## 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.