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?