# BMM Planning Workflows (Phase 2)
## Overview
Phase 2 (Planning) workflows are **required** for all projects. They transform strategic vision into actionable requirements that guide implementation. BMM uses a **scale-adaptive planning system** where the workflow automatically selects the right level of detail based on project complexity.
**Key principle:** One workflow to rule them all - `plan-project` intelligently routes to the appropriate planning flow based on project characteristics.
---
## Phase 2 Planning Flow
```mermaid
%%{init: {'theme':'base', 'themeVariables': { 'primaryColor':'#fff','primaryTextColor':'#000','primaryBorderColor':'#000','lineColor':'#000','fontSize':'16px','fontFamily':'arial'}}}%%
graph TB
Entry["START: plan-project
Discovery and routing"]
subgraph QuickFlow["QUICK FLOW (Levels 0-1)"]
TechSpec["PM: tech-spec
Lightweight spec for simple changes"]
end
subgraph StandardFlow["STANDARD PLANNING (Levels 2-4)"]
PRD["PM: prd
Strategic PRD"]
GDD["Game Designer: gdd
Game design document"]
Narrative["Game Designer: narrative
Story-driven design"]
UXDesign["UX Designer: ux
UX-first specification"]
Epics["PM: create-epics-and-stories
Break requirements into epics and stories"]
end
subgraph Updates["STORY UPDATES (Anytime After Epics Created)"]
CorrectCourse["PM/SM: correct-course
Update epics/stories mid-stream"]
end
Entry -->|Level 0-1
Simple| QuickFlow
Entry -->|Level 2-4
Software| PRD
Entry -->|Level 2-4
Game| GDD
Entry -->|Level 2-4
Story-driven| Narrative
Entry -->|Level 2-4
UX-first| UXDesign
PRD --> Epics
GDD --> Epics
Narrative --> Epics
UXDesign -.->|May update| Epics
Epics --> Phase3["Phase 3: Architecture"]
Phase3 -.->|May update| Epics
QuickFlow --> Phase4["Phase 4: Implementation"]
Phase3 --> Phase4
Phase4 -.->|Significant changes| CorrectCourse
CorrectCourse -.->|Updates| Epics
style Entry fill:#fff9c4,stroke:#f57f17,stroke-width:3px,color:#000
style QuickFlow fill:#c5e1a5,stroke:#33691e,stroke-width:3px,color:#000
style StandardFlow fill:#e1bee7,stroke:#6a1b9a,stroke-width:3px,color:#000
style Updates fill:#ffcdd2,stroke:#c62828,stroke-width:3px,color:#000
style Phase3 fill:#90caf9,stroke:#0d47a1,stroke-width:2px,color:#000
style Phase4 fill:#ffcc80,stroke:#e65100,stroke-width:2px,color:#000
style TechSpec fill:#aed581,stroke:#1b5e20,stroke-width:2px,color:#000
style PRD fill:#ce93d8,stroke:#4a148c,stroke-width:2px,color:#000
style GDD fill:#ce93d8,stroke:#4a148c,stroke-width:2px,color:#000
style Narrative fill:#ce93d8,stroke:#4a148c,stroke-width:2px,color:#000
style UXDesign fill:#ce93d8,stroke:#4a148c,stroke-width:2px,color:#000
style Epics fill:#ba68c8,stroke:#6a1b9a,stroke-width:3px,color:#000
style CorrectCourse fill:#ef5350,stroke:#c62828,stroke-width:2px,color:#000
```
---
## Quick Reference
| Workflow | Agent | Project Levels | Purpose |
| ---------------------------- | ------------- | -------------- | ---------------------------------------------------- |
| **prd** | PM | 2-4 | Strategic PRD |
| **create-epics-and-stories** | PM | 2-4 | Break PRD/GDD into epics and stories (standalone OK) |
| **tech-spec** | PM | 0-1 | Lightweight technical specification |
| **gdd** | Game Designer | 2-4 (games) | Complete game design document |
| **narrative** | Game Designer | 2-4 (story) | Story-driven game/experience design |
| **ux** | UX Designer | 2-4 (UX-heavy) | UX-first design specification |
**Note:** The `plan-project` workflow is your single entry point. It automatically routes to the right planning workflow based on your answers to discovery questions.
**Critical:** After PRD/GDD/Narrative complete, you must run `create-epics-and-stories` to generate user stories (can be done in same chat or separate chat later). These stories can be updated anytime via UX-Design, Architecture decisions, or `correct-course` during implementation.
---
## Understanding Scale-Adaptive Planning
### Project Complexity Levels
BMM categorizes projects into 5 levels (0-4) to determine the appropriate planning detail:
| Level | Scope | Planning Workflow | Examples |
| ----------- | ----------------------- | -------------------------- | ------------------------------------------------------------ |
| **Level 0** | Single atomic change | **tech-spec** (Quick Spec) | Bug fix, single endpoint, config change |
| **Level 1** | Simple isolated feature | **tech-spec** (Quick Spec) | Add validation rule, new API field, small UI component |
| **Level 2** | Medium feature | **prd** (Lightweight) | User profile page, search feature, data export |
| **Level 3** | Large feature set | **prd** (Standard) | Complete authentication system, admin dashboard |
| **Level 4** | Multi-phase initiative | **prd** (Comprehensive) | Platform migration, new product line, enterprise integration |
### How Scale-Adaptive Planning Works
**Step 1: Intent Discovery**
The `plan-project` workflow asks you questions to understand:
- What are you building?
- How complex is it?
- Is this greenfield or brownfield?
- What are the primary concerns? (features, UX, story, technical architecture)
**Step 2: Intelligent Routing**
Based on your answers, the workflow routes to:
- **tech-spec** (Levels 0-1): Quick Spec Flow for simple changes
- **prd** (Levels 2-4): Strategic PRD with epic breakdown
- **gdd** (Levels 2-4, games): Game Design Document
- **narrative** (Levels 2-4, story-heavy): Narrative-first design
- **ux** (Levels 2-4, UX-first): UX specification with prototypes
**Step 3: Adaptive Detail**
Each workflow adjusts its depth based on level:
- Level 2: Lightweight documentation
- Level 3: Standard documentation with multiple epics
- Level 4: Comprehensive documentation with phased delivery
---
## plan-project (Entry Point)
### Purpose
Single unified entry point for all planning workflows. Uses conversational discovery to understand your project and intelligently route to the appropriate planning flow.
**Agent:** PM (orchestrates other agents as needed)
**Phase:** 2 (Planning)
**Required:** Yes (for all projects)
### When to Use
**Always use this as your planning starting point.** Do not call prd, gdd, narrative, ux, or tech-spec directly unless you explicitly want to skip discovery.
### Process Overview
**Phase 1: Discovery (Steps 1-3)**
- Understand project context
- Assess complexity level (0-4)
- Identify primary concerns (features, UX, story, technical)
**Phase 2: Routing Decision (Step 4)**
- Determine target workflow
- Explain routing rationale
- Confirm with user
**Phase 3: Execute Target Workflow (Steps 5-6)**
- Invoke appropriate planning workflow
- Pass context and decisions
- Return to plan-project for completion
**Phase 4: Handoff (Step 7)**
- Document planning decisions
- Recommend next phase workflows
- Update workflow status
### Discovery Questions
**Project Type:**
- What are you building? (software product, game, internal tool, etc.)
- Is this greenfield (new) or brownfield (existing)?
**Complexity Assessment:**
- How would you describe the scope? (single change, simple feature, medium feature, large feature set, multi-phase initiative)
- How many user-facing features are involved?
- How many systems or integrations are affected?
**Primary Concerns:**
- What's most important for this project? (feature functionality, user experience, narrative/story, technical architecture, performance)
**Special Characteristics:**
- Is this a game project?
- Is storytelling central to the experience?
- Is UX innovation the primary differentiator?
- Are there unique technical constraints?
### Routing Logic
```
IF game_project AND level >= 2:
→ Route to gdd
ELSE IF story_central AND level >= 2:
→ Route to narrative
ELSE IF ux_innovation AND level >= 2:
→ Route to ux
ELSE IF level <= 1:
→ Route to tech-spec (Quick Spec Flow)
ELSE:
→ Route to prd (with level-appropriate depth)
```
### Outputs
- Planning decision document (routing rationale)
- Output from target workflow (PRD, GDD, Tech Spec, etc.)
- Handoff recommendations for Phase 3
### Example Scenarios
**Scenario 1: Bug Fix**
- **Input**: "Fix null pointer exception in user service"
- **Discovery**: Level 0 (single atomic change)
- **Route**: tech-spec (Quick Spec Flow)
**Scenario 2: E-commerce Checkout**
- **Input**: "Build complete checkout flow with payment processing"
- **Discovery**: Level 3 (large feature set), feature-focused
- **Route**: prd (Standard depth)
**Scenario 3: Roguelike Card Game**
- **Input**: "Roguelike card battler with emotional narrative"
- **Discovery**: Level 3 (large feature set), game project
- **Route**: gdd
**Scenario 4: Story-Driven Adventure**
- **Input**: "Narrative adventure game with branching story"
- **Discovery**: Level 3, story-central
- **Route**: narrative (then gdd for mechanics)
---
## tech-spec (Quick Spec Flow)
### Purpose
Lightweight technical specification for Levels 0-1 projects (single changes, simple features). Focuses on implementation details without heavy strategic planning.
**Agent:** Architect
**Phase:** 2 (Planning)
**Project Levels:** 0-1
### When to Use
- Bug fixes
- Single API endpoint additions
- Configuration changes
- Small UI component additions
- Isolated validation rules
- Single-file modifications
**When NOT to use:**
- Multiple interconnected changes → Use **prd**
- User-facing feature with multiple screens → Use **prd**
- Requires epic breakdown → Use **prd**
### Process Overview
**Step 1: Problem Definition**
- What's broken or missing?
- What's the desired behavior?
- What are the constraints?
**Step 2: Technical Analysis**
- Current state assessment
- Root cause (if bug)
- Dependencies identified
**Step 3: Solution Design**
- Implementation approach
- Code changes required
- Test strategy
- Rollback plan
**Step 4: Documentation**
- Quick Spec document generated
- Handoff to implementation
### Inputs
- Problem description or feature request
- Current codebase context (if brownfield)
- Technical constraints
- Acceptance criteria (simple)
### Outputs
**Primary Output:** `tech-spec-{feature-name}-{date}.md`
**Document Structure:**
1. Problem Statement
2. Current State Analysis
3. Proposed Solution
4. Implementation Details
- Files to modify
- API changes
- Database changes (if any)
- Configuration changes
5. Test Strategy
6. Rollback Plan
7. Acceptance Criteria
8. Risk Assessment (lightweight)
### Example Output
**Problem:** Null pointer exception when user has no profile image
**Solution:**
```markdown
# Quick Spec: Fix Profile Image Null Pointer
## Problem
Users without profile images cause NPE in UserProfileService.java:line 42
## Root Cause
Method assumes profileImageUrl is never null, but DB allows NULL
## Solution
1. Add null check in UserProfileService
2. Return default placeholder image URL
3. Add unit test for null case
## Implementation
- File: `UserProfileService.java`
- Change: Add null guard: `if (user.profileImageUrl == null) return DEFAULT_AVATAR_URL;`
- Test: `UserProfileServiceTest.java` - new test case
- No DB migration needed
## Acceptance Criteria
- AC-1: Users with null profile image see default avatar
- AC-2: No NPE in logs
- AC-3: Unit test passes
## Risk: LOW
- Isolated change, single method
- Backward compatible
```
### Related Workflows
- **dev-story** (Phase 4) - Implement the spec
- **prd** - Use for more complex features
---
## prd (Product Requirements Document)
### Purpose
Strategic PRD with tactical epic breakdown for Levels 2-4 projects. Unified workflow that adapts depth based on project complexity.
**Agent:** PM (with Architect and Analyst support)
**Phase:** 2 (Planning)
**Project Levels:** 2-4
### When to Use
- Medium to large feature sets
- Multi-screen user experiences
- Complex business logic
- Multiple system integrations
- Phased delivery required
### Scale-Adaptive Structure
**Level 2 (Lightweight PRD):**
- Single epic with 5-10 stories
- Simplified competitive analysis
- Basic technical considerations
- 10-15 pages
**Level 3 (Standard PRD):**
- 2-4 epics with 15-30 stories
- Comprehensive competitive analysis
- Detailed technical requirements
- Risk assessment
- 20-30 pages
**Level 4 (Comprehensive PRD):**
- 5+ epics with 30-50+ stories
- Multi-phase delivery plan
- Enterprise architecture considerations
- Extensive stakeholder analysis
- Success metrics framework
- 30-50+ pages
### Process Overview
**Phase 1: Strategic Foundation (Steps 1-4)**
- Problem and opportunity definition
- User research and personas
- Competitive analysis
- Success criteria and metrics
**Phase 2: Solution Definition (Steps 5-8)**
- Core capabilities and features
- User experience principles
- Technical requirements
- Integration points
**Phase 3: Epic Breakdown (Steps 9-12)**
- Identify epics (level-appropriate count)
- Define user stories per epic
- Prioritize stories (P0/P1/P2/P3)
- Sequence for delivery
**Phase 4: Planning and Risks (Steps 13-15)**
- Resource estimation
- Risk assessment
- Assumptions and dependencies
- Success metrics finalized
**Phase 5: Documentation (Step 16)**
- Generate final PRD
- Create epic files
- Handoff preparation
### Inputs
Optional:
- product-brief.md (from Phase 1)
- market-research.md (from Phase 1)
- competitive-analysis.md (from Phase 1)
- User input through conversational process
### Outputs
**Primary Outputs:**
1. **PRD.md**: Complete product requirements document
2. **epics.md**: All epics with story breakdown
3. **Epic Files**: Individual files per epic (e.g., `epic-1-authentication.md`)
**PRD Structure:**
1. Executive Summary
2. Problem Statement (with evidence)
3. Goals and Success Metrics
4. User Personas and Scenarios
5. Competitive Landscape
6. Feature Requirements
- Core capabilities
- User stories (organized by epic)
- Acceptance criteria
7. User Experience Requirements
8. Technical Requirements
9. Integration Requirements
10. Non-Functional Requirements (NFRs)
11. Assumptions and Constraints
12. Risks and Mitigation
13. Success Metrics
14. Glossary
**Epic File Structure:**
- Epic overview and objectives
- User stories with acceptance criteria
- Story priorities (P0/P1/P2/P3)
- Dependencies and sequencing
- Technical notes
- Success criteria
### Example: Level 3 PRD for E-commerce Checkout
**Strategic Section:**
- **Problem**: 68% cart abandonment rate vs 45% industry average
- **Goal**: Reduce abandonment to 50% in 6 months
- **Users**: Primary (buyers), Secondary (guest checkout)
- **Competitors**: Shopify (1-click), Amazon (save payment)
**Epic Breakdown:**
1. **Epic 1: Guest Checkout** (7 stories)
- P0: Guest can checkout without account
- P1: Email receipt sent
- P2: Optional account creation
2. **Epic 2: Payment Processing** (8 stories)
- P0: Credit card integration (Stripe)
- P1: Saved payment methods
- P2: Alternative payments (PayPal, Apple Pay)
3. **Epic 3: Order Management** (6 stories)
- P0: Order confirmation
- P1: Order history
- P2: Order tracking
**Total:** 3 epics, 21 stories, 4-6 week delivery
### Related Workflows
- **product-brief** (Phase 1) - Strategic input
- **architecture** (Phase 3) - Technical design
- **tech-spec** (Phase 3) - Detailed specifications
- **create-epics-and-stories** (Phase 4) - If manual epic creation needed
---
## gdd (Game Design Document)
### Purpose
Complete game design document for Levels 2-4 game projects, adapted from industry-standard GDD formats with practical scoping.
**Agent:** PM (Game Designer persona)
**Phase:** 2 (Planning)
**Project Levels:** 2-4 (games)
### When to Use
- Designing a game (any genre)
- Need comprehensive design documentation
- Team needs shared vision
- Publisher/stakeholder communication
### Comparison to Traditional GDD
**Traditional GDD Weaknesses:**
- Too detailed too early
- Assumes waterfall delivery
- No connection to implementation tracking
- No epic/story breakdown
**BMM GDD Improvements:**
- Scale-adaptive detail
- Agile epic structure
- Direct handoff to implementation (Phase 4)
- Integrated with testing workflows
### Process Overview
**Phase 1: Core Concept (Steps 1-4)**
- High concept and elevator pitch
- Core gameplay loop
- Design pillars
- Player experience goals
**Phase 2: Game Systems (Steps 5-10)**
- Mechanics definition
- Progression systems
- Economy and balance
- Combat/interaction systems
- Level/world design
- Art and audio direction
**Phase 3: Content Scope (Steps 11-13)**
- Content volume (levels, characters, items)
- Narrative overview (if applicable)
- Monetization strategy (if F2P/premium)
**Phase 4: Technical and Production (Steps 14-16)**
- Platform and technical requirements
- Team and timeline
- Risks and challenges
- Success metrics
**Phase 5: Epic Breakdown (Step 17)**
- Convert design into epics
- Create user stories per epic
- Prioritize features (MVP vs post-launch)
- Sequence delivery
### Inputs
Optional:
- game-brief.md (from Phase 1)
- brainstorm-game results (from Phase 1)
- market-research.md (from Phase 1)
- Reference game analysis
### Outputs
**Primary Output:** `GDD-{game-name}-{date}.md`
**GDD Structure:**
1. Executive Summary
2. Core Concept
- High concept
- Elevator pitch
- Design pillars
3. Gameplay
- Core loop
- Mechanics
- Player actions
- Progression
4. Game Systems
- Combat/interaction
- Economy
- Progression
- Customization
5. World and Narrative
- Setting
- Story (if applicable)
- Characters
6. Content Scope
- Levels/missions
- Characters/enemies
- Items/abilities
- Estimated play time
7. Art Direction
8. Audio Direction
9. User Interface/UX
10. Technical Requirements
11. Platforms and Performance
12. Monetization (if applicable)
13. Epic Breakdown
14. Success Metrics
15. Risks and Mitigations
**Epic Breakdown** (unique to BMM GDD):
- **Epic 1: Core Loop** (foundational mechanics)
- **Epic 2: Content** (levels, enemies, items)
- **Epic 3: Progression** (unlocks, upgrades)
- **Epic 4: Polish** (VFX, audio, UI)
### Example: Level 3 GDD for Roguelike Card Game
**Core Concept:**
- **High Concept**: Slay the Spire meets Hades with emotional narrative
- **Elevator Pitch**: Roguelike card battler where you play as emotions fighting inner demons
- **Design Pillars**: Strategic depth, emotional resonance, replayability
**Gameplay:**
- **Core Loop**: Draw cards → Play cards → Resolve combat → Choose path → Repeat
- **Progression**: Unlock new cards, characters, and story branches
- **Run Length**: 45-60 minutes per run
**Content Scope:**
- 3 playable characters (Anger, Fear, Joy)
- 120 cards total (40 per character)
- 50 enemy types
- 10 bosses
- 4 zones (acts)
**Epic Breakdown:**
1. **Epic 1: Core Combat** (8 stories)
- P0: Card playing and resolution
- P0: Enemy AI
- P1: Card effects and combos
2. **Epic 2: Meta Progression** (6 stories)
- P0: Unlock system
- P1: Character progression
3. **Epic 3: Content** (12 stories)
- P1: Character 1 (Anger) complete
- P1: Character 2 (Fear) complete
- P2: Character 3 (Joy) complete
**Estimated Timeline:** 12 months with 3-person team
### Related Workflows
- **game-brief** (Phase 1) - Strategic input
- **narrative** (Phase 2) - If story-heavy game
- **architecture** (Phase 3) - Technical design
---
## narrative (Narrative Design)
### Purpose
Story-driven design workflow for games and experiences where narrative is central. Creates comprehensive narrative documentation including story structure, character arcs, dialogue systems, and narrative implementation guidance.
**Agent:** PM (Narrative Designer persona) + Creative Problem Solver (CIS)
**Phase:** 2 (Planning)
**Project Levels:** 2-4 (story-driven projects)
### When to Use
- Story is central to the experience
- Branching narrative with player choices
- Character-driven games
- Visual novels, adventure games, RPGs
- Interactive fiction
**When to combine with GDD:**
1. Run **narrative** workflow first (get story structure)
2. Then run **gdd** workflow (integrate story with gameplay)
### Process Overview
**Phase 1: Story Foundation (Steps 1-4)**
- Story premise and themes
- Setting and world-building
- Narrative structure (linear, branching, open)
- Tone and emotional beats
**Phase 2: Character Development (Steps 5-7)**
- Protagonist and supporting cast
- Character arcs and motivations
- Relationships and dynamics
**Phase 3: Story Structure (Steps 8-11)**
- Act breakdown (3-act, 5-act, hero's journey)
- Key narrative beats
- Choice points and consequences
- Branching paths (if applicable)
**Phase 4: Dialogue and Implementation (Steps 12-15)**
- Dialogue system design
- Voice and writing style
- Narrative implementation approach
- Asset requirements (VO, cutscenes, etc.)
**Phase 5: Integration Planning (Step 16)**
- How narrative integrates with gameplay
- Pacing and player agency
- Narrative-gameplay harmony
### Inputs
Optional:
- Story outlines or treatments
- Character sketches
- World-building documents
- Reference stories
### Outputs
**Primary Output:** `narrative-design-{project-name}-{date}.md`
**Document Structure:**
1. Narrative Overview
- Premise
- Themes
- Tone
2. Story Structure
- Act breakdown
- Key beats
- Branching diagram (if applicable)
3. Characters
- Character profiles
- Arcs
- Relationships
4. World-Building
- Setting
- Lore
- History
5. Dialogue System
- Dialogue structure
- Choice mechanics
- Consequence tracking
6. Implementation Guide
- Narrative assets needed
- Integration with gameplay
- Technical requirements
7. Narrative Content Scope
- Total word count
- Number of scenes/beats
- Number of endings (if branching)
- VO line count (if voiced)
### Example: Level 3 Narrative for Choice-Driven RPG
**Story Premise:**
You play as a wandering medic in a post-apocalyptic world where healing is outlawed. Each patient you treat changes the world.
**Structure:**
- 3 acts, 12 chapters
- 5 major choice points with persistent consequences
- 3 possible endings (altruistic, pragmatic, corrupted)
**Characters:**
- **Protagonist**: Dr. Elara Chen (complex moral compass)
- **Antagonist**: The Overseer (believes healing prolongs suffering)
- **Supporting**: 8 recurring characters
**Branching:**
```
Chapter 1 → Choice: Save child or save supplies
├─ Save child → Village trusts you (Path A)
└─ Save supplies → Village fears you (Path B)
Chapter 5 → Paths converge, new choice: Reveal or hide ability
├─ Reveal → Public hero route
└─ Hide → Underground resistance route
```
**Implementation:**
- Total word count: ~60,000 words
- 40 narrative scenes
- 15 hours of gameplay
- 200+ dialogue nodes
- Optional VO (2,000 lines)
**Epic Breakdown:**
1. **Epic 1: Act 1 Narrative** (6 stories)
2. **Epic 2: Act 2 Narrative** (8 stories)
3. **Epic 3: Act 3 Narrative** (7 stories)
4. **Epic 4: Branching Implementation** (5 stories)
### Related Workflows
- **gdd** (Phase 2) - Combine narrative with gameplay
- **ux** (Phase 2) - Narrative UI/UX design
---
## ux (UX-First Design)
### Purpose
UX specification workflow for projects where user experience is the primary differentiator or innovation area. Facilitates visual exploration and informed decision-making rather than template-driven design.
**Agent:** UX Designer
**Phase:** 2 (Planning)
**Project Levels:** 2-4 (UX-heavy projects)
### When to Use
- UX is the primary competitive advantage
- Complex user workflows needing design thinking
- Innovative interaction patterns
- Design system creation
- Accessibility-critical experiences
**When NOT to use:**
- Standard CRUD interfaces → Use **prd**
- Gameplay-first games → Use **gdd**
- Backend-focused APIs → Use **tech-spec**
### Collaborative UX Design Approach
**This is NOT a template filler.** The UX workflow facilitates:
1. **Visual Exploration**: Generate multiple design options
2. **Informed Decisions**: Evaluate options with user needs
3. **Collaborative Design**: Work with AI to refine iteratively
4. **Living Documentation**: UX spec evolves with project
### Process Overview
**Phase 1: UX Foundation (Steps 1-4)**
- User research and personas
- User journeys and workflows
- Pain points and opportunities
- UX principles and goals
**Phase 2: Design Exploration (Steps 5-8)**
- Generate multiple design directions
- Wireframes and mockups
- Interaction patterns
- Visual design options
**Phase 3: Design Refinement (Steps 9-12)**
- Collaborative iteration
- Accessibility validation
- Responsive design considerations
- Component library definition
**Phase 4: Specification (Steps 13-15)**
- Detailed interaction specs
- Design system documentation
- Handoff to development
- Epic breakdown with UX stories
### Inputs
Optional:
- User research data
- Analytics and heatmaps
- Competitor UX analysis
- Brand guidelines
- Accessibility requirements
### Outputs
**Primary Output:** `ux-spec-{project-name}-{date}.md`
**Document Structure:**
1. UX Vision and Principles
2. User Research Summary
3. User Journeys
4. Information Architecture
5. Wireframes and Mockups
6. Interaction Specifications
- Screen-by-screen flows
- Micro-interactions
- Error states
- Loading states
7. Design System
- Components
- Patterns
- Tokens (colors, typography, spacing)
8. Accessibility Requirements
9. Responsive Behavior
10. Epic Breakdown (UX Stories)
### Example: Level 3 UX Spec for Dashboard Redesign
**UX Vision:**
"Information at a glance with progressive disclosure"
**User Journey:**
1. User lands on dashboard
2. Scans key metrics (glanceable)
3. Drills into details (progressive disclosure)
4. Takes action (in-context controls)
**Wireframes Generated:**
- Option A: Card-based layout (familiar, modular)
- Option B: Single-column feed (mobile-first)
- Option C: Split-pane (power user)
**Decision:** Option A (card-based) with Option C (split-pane) for power users via toggle
**Design System:**
- 5 card components (metric, chart, table, activity, action)
- 12 color tokens (accessible contrast ratios)
- Responsive grid (12-column)
**Epic Breakdown:**
1. **Epic 1: Core Layout** (4 stories)
- P0: Responsive grid system
- P0: Card component library
2. **Epic 2: Data Visualization** (6 stories)
- P1: Chart components
- P1: Real-time updates
3. **Epic 3: Accessibility** (3 stories)
- P0: Keyboard navigation
- P1: Screen reader support
### Related Workflows
- **prd** (Phase 2) - UX spec feeds feature requirements
- **architecture** (Phase 3) - Frontend architecture decisions
---
## Decision Guide: Which Planning Workflow?
### Use `plan-project` (Recommended)
Let the workflow discover your needs and route appropriately.
### Direct Workflow Selection (Advanced)
**For bug fixes or single changes:**
→ **tech-spec** (Quick Spec Flow)
**For software products (Levels 2-4):**
→ **prd**
**For games (Levels 2-4):**
→ **gdd** (if gameplay-first)
→ **narrative** + **gdd** (if story-first)
**For story-driven experiences (non-games):**
→ **narrative** + **prd**
**For UX-first projects:**
→ **ux** + **prd**
---
## Integration with Phase 3 (Solutioning)
Planning workflows produce requirements that feed into Solutioning:
| Planning Output | Solutioning Input |
| -------------------- | ------------------------------------- |
| PRD.md | **architecture** workflow (Level 3-4) |
| epics.md | **tech-spec** workflow (Level 3-4) |
| GDD.md | **architecture** workflow (game tech) |
| narrative-design.md | **architecture** (narrative systems) |
| ux-spec.md | **architecture** (frontend design) |
| tech-spec.md (Quick) | **dev-story** (Level 0-1) |
**Key Decision Point:**
- **Levels 0-1**: Skip Solutioning, go directly to Phase 4 (Implementation)
- **Levels 2**: Optional Solutioning (simple architecture)
- **Levels 3-4**: **Required** Solutioning (architecture + tech-spec)
See: [workflows-solutioning.md](./workflows-solutioning.md)
---
## Best Practices for Phase 2
### 1. Always Start with `plan-project`
Unless you're absolutely certain which workflow you need, use the entry point. It will save time and ensure you get the right level of detail.
### 2. Level Honestly
Don't over-plan simple features or under-plan complex initiatives. Be honest about project complexity.
### 3. Iterate on Requirements
Planning documents are living. You can refine PRDs/GDDs as you learn more during Solutioning and Implementation.
### 4. Involve Stakeholders Early
Review PRDs/GDDs with stakeholders before proceeding to Solutioning. Catch misalignment early.
### 5. Focus on "What" Not "How"
Planning defines **what** to build and **why**. Leave **how** (technical design) to Phase 3 (Solutioning).
---
## Common Anti-Patterns
### ❌ Skipping Planning
"We'll just start coding and figure it out."
→ **Result**: Scope creep, rework, missed requirements
### ❌ Over-Planning Simple Changes
"Let me write a 20-page PRD for this button color change."
→ **Result**: Wasted time, analysis paralysis
### ❌ Planning Without Discovery
"I already know what I want, skip the questions."
→ **Result**: Solving wrong problem, missing opportunities
### ❌ Treating PRD as Immutable
"The PRD is locked, no changes allowed."
→ **Result**: Ignoring new information, rigid planning
### ✅ Correct Approach
- Use scale-adaptive planning (right level for complexity)
- Involve stakeholders in review
- Iterate as you learn
- Keep planning docs living and updated
---
## Summary
Phase 2 Planning workflows transform vision into actionable requirements:
| Input | Planning Workflow | Output |
| ----------------- | ----------------- | ---------------- |
| Product idea | **prd** | PRD + Epics |
| Game concept | **gdd** | GDD + Epics |
| Story idea | **narrative** | Narrative Design |
| UX innovation | **ux** | UX Specification |
| Bug/simple change | **tech-spec** | Quick Spec |
**Key Takeaway:** Planning is **required** for all projects, but the **depth adapts** to project complexity. Trust the scale-adaptive system to guide the right level of detail.
**Next Phase:** Solutioning (Phase 3) - Technical architecture and detailed specifications
See: [workflows-solutioning.md](./workflows-solutioning.md)