feat(engine): tabbed Settings panel — Phase A of the menu redesign
Test / test (pull_request) Failing after 7m15s
Test / test (pull_request) Failing after 7m15s
Replaces the 37-row single-scroll settings modal with five tabs (Audio, Gameplay, Appearance, Accessibility, Account); only the active tab's rows spawn, so every tab fits without scroll-hunting. - SettingsTab + ActiveSettingsTab (session-only) + SettingsTabButton chips under the modal header; rebuild-on-switch mirrors the leaderboard despawn/respawn pattern via a shared build_panel helper - Accessibility tab gathers color-blind, high-contrast, reduce-motion, touch-input, and tooltip-delay from the old Gameplay/Cosmetic mix; Account = Sync + Privacy - SettingsButton enum, input handlers, and persistence untouched - Tests: per-tab Focusable/Tooltip sweeps, tab-switch rebuild test, picker/thumbnail tests pinned to the Appearance tab Plan: docs/ui-redesign-2026-07.md (also added, phases A–M) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Menu UX Redesign — July 2026
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Status: PLANNING. Visual identity (Terminal / base16-eighties) is settled and
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out of scope — this is about **structure and interaction**, not colors or type.
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## Diagnosis (from code survey, 2026-07-07)
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| Surface | Today | Pain |
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| --- | --- | --- |
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| Settings | One scrolling modal, 5 section labels, ~37 control rows, single Done | Scroll-hunting for any toggle; endless on the folded (cover) screen; every new feature (theme store, import) stretches it further |
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| Home | Modal launcher: stats strip, draw-mode row, difficulty rows, 6 equal mode cards, Cancel | No "Continue" primacy; deal options (draw/difficulty/winnable) crowd the mode choice; six cards weighted identically though Classic dominates play |
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| HUD menu | Popover with 7 destinations (Help, Modes, Stats, Achievements, Profile, Settings, Leaderboard) | "Modes" duplicates Home's job; flat list, no grouping; each item opens another modal — modal-on-modal navigation |
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| Global | Everything is a modal over the felt | No hierarchy; near-square unfolded Fold renders one narrow wasted column |
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## Phase A — Settings tabs (highest pain, lowest risk)
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- Replace the single scroll with **tabs**: `Audio · Gameplay · Appearance ·
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Accessibility · Account`.
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- *Appearance* = today's Cosmetic (card back, background, card theme,
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theme store, import).
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- *Accessibility* = extracted from Gameplay/Cosmetic: color-blind,
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high-contrast, reduce-motion, touch input mode, tooltip delay.
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- *Account* = Sync + Privacy merged.
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- Narrow screens: tab chips in a row under the header. Wide (aspect > ~1.2 —
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unfolded Fold, desktop): left rail, rows in two columns.
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- Only the active tab's rows are spawned → each tab is ≤ 8 rows and fits the
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cover screen without scrolling.
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- **Implementation constraint:** pure `ui.rs` re-layout + one `SettingsTab`
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resource. The `SettingsButton` enum, input handlers, and persistence are
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untouched, so the 25 settings tests and the ambiguity gate stay green.
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## Phase B — Home becomes a real home
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- **Hierarchy, top to bottom:**
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1. `Continue` card (only when a game is in progress) — mode, elapsed, score.
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2. Hero `New Game` — one tap, reuses last mode + deal options.
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3. Compact 2×3 mode grid (Classic, Daily, Zen, Challenge, Time Attack,
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Seed) — smaller cards, glyph + name + one-line description on wide only.
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4. Stats strip moves to the bottom (or right pane when unfolded).
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- **Deal options** (draw 1/3, difficulty, winnable-only) move off the top
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level into a disclosure on the Classic card / New Game hero — they are
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Classic-mode concerns, not global ones.
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- Cancel becomes `Back to table` and only renders when a game exists.
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- Unfolded Fold / desktop: two panes — modes left, Continue + stats +
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daily/weekly right.
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## Phase C — HUD menu consolidation
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- Drop `Modes` from the popover (Home owns mode selection; HUD's New-Game
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path opens Home).
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- Group the remaining six: **Play** (Home) · **You** (Profile, Stats,
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Achievements) · **Community** (Leaderboard) · **System** (Settings, Help) —
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section dividers in the existing popover, not a new widget.
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- Dismissal audit: Esc / scrim-tap / Done must behave identically on every
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modal (most already do via `ScrimDismissible`; sweep the stragglers).
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## Phase D — Validation gates
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- Optional Stitch mockups (Terminal design-system asset
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`assets/0f1652274fea460585d0b331a9ddbb06`, project 593811793268308763) for
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Home + Settings before implementing Phase B. Phase A is safe to build
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straight in-engine.
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- Per-phase gates: full test suite, clippy `-D warnings`, ambiguity gate at 0,
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Android checklist (§15.3), on-device pass on the Fold 7 in BOTH postures.
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## Sequencing & risk
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| Phase | Size | Risk | Depends on |
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| --- | --- | --- | --- |
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| A — Settings tabs | ~1 session | Low (layout-only) | — |
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| B — Home hierarchy | 1–2 sessions | Medium (touches launch flow) | D mockups if wanted |
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| C — Menu grouping | small | Low | B (Modes removal) |
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## Phase E — "You" hub (reuses the Phase A tab component)
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Profile, Stats, Achievements, and the replay browser are four separate
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modals today, reached through the HUD popover one at a time. Fold them
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into ONE tabbed hub — `Profile · Stats · Achievements · Replays` — using
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the same tab widget Phase A builds for Settings. Cuts the HUD popover to
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four destinations and makes the tab component pay for itself twice.
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Existing per-screen systems keep their markers/handlers; only the outer
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shell changes (same trick as Phase A).
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## Phase F — Mobile ergonomics (Fold-first)
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- **Bottom action bar** on touch: Undo, Hint, Draw within thumb reach at
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the bottom safe-area edge (via the existing `SafeAreaAnchoredBottom`),
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score-only band stays on top. Desktop keeps the current top band.
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Biggest one-handed-play win available; folded posture is tall and
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top-heavy today.
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- **Hold-to-repeat Undo** — press-and-hold steps back repeatedly
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(respecting the existing undo scoring penalty), instead of tap-tap-tap.
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- Both are additive; game stays fully playable with the top band alone
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(UI-first rule §3.3 satisfied).
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## Phase G — Post-win flow
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Win summary today is a stats dump with a close. Give it an action
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hierarchy: **Play again** (same mode/options, primary) · **Share replay**
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(the upload already returns a share URL; surface it here with copy
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feedback) · **Watch replay** · quiet stats below. Rematch loop drops from
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4 taps to 1.
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## Phase H — Feedback polish (small, bundling candidates)
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- Unify queued vs. immediate toast styling (two subtly different styles
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exist today) and anchor both to one position; consider a 5-item toast
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history on the stats screen.
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- Theme-store modal: render the preview PNGs the server already serves
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(v1 is text-only rows).
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- Hint: optional ghost-motion preview of the suggested move instead of a
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static highlight (auto-disabled under reduce-motion).
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## Phase I — Onboarding & discoverability
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The first-run onboarding exists, but everything learned after it is
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invisible: the radial menu (long-press/right-click), hint cycling,
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tap-to-toggle HUD chrome, hotkeys. Add **contextual one-time tips** —
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fired by the situation, not a tour (first stall → hint tip; first
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long-press-able stack → radial tip; each shows once, stored in
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Settings like `shown_achievement_onboarding` already is). Plus a
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one-shot **"What's new"** card on first launch after a version bump —
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ObtainX updates are silent today, so shipped features go unnoticed
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(nobody will find the theme store on their own).
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## Phase J — Keyboard & focus completeness (desktop + web)
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`ui_focus` already gives deterministic Esc order and tab-walk
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(`FocusRow`/`Focusable`), and `KeyboardDragState` exists — but full
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keyboard-only play has never been audited end to end. Deliverables: every
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modal reachable/dismissable without a mouse, a visible focus ring styled
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to the Terminal system (current focus state is subtle), and a hotkey
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cheat-sheet overlay (hold `?`) generated from the actual bindings instead
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of the static Help text. Web build (Rhys) benefits most.
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## Phase K — UI scale & touch-target accessibility
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All type sizes flow through `TYPE_*` tokens and layout through
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`compute_layout` — which makes a **UI scale setting** (90/100/115/130 %)
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cheap to wire and genuinely useful on the Fold's dense cover screen.
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Pair with: respect Android system font scale on first run (seed the
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setting from it), and a one-time audit that every interactive element
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meets the 44 px logical minimum in BOTH Fold postures (the pill buttons
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and picker swatches are the suspects). Lands in the Accessibility tab
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that Phase A creates.
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## Phase L — Empty & loading states, standardized
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Async/empty surfaces each improvise today: leaderboard with no entries,
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stats with no games, replay browser with no replays, theme store
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loading/error (just added), sync status text. Define ONE pattern —
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glyph + one-line explanation + a single next-step action — as a
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`spawn_empty_state` helper in `ui_modal`, and sweep all five surfaces
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onto it. Small, mechanical, big perceived-quality win.
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## Phase M — Sync transparency & data stewardship
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The sync layer returns `ConflictReport`s ("data is never silently
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discarded") — but no UI ever shows them; players can't tell what a merge
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did. Add: a post-sync summary line ("merged, 2 conflicts kept newer
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values" → tap for detail in the Account tab), a visible last-synced
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timestamp (exists as `SyncStatus::LastSynced`, barely surfaced), and
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local **data export/import** (zip of the JSON saves) for device
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migrations without a server. Closes the trust loop the server work
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opened.
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## Roadmap tie-ins (already in flight elsewhere)
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- **Spider mode** (feat/spider-core, PR #157): Home's mode grid gains a
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7th card once engine work lands — the 2×3 grid in Phase B should be
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designed as N-card flow from day one. Spider UI also needs positional
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card→entity keys (documented in spider.rs module docs).
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- **Show solution** (feat/solution-line, in flight): lands in the pause
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menu; Phase C's grouping should leave room for it under a "Game"
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cluster if the pause menu grows.
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## Sequencing (updated)
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| Phase | Size | Risk | Depends on |
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| --- | --- | --- | --- |
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| A — Settings tabs | ~1 session | Low | — (DECIDED: tabs) |
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| E — "You" hub | ~1 session | Low | A's tab component |
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| C — Menu grouping | small | Low | E (popover shrinks) |
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| B — Home hierarchy | 1–2 sessions | Medium | D mockups if wanted |
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| F — Bottom action bar | ~1 session | Medium (input paths) | — |
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| G — Post-win flow | small | Low | — |
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| H — Feedback polish | small each | Low | — |
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| I — Onboarding & discoverability | ~1 session | Low | ships best after B/F land |
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| J — Keyboard & focus completeness | ~1 session | Low | A/E (fewer modals to audit) |
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| K — UI scale & touch targets | ~1 session | Medium (layout-wide) | A (Accessibility tab) |
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| L — Empty-state standardization | small | Low | — |
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| M — Sync transparency & export | ~1 session | Low–Medium | A (Account tab) |
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Suggested order: **A → E → C** (one arc: the tab component and the menu
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slimming), then **B**, then **F/G/H** as independent follow-ups.
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## Open decisions
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1. ~~Settings: tabs vs. sub-pages~~ — **DECIDED 2026-07-07: tabs.**
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2. Deal options: disclosure on Classic card (proposed) vs. keep global row?
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3. Time Attack + Seed: top-level cards (proposed, grid stays symmetric) vs.
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tucked under a "More" card?
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4. Stitch mockups for Phase B, or iterate directly in-engine?
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5. Phase F bottom bar: touch-only (proposed) or also desktop?
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