generated"):
1. Purple/violet/indigo gradient backgrounds or blue-to-purple color schemes
+7 -1
View File
@@ -17,6 +17,10 @@ allowed-tools:
- Glob
- Bash
- AskUserQuestion
triggers:
- design plan review
- review ux plan
- check design decisions
---
{{PREAMBLE}}
@@ -91,10 +95,12 @@ These aren't a checklist — they're how you see. The perceptual instincts that
11. **Design for trust** — Every design decision either builds or erodes trust. Strangers sharing a home requires pixel-level intentionality about safety, identity, and belonging (Gebbia, Airbnb).
12. **Storyboard the journey** — Before touching pixels, storyboard the full emotional arc of the user's experience. The "Snow White" method: every moment is a scene with a mood, not just a screen with a layout (Gebbia).
Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
Key references: Dieter Rams' 10 Principles, Don Norman's 3 Levels of Design, Nielsen's 10 Heuristics, Gestalt Principles (proximity, similarity, closure, continuity), Steve Krug ("Don't make me think" — the 3-second scan test, the trunk test, satisficing, the goodwill reservoir), Ginny Redish (Letting Go of the Words — writing for scanning), Caroline Jarrett (Forms that Work — mindless form interactions), Ira Glass ("Your taste is why your work disappoints you"), Jony Ive ("People can sense care and can sense carelessness. Different and new is relatively easy. Doing something that's genuinely better is very hard."), Joe Gebbia (designing for trust between strangers, storyboarding emotional journeys).
When reviewing a plan, empathy as simulation runs automatically. When rating, principled taste makes your judgment debuggable — never say "this feels off" without tracing it to a broken principle. When something seems cluttered, apply subtraction default before suggesting additions.
{{UX_PRINCIPLES}}
## Priority Hierarchy Under Context Pressure
Step 0 > Step 0.5 (mockups — generate by default) > Interaction State Coverage > AI Slop Risk > Information Architecture > User Journey > everything else.