qa(plan): Pass B — play-as-the-user mindset; report-first-then-workaround on any broken flow
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@ -137,6 +137,17 @@ Gated files (for the fix): `ui/play/PlayHubViewModel`, `ui/desiresync/DesireSync
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### Pass B — Games lifecycle (MANDATORY: play each game ONE complete time through)
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Games: This or That, How Well Do You Know Me, Desire Sync, Connection Challenges, Memory Lane, Spin the Wheel, + Date Match.
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- **PLAY AS THE USER (mandatory mindset for this pass):** drive every game **the way a real user would** — reach it
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through the actual in-app navigation a person would tap (Play hub → the game's card → its buttons), **not** via
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deep-links, admin pokes, forced state, or any shortcut a user doesn't have. **Expect what the user expects:** if a
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tap/button/flow doesn't do the obvious thing, or a screen doesn't behave the way a normal user would assume, **that
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itself is a finding** — log it.
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- **When something doesn't work: REPORT FIRST, then a minimal workaround (in that order).** Do **not** silently
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engineer around breakage by taking extra steps the user wouldn't take. The moment the natural user path fails:
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(1) **log the issue** in `ClaudeReport.md` with severity + the exact user action that failed and what was expected;
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(2) **only then** apply the smallest workaround needed to keep the pass moving. The workaround **never replaces**
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the report — a flow that needs a workaround to proceed is, by definition, broken and must be filed to fix. If a
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workaround is impossible, mark the game `fail→<id>` (blocked) and continue with the next.
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- **A launch/crash check is NOT sufficient. Each game MUST be played one full way through, end-to-end, on BOTH
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devices** — start → answer/interact through **every** step/round/question on each device → reach the
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**finish/reveal/results** screen → confirm the result renders correctly for both partners. Verify each
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@ -2,6 +2,7 @@
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> **RUN-STATE: Round 2 | Pass B in progress (1 game/chunk) | ✅ This or That, ✅ How Well (both full playthroughs, results match, no crash). NEXT ACTION: play Desire Sync → Connection Challenges → Memory Lane → Spin the Wheel → Date Match (Desire Sync + Memory Lane need a Sam-premium toggle; remember to exit games via Back to Play so the session closes). Then Pass C deep/stateful + nav/back; live notification matrix; D3 non-member; Pass F (incl. F-OBS).**
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> Pass-B note: a finished game keeps its session active until a player exits the results (Back to Play); leaving both on results blocks the next game until "End their game". Exit cleanly between games.
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> **Pass-B MINDSET (user, 2026-06-24): PLAY AS THE USER** — navigate only via the real in-app path a person would tap (no deep-links/admin pokes/shortcuts); expect what a user expects. When the natural path fails, **REPORT FIRST** (log issue + severity + the user action that failed & what was expected), **THEN** a minimal workaround to proceed — never silently engineer around breakage; a flow needing a workaround is broken and must be filed.
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> R2-1 DONE: A-001 couple-shared re-verified live (Desire Sync/Memory Lane/Wheel enter when partner premium; free→paywall). **D-001 (P1) FIXED+DEPLOYED** (capsules/challenges rules; Memory Lane + Connection Challenges now load). Sam reverted to free (baseline).
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> Round 1 complete (all 5 passes run report-only; P0–P2 found were fixed in-line). Fixes: A-001 (e8892a9), E-001 (ce12abb). Open P3: A-003, B-001, E-002.
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> **EXECUTION MODE: autonomous run-to-completion — do NOT stop; fix blockers inline; keep cycling fix→re-QA until flawless. Do NOT hand back when context fills — the harness auto-compacts and you continue from THIS run-state (re-read it + coverage after any summary). Commit before interruptible work; recover stuck sessions via the session-start ritual.**
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