| ## UX & Network Experience Optimization (HF Free Tier) |
| Date: 2026-02-14 |
|
|
| ### Understanding Summary |
| - Goal: reduce perceived stutter and frustration by making network state and turn flow obvious. |
| - Scope: client UX improvements and light experience protection only. |
| - Non-goals: no architecture changes, no new infra, no protocol changes. |
| - Constraints: HF Space free tier, no added services or paid dependencies. |
| - Priority areas: reconnection clarity, network feedback, turn visibility, action feedback. |
| - Delivery: implement locally, test locally, do not push until user review. |
|
|
| ### Assumptions |
| - Existing reconnect/heartbeat logic remains unchanged. |
| - UX changes can be done within current Vue components and store usage. |
| - We can add small UI states and animations without performance impact. |
| - No requirement to change round time or game rules. |
|
|
| ### Decision Log |
| 1) Use non-blocking, low-noise connection status cues instead of modal popups. |
| 2) Keep reconnect behavior as-is; only enhance visibility and cadence of prompts. |
| 3) Highlight turn state in multiple synchronized UI locations to reduce ambiguity. |
| 4) Prefer soft-disable/feedback on actions over hiding controls to reduce “no response” perception. |
| 5) Validate changes with local UX tests (throttle/offline) before any push. |
|
|
| ### Final Design |
|
|
| #### 1) Connection & Reconnect Experience Layer |
| - Add a compact connection status tag near the existing ping indicator: |
| - States: `连接中 / 已连接 / 网络波动 / 正在重连 / 已恢复` |
| - Color-coded to match current UI palette. |
| - Reconnect feedback: |
| - Non-blocking banner/toast that shows attempt counts and short status text. |
| - “已恢复” appears briefly (2–3s) on success and auto-dismisses. |
| - Jitter handling: |
| - If ping spikes or fluctuates but reconnect is not triggered, show “网络波动” only. |
| - Avoid strong alerts for short, self-resolving blips. |
| - Player offline hint: |
| - Keep existing offline marker and add a subtle “重连中” hint in the card tooltip or microtext. |
|
|
| #### 2) Turn Clarity & Action Feedback |
| - Turn focus: |
| - Emphasize current player in `RoundInfo` and player list with highlight/outline. |
| - Add a short “轮到你了” cue near the dice when it’s the player’s turn. |
| - Countdown visibility: |
| - Increase contrast and apply color shift when time is low (e.g., <= 5s). |
| - Use gentle pulse animation, not disruptive flashing. |
| - Action feedback: |
| - On dice roll / card selection / end-turn, show “已提交/处理中” for ~0.5–1s. |
| - Keep UI responsive without altering game logic. |
| - Log confirmation: |
| - Briefly highlight the latest relevant log item (dice result, card effect). |
|
|
| #### 3) Implementation Notes (No Logic Changes) |
| - Update existing components only, minimal state additions: |
| - `monopoly-client/src/views/status_bar/components/ping.vue` |
| - `monopoly-client/src/views/game/components/round-info.vue` |
| - `monopoly-client/src/views/game/components/player-card.vue` |
| - `monopoly-client/src/views/game/components/countdown-timer.vue` |
| - `monopoly-client/src/views/game/components/dices.vue` |
| - Optional: small shared status component or helper for connection text mapping. |
| - No changes to server logic, turn length, or WebSocket reconnect policy. |
|
|
| #### 4) Local Test Plan (No Push) |
| - Simulate offline/weak network via browser devtools: |
| - Confirm reconnect banner timing and non-blocking behavior. |
| - Ensure “网络波动” appears without noisy popups. |
| - Turn flow verification: |
| - Ensure turn highlight + “轮到你了” is consistent. |
| - Verify countdown emphasis triggers at threshold and is readable. |
| - Action feedback: |
| - Ensure short “已提交/处理中” does not block interaction. |
| - Confirm no layout shifts or jitter in UI. |
|
|
| ### Risks & Mitigations |
| - Risk: UI noise. Mitigation: use subtle, short-lived cues and avoid modal dialogs. |
| - Risk: Performance regressions. Mitigation: only light CSS animation and small DOM additions. |
|
|