Design source

Screen Archetypes

The representative screens Antho should influence first.

iOS Screen Archetypes

Status: draft v0.1

Antho should design archetypes, not every app screen. Codex will map these archetypes to real SwiftUI views.

Archetype 1: Home / Dashboard

Purpose:

  • orient the player
  • show current progress
  • suggest next action
  • expose C4-DY guide

Must include:

  • player identity
  • LTI level/progress
  • next recommended action
  • recent activity or challenge prompt
  • route to Ateliers/Challenges/Friends/Messages
  • C4-DY contextual entry

Design questions:

  • Is the home screen a "training cockpit" or a "social progress feed"?
  • Where does C4-DY live without becoming a fifth tab?
  • How prominent should the next atelier be?

Archetype 2: Atelier Detail + Score Entry

Purpose:

  • understand the exercise
  • enter score with low friction
  • capture misses
  • return progress feedback

Must include:

  • Notice
  • Consignes
  • Pedagogie
  • Tips Linecard
  • Distance
  • attempts
  • success/failure entry
  • miss tendency when failure happens

Design questions:

  • Should score entry be inline, bottom sheet, or separate step?
  • How do we keep text readable while preserving a premium look?
  • What is the visual hierarchy between pedagogy and scoring?

Archetype 3: Challenge Detail / Ranking

Purpose:

  • know what the challenge is
  • know who is participating
  • play or review results
  • understand final ranking

Must include:

  • challenge source
  • participants
  • deadline/status
  • locked pedagogical content when created from exercise
  • editable distance only where allowed
  • ranking/result state

Design questions:

  • How does a challenge feel different from a normal atelier?
  • What is the best visual state when waiting for others?
  • How should final ranking notification route into the screen?

Archetype 4: C4-DY Companion

Purpose:

  • guide the user through the app
  • answer questions
  • suggest contextual next actions
  • eventually support voice

Must include:

  • C4-DY identity/avatar
  • short prompt
  • action suggestions
  • chat access
  • contextual memory signal without exposing technical detail

States:

  • first launch tour
  • returning user next step
  • challenge invitation waiting
  • training suggestion
  • coach/student context
  • low quota/free user state

Design questions:

  • Is C4-DY a floating button, bottom bar companion, dashboard card, or all three depending on context?
  • What makes C4-DY feel like a LineCard companion instead of generic chat?
  • How does C4-DY appear on Apple Watch/notifications later?

Archetype 5: Badge / Level Unlock

Purpose:

  • reward progress
  • make achievement memorable
  • encourage sharing or next action

Must include:

  • badge/level artwork
  • short achievement title
  • why it happened
  • next suggested action
  • share/social route if relevant

States:

  • badge unlocked
  • level up
  • challenge won
  • streak/progression milestone

Design questions:

  • Should the animation feel like Apple Activity, golf trophy, or LineCard-specific?
  • Where does the unlocked badge live after notification tap?
  • Should unlocks be shareable as image/link?

Archetype 6: Profile / Progress Hub

Purpose:

  • show identity, badges, progress, history
  • make unlocked achievements findable

Must include:

  • profile header
  • current LTI level
  • badges owned/locked
  • recent results
  • friends/challenges summary

Design questions:

  • How does the user find the Centurion badge after notification tap?
  • What should be public vs private?
  • How does this differ for Joueur, Capitaine, and Coach?

Archetype 7: Coach Studio Future

Purpose:

  • future paid Coach workflow
  • manage students, plans, feedback, reports

Must include in future:

  • roster
  • student detail
  • plan composer
  • lesson note
  • monthly report

Design questions:

  • Does Coach Studio keep the same dark app grammar or need a denser professional surface?
  • How does LineCard keep LTI as the moat?