Working session · decide the interface Heuristic Audit & Mocks

UI/UX Proposals & Architectural Audit

An honest read of the shipped HUD, then eight decisions with named options you can switch between and look at. Same shape as the animation lab: the animations decide how things move, this page decides what is on screen and where.

How to use this page. Every proposal has a switcher. Press through A, B, C and read the note under the mock. Mocks are built from the game's own palette, type and card art at roughly 1:1, so what you see is close to what it would look like in the build. Each proposal ends with a Decision box; those boxes are the output.

Where it stands: Nielsen Heuristic Audit

Scored against Nielsen's ten heuristics, 0 to 4, where 4 means genuinely excellent rather than acceptable. The total is 30 of 40, which is a good interface with two specific holes rather than a weak one with many.

HeuristicScoreReading
1 · Visibility of system status3Phase rail, prompt pill, live deck meter, CPU-committed tag, event ticker. The gap: nothing reports the one quantity the game is about while you are choosing.
2 · Match with the real world4AWAY / HOME, ▲ / ▼ halves, B / S / O, a bases diamond in real geometry, "signs from the Bank", "LOCK & MILL". Baseball vocabulary the whole way down.
3 · User control and freedom3R undoes picks, ESC closes. No undo after commit, which is correct: this is a commitment game.
4 · Consistency and standards4The commit button occupies identical pixels in every phase. One slab primitive, one card widget, one phase-colour language.
5 · Error prevention3Commit stays disabled until the selection is legal; MIN 14 marker on the deck meter. Nothing prevents the classic beginner mistake of allocating Catcher and Ace into a batting deck.
6 · Recognition rather than recall2The weak one. Counting is a rule, and the counting aid is collapsed half off the left edge. The CPU's repertoire is published in the fiction but never surfaced in-match.
7 · Flexibility and efficiency3Keyboard parity for commit and undo, hover previews at a fixed reading position. No number keys for card selection, no way to speed through CPU turns.
8 · Aesthetic and minimalist design4Genuinely strong. Restrained palette, one type system, and almost nothing on screen that is not load-bearing.
9 · Recognise and recover from errors2The interrupt panel names the consequence of passing, which is excellent. But an invalid-pitch walk, a deck-out or a guard trip all arrive as one line of ticker text with no explanation surface.
10 · Help and documentation2The card inspector's HOW IT PLAYS and FLAVOR panel is very good. There is no in-match rules reference and no interrupt-priority aid; the player aids exist only on paper.

Cognitive load

CheckResultNote
Single focusPassOne prompt, one commit, everything else is reference.
ChunkingPassScore bug is four cells; decision stack is three parts.
GroupingPassYour zones bottom-left, theirs top-centre, decision bottom-right.
Visual hierarchyPassRed commit against cream and ink. Never ambiguous.
One thing at a timePassPhases are strictly sequential.
Minimal choicesFailBUILD shows the whole pool at once: 30-plus cards, ungrouped, against one number.
Working memoryFailTo play well you must remember what the CPU has shown this half, and carry the ball / strike / out count across the full screen diagonal.
Progressive disclosurePassInterrupts appear only when live; the BALL! chip only above zero.

1 · What the screen tells you while you are choosing

Decision · combination feedback

Chosen:

2 · The counting aid

Decision · counting aid

Chosen:

3 · Opponent state in the seat strip

Decision · seat strip telemetry

Chosen:

4 · Discard pile affordance

Decision · zone browsing affordance

Chosen:

5 · Mini linescore

Decision · match scoreboard telemetry

Chosen:

6 · Pitch family colour roles

Decision · colour assignment

Chosen:

7 · Settings & Accessibility

Decision · accessibility suite

Chosen:

8 · Allocation grouping during BUILD

Decision · BUILD guidance

Chosen:

Input map

ScreenMouseKeyboard (today)Gamepad (proposed)
Menu / SetupClickD-pad between cards, A to select, B to back out. Set initial focus on PLAY BALL.
Draft / SignClick a card, then COMMITSPACE commit, R undoD-pad left/right along the showcase row, A to pick, X to inspect, menu button for the zone browser.
BuildClick to toggle each cardSPACE, RD-pad across the grid, A to toggle, Y to accept a suggested preset if P8·C ships.
PlayDrag to a slot, or clickSPACE, RLeft stick along the fan, A to stage, B to unstage. Also add number keys 1–5 for the hand.
InterruptClick RESPOND / PASSA responds, B passes. Focus must land on the panel the frame it opens.
Zone browserClick to open, ESC to closeESCMenu button toggles, B closes.

Accessibility checklist

ItemStatusNote
Non-colour channel for pitch familyDoneFamily badge: wedge, crescent, ring.
Non-colour channel for B / S / ODoneDots, crosses, dots in separate labelled rows.
Motion intensity controlPartialShake scale exists and is respected.
Occupied bases without colourMissingBase diamonds differ by fill colour only.
Colour-blind simulation modesMissingLMS separation tested, but software modes missing.

Prioritised backlog

#ChangeImpactCostNote
1Intel rail, open by defaultHighLowThe enum and counting maths already exist.
2Coverage chips during PLAYHighMediumNeeds a small read-only view model.
3Reduce-motion settingHighMediumGlobal setting in Options.

Related: the animation lab, for how these things should move →