Fix /define-design missing screens: exhaustive screen inventory before design
/define-design now builds docs/design/screen-inventory.md first — derived from every PRD user story walked end-to-end, CRUD coverage per entity (list/detail/create/edit/delete, modals included), and supporting screens — then requires one blueprint entry per inventory item, checked off as added. Consistency check verifies inventory coverage and end-to-end story completability. /update-design keeps the inventory in sync; ui-design skill documents the inventory rules. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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README.md
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README.md
@ -26,10 +26,13 @@ PRD, functional design, architecture, repository structure, development guidelin
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(all under `docs/`). Review them and request edits in normal conversation if needed.
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### Step 3 — Define the UI/UX design: `/define-design`
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Creates the design specification under `docs/design/`: design brief, design tokens,
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**`ui-blueprint.json` (the source of truth for UI generation)**, platform mapping, and SVG
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wireframes (visual references only). You'll be asked once about platform, style, screens,
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navigation, branding, and accessibility.
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First builds an **exhaustive screen inventory** (`screen-inventory.md`) from the PRD and
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functional design — every user story walked end-to-end, plus list/detail/create/edit/delete
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coverage for every entity — so no screen gets skipped. Then creates the design specification
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under `docs/design/`: design brief, design tokens, **`ui-blueprint.json` (the source of truth
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for UI generation, one entry per inventory screen)**, platform mapping, and SVG wireframes
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(visual references only). You'll be asked once about platform, style, screens, navigation,
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branding, and accessibility.
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### Step 4 — Review and refine the design **before writing any code**
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This is the key design-decision gate: iterate on the design while it is still cheap to change.
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