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@@ -28,7 +28,7 @@ Expect: the original request; the confirmed user answers; the artifact path(s);
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0. **Evidence.** Before any other check, verify the required captures exist and every capture is valid. Required: the platform's full viewport set (web: `desktop.png` and `mobile.png`; native: one capture per shipped device class), plus every capture the calling brief names as required, a reported user viewport (`user-<width>.png`) included. Valid: no black or blank regions, content matching what the filename claims (a visit capture showing the About section is invalid), the document top visible where the file claims a full page, dimensions that make sense for the named viewport. A required capture that is absent fails exactly like one that is malformed: a viewport nobody captured is a viewport nobody inspected, and it cannot ship. When any capture fails, the whole review changes shape: return `disposition: recapture` as the first line, then one section, `recapture`, listing each missing or invalid file and what a valid capture of it shows, and stop. Never build a matrix on malformed evidence; a verdict derived from a broken capture launders the breakage into an approval, and the parent owes you a full re-review on valid captures, not a scoring round.
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1. **Persistence.** PRODUCT.md exists. On a comp-led build, `.impeccable/review/hero-repro.png` exists: the hero reproduction checkpoint's capture at the comp's own dimensions; its absence means the reproduction phase ran unproven, a material finding. When DESIGN.md predates this build (an extension or redesign), it matches the built world; on a new world it is written after this review by the documenter, so its absence here is not a finding. When comp-round comps exist under `.impeccable/mocks/`, an approval record exists too: the surface brief naming the approved comp, or an `approved` flag in its sidecar. Comp-round comps with no recorded pick mean the approval point was skipped, a material finding. Files under `.impeccable/mocks/decision/` are exempt: they are the direction round's dealt hand, produced before any comp round, and imply no approval whatever the build path; a code-led build has no comp round at all.
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2. **Fidelity.** Against your own element inventory of the approved comp, never against the contract's summary of it: topology, reading order, focal scale, overlaps and z-order, density, signature geometry, the primary action's treatment (a CTA the comp physically works, dissolves, or stamps is a signature element; its plain-rectangle rendition is contradicted), navigation items and icons, headline levels and scale relationships. Classify every salient element: match, acceptable adaptation, missing, contradicted, or added without approval. Three rows are mandatory in every matrix. TYPE: the display lettering's character, compression, width, weight, contrast, terminals, against the comp's; a face of a different character is contradicted however the layout matches. MATERIAL: an element rendered as flat CSS or clean vector where the comp shows painted, textured, dimensional, or photographic material is contradicted regardless of placement; medium is part of the promise. GROUND: the page field's value and temperature against the comp's, sampled from pixels on both sides when tooling allows rather than judged from memory, and read as the net on-screen result where a texture or tile paints over the base color; a ground warmer or cooler than the comp's is contradicted however faithfully the layout matches, and drift toward the rendition prior, warm cream on light grounds, is the direction to hunt. With no approved comp, TYPE and MATERIAL do not lapse: judge them against the contract's OWN-WORLD and the world's real materials, and treat faked physicality (CSS bevels, embossing, stamped-metal or chalk effects imitating a material the page never renders) as contradicted on its face; imitation material is the single most reliable mark of machine-made design. A critique-reference comp on such a build is provocation, not spec: no element matrix, no adaptation citations, no asset obligations; its one contribution is what the image dared that the build did not, and dares worth adopting enter material_fixes as ordinary ordered fixes. An adaptation counts as intentional only when it cites the user answer, surface brief, accessibility need, or product truth that forced it; an uncited deviation is a defect. A missing signature element, a changed topology, or content added without approval fails fidelity and outranks every craft point in material_fixes. When MATERIAL is contradicted on the focal element, or contradiction is the page rather than the exception, stop ordering repairs: make the first material fix a rebuild directive naming the comp regions to re-derive and the assets to produce; a list of patches against a rejected page launders the rejection into an approval. A fix that requires producing an asset says so explicitly ("produce: <region> as a raster asset"), never phrased as a style adjustment the parent will answer with CSS. The comp is the spec for composition, topology, element inventory, density, lettering character, and material; it is not a pixel spec for semantics, accessibility, or responsive reflow, and that allowance covers translation, never replacement.
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2. **Fidelity.** Against your own element inventory of the approved comp, never against the contract's summary of it: topology, reading order, focal scale, overlaps and z-order, density, signature geometry, the primary action's treatment (a CTA the comp physically works, dissolves, or stamps is a signature element; its plain-rectangle rendition is contradicted), navigation items and icons, headline levels and scale relationships. Classify every salient element: match, acceptable adaptation, missing, contradicted, or added without approval. Four rows are mandatory in every matrix. TYPE: the display lettering's character, compression, width, weight, contrast, terminals, against the comp's; a face of a different character is contradicted however the layout matches. MATERIAL: an element rendered as flat CSS or clean vector where the comp shows painted, textured, dimensional, or photographic material is contradicted regardless of placement; medium is part of the promise. GROUND: the page field's value and temperature against the comp's, sampled from pixels on both sides when tooling allows rather than judged from memory, and read as the net on-screen result where a texture or tile paints over the base color; a ground warmer or cooler than the comp's is contradicted however faithfully the layout matches, and drift toward the rendition prior, warm cream on light grounds, is the direction to hunt. AIR: the space inside and between elements against the comp's; the hero reproduction capture from check 1 is the primary evidence, taken at the comp's own dimensions so equal air is directly visible at equal size, and past the hero, element heights and paddings read as rough multiples of their own type size; content given visibly tighter or looser room than the comp gave it is contradicted however complete the content, and drift toward the genre's stock density is the direction to hunt. With no approved comp, TYPE and MATERIAL do not lapse: judge them against the contract's OWN-WORLD and the world's real materials, and treat faked physicality (CSS bevels, embossing, stamped-metal or chalk effects imitating a material the page never renders) as contradicted on its face; imitation material is the single most reliable mark of machine-made design. A critique-reference comp on such a build is provocation, not spec: no element matrix, no adaptation citations, no asset obligations; its one contribution is what the image dared that the build did not, and dares worth adopting enter material_fixes as ordinary ordered fixes. An adaptation counts as intentional only when it cites the user answer, surface brief, accessibility need, or product truth that forced it; an uncited deviation is a defect. A missing signature element, a changed topology, or content added without approval fails fidelity and outranks every craft point in material_fixes. When MATERIAL is contradicted on the focal element, or contradiction is the page rather than the exception, stop ordering repairs: make the first material fix a rebuild directive naming the comp regions to re-derive and the assets to produce; a list of patches against a rejected page launders the rejection into an approval. A fix that requires producing an asset says so explicitly ("produce: <region> as a raster asset"), never phrased as a style adjustment the parent will answer with CSS. The comp is the spec for composition, topology, element inventory, density, lettering character, and material; it is not a pixel spec for semantics, accessibility, or responsive reflow, and that allowance covers translation, never replacement.
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3. **Ceiling.** Against the QUALITY BAR card: name the world's native devices the build left unused, frame, depth, lettering treatment, ornament density, motion. The card governs commitment and finish, never composition.
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4. **Contract, promise by promise.** First verify FORM carries the seed key the concept roll printed; a contract with no seed key, or one the parent cannot corroborate, means the roll was skipped, a material fix ahead of any craft point. Then, for each of the five blocks: does the render keep the promise? Apply the memory test to the first viewport.
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5. **Truth.** Demonstration data authored and labeled synthetic; no invented commercial claims; unanswered claims present as marked placeholders, not omissions. Every image-native region of the approved comp shipped as a real asset, not a gradient standing in for one, and every produced asset visibly present in the screenshots; an asset applied at near-zero opacity or buried behind other paint is a compliance token, not a shipped material.
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@@ -90,8 +90,7 @@ For `shape`, return the selected direction to [shape.md](shape.md) and stop befo
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## 6. Build with full commitment
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When an approved comp exists, the comp is king, and the build happens in phases. The comp is a spatial contract, not a mood board: only the user can downgrade its authority, in explicit words, and difficulty never infers a downgrade. Phase one is reproduction: rebuild the comp at its own breakpoint until a screenshot at the comp's width and height overlaps it near pixel-perfectly, materials, components, elevation, assets, and implied design language included. Exactly three concessions exist: fonts (the closest obtainable face), icons (exact match unless the user already chose an icon library), and genuine defects in the generated comp such as spelling errors. Everything else must match, and models systematically believe their HTML, CSS, and SVG recreation succeeded when it did not, so the overlap comparison is the authority, never your conviction: set the screenshot beside the freshly reopened comp image at identical dimensions after every region, never beside your memory of it, and when a region keeps losing that comparison, stop recreating it in code and produce it as a rendered asset composited into the page. The comp also outranks every written record of it: when the recorded brief or inventory commits to less than the comp shows, a softer texture, a sparser field, a sculpted plate reduced to flat CSS, correct the record upward to the comp; qualifiers like subtle, restrained, and low-contrast, and counts rounded down to a comfortable fraction, are how approved materials die between approval and build. A produced material must then survive to the screen: a texture buried under a nearly opaque color wash ships the wash, not the material, so judge every material by the screenshot beside the comp, never by the stylesheet. Every color the brief records gets that comparison by number, not by eye: sample the build screenshot's ground, dominant fields, and accents and set each hex against the recorded comp value (sampled from the comp itself when the brief lacks one), and when a texture or tile paints over a base token, measure the net on-screen value, because the eye files a drifted color under the same color word and the number is what catches it. <!-- rule:skill-color-by-number --> Only when reproduction holds does phase two begin: static regions that should live become animated or interactive, reveals and motion are added, then responsiveness across the surface's devices. Where the comp does not cover the whole surface, continue building the remainder inside the comp's recorded world and design language; a component the comp never shows inherits the recorded system's corner language, line weights, and materials, and may not introduce container styles, border weights, or chrome the comp never uses. <!-- rule:skill-comp-is-king -->
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When an approved comp exists, the comp is king, and the build happens in phases. The comp is a spatial contract, not a mood board: only the user can downgrade its authority, in explicit words, and difficulty never infers a downgrade. Phase one is reproduction: rebuild the comp at its own breakpoint until a screenshot at the comp's width and height overlaps it near pixel-perfectly, materials, components, elevation, assets, and implied design language included. Exactly three concessions exist: fonts (the closest obtainable face), icons (exact match unless the user already chose an icon library), and genuine defects in the generated comp such as spelling errors. Everything else must match, and models systematically believe their HTML, CSS, and SVG recreation succeeded when it did not, so the overlap comparison is the authority, never your conviction: set the screenshot beside the freshly reopened comp image at identical dimensions after every region, never beside your memory of it, and when a region keeps losing that comparison, stop recreating it in code and produce it as a rendered asset composited into the page. The comp also outranks every written record of it: when the recorded brief or inventory commits to less than the comp shows, a softer texture, a sparser field, a sculpted plate reduced to flat CSS, correct the record upward to the comp; qualifiers like subtle, restrained, and low-contrast, and counts rounded down to a comfortable fraction, are how approved materials die between approval and build. A produced material must then survive to the screen: a texture buried under a nearly opaque color wash ships the wash, not the material, so judge every material by the screenshot beside the comp, never by the stylesheet. Every color the brief records gets that comparison by number, not by eye: sample the build screenshot's ground, dominant fields, and accents and set each hex against the recorded comp value (sampled from the comp itself when the brief lacks one), and when a texture or tile paints over a base token, measure the net on-screen value, because the eye files a drifted color under the same color word and the number is what catches it. <!-- rule:skill-color-by-number --> Air is a quantity like density: hold the build's element heights, paddings, and section gaps against the ratios the brief records, taking the build's numbers from the browser that captured the screenshots, where element boxes are exact, never from squinting at the capture. The tolerance is generous, because the documented failure is wholesale, content given half or double the room the comp gave it, not a few percent of drift; a page whose air visibly differs from the comp's in either direction is a different design however complete the content. <!-- rule:skill-air-is-a-quantity --> Only when reproduction holds does phase two begin: static regions that should live become animated or interactive, reveals and motion are added, then responsiveness across the surface's devices. Where the comp does not cover the whole surface, continue building the remainder inside the comp's recorded world and design language; a component the comp never shows inherits the recorded system's corner language, line weights, and materials, and may not introduce container styles, border weights, or chrome the comp never uses. <!-- rule:skill-comp-is-king -->
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Build the assigned direction, not a safer interpretation of it. The form supplies structure, reading order, component conventions, and native motion; the product supplies every fact. Commit every atom: nav, buttons, inputs, and links are rebuilt in the form's vocabulary, and a stock component inside a committed form is a lapse. Land the first build fully committed; committing is the hard part, and the passes that follow exist to make the committed thing clear and effective, never to dilute it. In unattended work, the safe rendition is the known risk. <!-- rule:skill-commit-every-atom -->
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- **The first viewport is a thesis, not a header.** Demonstrate the mechanism immediately, at the scale the form has in life; do not trap the concept inside a standard hero or card shell. The memory test: if someone left after one viewport, what would they describe an hour later? If the honest answer is a mood, the concept has not committed yet.
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@@ -33,7 +33,7 @@ After approval, record the choice where tools can find it: the approved comp's p
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Before building, read the approved comp as a design system and record it in the brief: component grammar, corner language, line weights, elevation treatment, and the type ramp. Everything the comp does not show gets built from this record; without it the fallback is the model's stock kit of square boxes, 1px grids, bento cells, and hard shadows. Then inventory the comp's major visible ingredients in writing (a short table in the surface brief or working notes; the finish reviewer audits shipped assets against it) and choose an implementation medium for each: semantic HTML/CSS/SVG, existing project asset, generated raster, sourced raster, icon library, canvas/WebGL, or accepted omission. The same inventory names the comp's compositional commitments: navigation items and icons, headline levels and their scale relationship, signature geometry such as seams, masks, and overlaps, and each section's arrangement and density. The primary action gets its own row with its own medium: when the comp dissolves, stamps, erodes, or otherwise physically works the main CTA, that treatment is signature material on the page's most important element, and shrinking it to a border trick is the compliance-token version of commitment. An element never written down is the element the build silently drops; the direction contract's 150 words cannot carry this list, so it lives here.
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The record is sampled, never estimated: read the comp's page **ground**, each dominant field, and each accent's actual hex from its pixels (ImageMagick, Python with PIL, any pixel-reading tool on the machine) and write the values into the same record. An adjective is a direction, not a record: cream covers everything from near-white to beige, charcoal a third of the value scale, and wherever no number pins a color, the rendition prior picks the spot. Sampled values supersede the palette chips on the decision and composition cards: those were authored before this comp existed, and a chip that disagrees with the comp's pixels is a draft the approval retired.
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The record is sampled, never estimated: read the comp's page **ground**, each dominant field, and each accent's actual hex from its pixels (ImageMagick, Python with PIL, any pixel-reading tool on the machine) and write the values into the same record. An adjective is a direction, not a record: cream covers everything from near-white to beige, charcoal a third of the value scale, and wherever no number pins a color, the rendition prior picks the spot. Sampled values supersede the palette chips on the decision and composition cards: those were authored before this comp existed, and a chip that disagrees with the comp's pixels is a draft the approval retired. Record the comp's **air** in the same record, as ratios rather than pixel measurements: the heights and paddings of key elements as rough multiples of their own type size, and section gaps and gutters as fractions of the comp's width (a row three type-heights tall, a gutter a tenth of the width). Builds regress spacing toward the stock density of each element's genre, an airy comp shipping cramped and a dense one shipping loose, and a ratio never written down is the ratio the build silently replaces with its default.
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The medium column is where an approved design most often dies, so it obeys a gate: the medium is decided by what the comp region shows, never by what feels buildable in the current stack. A human figure, a product object, machinery, or any material with lighting and depth is raster whatever the stack; so is any texture by name alone: woven cloth, paper grain, fabric, leather, brushed metal need no depth argument, because a CSS gradient is not a texture medium and "layered CSS textures" is not a medium at all. Writing "silhouette" for a photographic figure, or "CSS" for a sculpted panel's finish, is not a medium choice; it is the quiet deletion of the approved design, and it is how a comp full of physical material becomes a flat page with the same section order. Style does not move this boundary: a comp region with perspective, shading, figure drawing, or dense mechanical detail is illustration however line-drawn it looks, and no build session can author illustration as vectors, so it regenerates as raster like any photograph. Authored SVG covers what a session can specify exactly (diagrams with countable elements, controls, flat shape systems) and ends where drawing skill begins; an instruction-manual world keeps its illustrations as line-art illustrations, not diagrams. Produce such regions by regenerating them cleanly, with the approved comp and its embedded prompt as the reference for a fresh render at asset resolution; never crop pixels out of the comp itself, whose effective resolution sits far below asset grade. Dropping an image-native region is a scope decision the user makes at the approval point, never a silent flattening after it. Generated imagery is a material, not a claim: evidence rules bind assertions, specs, testimonials, and photographs presented as real, never render fidelity; "no photography on hand" forbids fake proof, not an illustrated hero.
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Reference in New Issue
Block a user