Brief For Antho
Status: draft v0.1
Audience: Antho, Eric, Codex
What We Need From Antho
We do not need Antho to design every iOS view.
We need Antho to define the design base that lets Codex build the whole app coherently:
- visual identity
- color and material rules
- typography hierarchy
- spacing rhythm
- card/panel style
- button style
- icon mood
- avatar/badge/progress treatment
- C4-DY visual presence
- motion direction
- asset rules
Deliverables
1. Mood Direction
One short direction document or image board:
- 3 to 5 visual references
- what to copy from each reference
- what to avoid
- words for the intended feeling
Good LineCard words:
- premium
- precise
- training
- calm
- golf
- progress
- companion
- social
Avoid:
- casino/game UI
- generic fitness app
- luxury brochure
- too much gold
- unreadable glass effects
- over-designed score entry
2. Tokens
Provide actual values when possible:
- primary background
- surface/card colors
- main green
- active green
- silver/gold/accent
- text colors
- border/glow colors
- spacing scale
- radius scale
- shadows/glows
- typography roles
Codex will translate them into tokens.linecard.json and SwiftUI Theme.swift.
3. Five Archetype Screens
These are not final production screens. They are design grammar examples.
- Home / Dashboard
- Atelier detail + scoring entry
- Challenge detail / ranking
- C4-DY companion moment
- Badge or level unlock celebration
Each archetype should show:
- hierarchy
- component style
- spacing
- primary action
- empty/loading/error state if important
- any asset treatment
4. Component Examples
One or two examples for:
- primary button
- secondary button
- pill/chip
- progress card
- player card
- challenge card
- atelier card
- badge card
- C4-DY entry point
- notification/celebration surface
5. Assets
If working from Photoshop, export assets as full-canvas PNG layers only when a real layer stack is needed. Otherwise prefer reusable assets:
- logos
- avatar/C4-DY assets
- badge artwork
- background texture
- medal/level treatments
- card image treatments
Asset rule:
- one preview PNG
- individual assets clearly named
- no hidden "magic" in the PSD that Codex cannot reproduce
Format Options
Preferred:
- PNG/JPG references
- short Markdown notes
- token values
- Figma frame only if useful
Acceptable:
- Photoshop layer exports
- screenshots with annotations
- rough sketches
Not useful:
- vague comments like "make it more premium"
- one-off full-screen visuals with no reusable rule
- Figma-only comments that do not explain intent
What Codex Will Do With This
Codex will:
- update this design folder
- build or update an HTML design atlas for team review
- translate approved rules into SwiftUI
- capture real iOS simulator screenshots
- compare before/after
- keep durable decisions in
.brain/at wrap-up
First Antho Ask
For the first pass, Antho should answer:
- Should the iOS app stay dark green/black, or move toward the lighter website V2 style?
- What should C4-DY look like as an app companion?
- What should a badge unlock feel like?
- What is the base card/panel style for the app?
- What is the most important screen to make beautiful first: Dashboard, Ateliers, Challenges, or C4-DY?