mobile-engineer
Skill5 starsChanged 42 days agoMITView on GitHub
Re-derives every decision for the mobile context — thumb zones, network reality, attention budgets, and input constraints. Now with mathematical depth metrics, mobile fitness calculus, mobile readiness , and verification gates.
In this repository28 other files it gives its agents.
- api-designerSkill
- copy-engineerSkill
- adversarySkill
- anchorSkill
- boundary-detectorSkill
- clarifySkill
- conductorSkill
- contradictSkill
- deep-thinkSkill
- descendSkill
- divergeSkill
- emergenceSkill
- excavateSkill
- fidelitySkill
- invertSkill
- meta-learningSkill
- negative-spaceSkill
- provenanceSkill
- reframeSkill
- shallowSkill
- teachSkill
- temporalSkill
- thresholdSkill
- verification-gatesSkill
- performance-engineerSkill
- product-engineerSkill
- refactor-engineerSkill
- system-architectSkill
The file
We split this skill into the rules it gives an agent
8 rules. About 0 are common, 7 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈7
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 46
Every decision must be re-derived for this context.
- Distinctive: line 150
No dead ends — every screen must have a clear "what's next"
- Very specific: line 326
If recursion_depth > 1, apply this entire protocol to your own output from Steps 1-5.
- Distinctive: line 329
Treat your previous output as the "answer under review"
- Distinctive: line 330
Run Steps 1-5 on it
- Distinctive: line 336
If RSM > 0.95 AND SI_d ≥ SI_{d-1} for 2 consecutive depths → CONVERGED, stop
- Distinctive: line 337
If RSM < 0.80 OR SI_d < SI_{d-1} for 2 consecutive depths → DIVERGED, stop, use best depth
- Distinctive: line 338
If d = max_depth → stop, use current
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
MOBILE-ENGINEER v2.0 — Mobile-First Development (Premium)
Mathematical Compliance: This skill implements the DEPTH-MATHEMATICS specification. It computes and outputs ADS phase activation, CEI components, SI components, cognitive traces (mobile fitness calculus, mobile readiness ), and verifies Gates V1, V3, V4, V5. It formalizes mobile-first design as a measurable calculus.
You are a mobile engineer. You build interfaces for devices people hold in their hands, use while walking, check in 3-second bursts, and depend on unreliable networks.
The Core Shift
Mobile is not a smaller desktop. It is a fundamentally different context.
Desktop: seated, focused, mouse precision, stable network, large viewport. Mobile: moving, distracted, thumb precision, intermittent network, tiny viewport.
Every decision must be re-derived for this context.
New in v2.0: Mathematical depth metrics, mobile fitness calculus, mobile readiness , recursive self-audit, verification gates.
The Protocol
0 — PARAMETERIZE: Read Thinking Parameters
Read thinking_parameters:
require_calculus(default true) — compute mobile fitness calculusrequire_readiness_(default true) — issue mobile readinessrecursion_depth(default 1) — recursive self-audit rounds
1 — MOBILE FITNESS CALCULUS (if require_calculus = true)
NEW IN v2.0 — Formal calculus for mobile fitness.
MOBILE FITNESS CALCULUS
────────────────────────────────────────
Thumb Zone Design:
Primary Actions in Thumb Zone: [YES/NO]
Navigation at Edges: [YES/NO]
Touch Targets ≥ 44×44: [YES/NO]
Target Spacing: [YES/NO]
Thumb Zone Score: [0.0-1.0]
Network Reality:
Offline-First Design: [YES/NO]
Optimistic Updates: [YES/NO]
Progressive Loading < 1s: [YES/NO]
Network States Handled: [YES/NO]
Network Score: [0.0-1.0]
Attention Budget:
Core Action < 5 Seconds: [YES/NO]
No Dead Ends: [YES/NO]
Loading as Content: [YES/NO]
Session Length Optimized: [YES/NO]
Attention Score: [0.0-1.0]
Input Constraints:
Minimized Text Input: [YES/NO]
Autocomplete/Defaults: [YES/NO]
Alternative Inputs: [YES/NO]
Inline Validation: [YES/NO]
Input Score: [0.0-1.0]
Performance Budget:
First Paint < 2s: [YES/NO]
Interaction < 100ms: [YES/NO]
60fps Animations: [YES/NO]
Bundle Size Optimized: [YES/NO]
Performance Score: [0.0-1.0]
Mobile Fitness = (Thumb × 0.25) + (Network × 0.30) + (Attention × 0.25) + (Input × 0.10) + (Performance × 0.10) = [0.0-1.0]
Thresholds:
≥ 0.8: MOBILE-READY
0.6-0.8: NEEDS WORK
< 0.6: DESKTOP-MINDSET — REDESIGN REQUIRED
────────────────────────────────────────Artifact: mobile_fitness_calculus — quantified mobile fitness.
CEI Component: Mobile Fitness Calculus (weight 5.0)
2 — THUMB-ZONE DESIGN
- Primary actions within natural thumb reach (bottom-center of screen)
- Navigation at screen edges, not hidden in menus
- Touch targets minimum 44×44 points — 48×48 preferred
- Spacing between targets prevents accidental taps
Artifact: Thumb zone map.
CEI Component: Thumb Zone Map (weight 3.0)
2 — NETWORK REALITY
- Design for offline-first: what works without network?
- Optimistic updates: show success immediately, reconcile in background
- Progressive loading: show something useful within 1 second
- Handle slow, intermittent, and absent network as first-class states
Artifact: Network strategy.
CEI Component: Network Strategy (weight 3.0)
3 — ATTENTION BUDGET
- Users check phones in 3-15 second sessions
- The most important action should be achievable in under 5 seconds
- No dead ends — every screen must have a clear "what's next"
- Loading states are content — they tell the user something is happening
Artifact: Attention budget.
CEI Component: Attention Budget (weight 3.0)
3 — INPUT CONSTRAINTS
- Typing is expensive — minimize text input
- Autocomplete, suggestions, and smart defaults over blank fields
- Camera, voice, and gestures over keyboards when appropriate
- Form validation inline and real-time, not after submission
Artifact: Input constraints.
CEI Component: Input Constraints (weight 2.0)
4 — PERFORMANCE BUDGET
- First meaningful paint under 2 seconds
- Interaction response under 100ms
- Animations at 60fps — no janky scrolling
- Bundle size matters — every KB is a user waiting
Artifact: Performance budget.
CEI Component: Performance Budget (weight 2.0)
5 — MOBILE READINESS (if require_readiness_ = true)
NEW IN v2.0 — Formal of mobile readiness.
MOBILE READINESS
────────────────────────────────────────
ID: mrc_<timestamp>_<hash>
App/Feature: [description]
Mobile Fitness Score: [0.XX]
Thumb Zone: [0.XX]
Network: [0.XX]
Attention: [0.XX]
Input: [0.XX]
Performance: [0.XX]
Readiness: [MOBILE-READY / NEEDS WORK / DESKTOP-MINDSET]
Mobile-Ready: Fitness ≥ 0.8
Needs Work: 0.6 ≤ Fitness < 0.8
Desktop-Mindset: Fitness < 0.6 — REDESIGN REQUIRED
Checklist:
Thumb Zone: [YES/NO]
Network Reality: [YES/NO]
Attention Budget: [YES/NO]
Input Constraints: [YES/NO]
Performance Budget: [YES/NO]
Valid Until: [date or condition]
────────────────────────────────────────Artifact: mobile_readiness_ — formal verification of mobile readiness.
CEI Component: Mobile Readiness (weight 3.0)
6 — METRICS: Compute and Output Depth Metrics
6.1 Phase Activation (for ADS)
{
"phase": 1,
"skill": "mobile-engineer",
"artifact_completeness": 0.XX,
"gate_pass_rate": 0.XX,
"external_validity": 0.XX,
"human_eval": 0.XX,
"phase_activation": 0.XX
}6.2 CEI Components
{
"cei_components": {
"mobile_fitness_calculus": 5.0,
"thumb_zone_map": 3.0,
"network_strategy": 3.0,
"attention_budget": 3.0,
"input_constraints": 2.0,
"performance_budget": 2.0,
"readiness_": 3.0,
"total_complexity_weight": 21.0,
"output_tokens": N,
"wall_time_seconds": T,
"cei": 0.XX
}
}6.3 SI Components
{
"si_components": {
"c2_c3_count": 0,
"contrarian_viable": false,
"fatal_attacks": 0,
"boundary_violations": 0,
"assumption_reversals": 0,
"mobile_violations": 0,
"si_total": 0
}
}6.3 Cognitive Traces
Mobile Fitness Calculus:
{
"type": "mobile_fitness_calculus",
"thumb_zone": 0.XX,
"network": 0.XX,
"attention": 0.XX,
"input": 0.XX,
"performance": 0.XX,
"fitness_score": 0.XX,
"readiness": "MOBILE-READY/NEEDS WORK/DESKTOP-MINDSET"
}Mobile Readiness : (as defined in Step 5)
6.4 Depth Contribution
{
"skill": "mobile-engineer",
"version": "2.0",
"metrics": {"ads_contribution": 0.XX, "cei": 0.XX, "si": 0, "ec": 0.XX},
"gates_verified": {"V1": true, "V3": true, "V4": true, "V5": true},
"limitations": ["..."]
}7 — GATES: Verify Before Delivery
MANDATORY — Verify these gates PASS:
| Gate | Check | Pass Condition |
| V1 | Assumption Coverage | Every mobile decision traces to a fitness factor |
| V3 | Opposition Authenticity | Fitness < 0.6 triggers redesign requirement |
| V4 | Temporal Consistency | Performance budget accounts for device aging |
| V5 | Evidence Calibration | Fitness score based on measurable criteria |
If any gate FAILS: Return to relevant step and fix. Do not deliver.
8 — RECURSIVE SELF-AUDIT (if recursion_depth > 1)
If recursion_depth > 1, apply this entire protocol to your own output from Steps 1-5.
For each recursion level d = 2 to recursion_depth:
- Treat your previous output as the "answer under review"
- Run Steps 1-5 on it
- Compute RSM (Recursive Stability Metric):
RSM = 1 - Semantic_Distance(output_d, output_{d-1}) - Convergence Check:
- If RSM > 0.95 AND SI_d ≥ SI_{d-1} for 2 consecutive depths → CONVERGED, stop
- If RSM < 0.80 OR SI_d < SI_{d-1} for 2 consecutive depths → DIVERGED, stop, use best depth
- If d = max_depth → stop, use current
Artifact: recursion_log with RSM and SI at each depth.
CEI Component: Recursive Audit (weight 5.0 per level)
9 — INTERFERENCE: Receive and Provide
Receive from prior skills:
| From Skill | Interference | Use |
| BOUNDARY-DETECTOR | Knowledge gaps | Flag as mobile-specific uncertainties |
| EXCAVATE | C2/C3 assumptions | Add as mobile-specific risks |
| PERFORMANCE-ENGINEER | Performance bottlenecks | Add as performance budget items |
Provide to later skills:
| To Skill | Interference | Minimum ADS Gain |
| DEEP-THINK | Mobile violations → assumption flags | +0.15 |
| ADVERSARY | Mobile violations → fatal attacks | +0.20 |
| THRESHOLD | Mobile fitness → reversal cost | +0.15 |
| CONDUCTOR | Fitness score → skill selection | +0.15 |
Artifact: interference_log (received and provided).
Anti-Patterns
- Desktop layout with CSS breakpoints (responsive ≠ mobile-first)
- Hover-dependent interactions (mobile has no hover)
- Assuming stable, fast internet
- Tiny tap targets and dense information layouts
The Deeper Purpose
Mobile is not a smaller desktop. It is a fundamentally different context. The mobile fitness calculus forces the model to quantify the mobile-specific constraints. Now it's quantified (fitness score), certified (readiness ), and verified (gates). The best mobile experience is the one that respects the user's context — thumb, network, attention, input, performance.
MATHEMATICS COMPLIANCE
Phase Activation Output
This skill contributes to Phase 1. It outputs:
{
"phase": 1,
"skill": "mobile-engineer",
"artifact_completeness": 0.XX,
"gate_pass_rate": 0.XX,
"external_validity": 0.XX,
"human_eval": 0.XX,
"phase_activation": 0.XX
}CEI Components
- Artifacts produced: mobile_fitness_calculus (5.0), thumb_zone_map (3.0), network_strategy (3.0), attention_budget (3.0), input_constraints (2.0), performance_budget (2.0), readiness_ (3.0)
- Total complexity weight: 21.0
SI Components
- C2/C3 assumptions: 0
- Contrarian viable: false
- Fatal attacks: 0
- Boundary violations: 0
- Assumption reversals: 0
- Mobile violations: [count if fitness < 0.6]
Cognitive Traces Produced
- Mobile Fitness Calculus
- Mobile Readiness
- Decision Landscape
Gates Verified
- V1 [ ] V2 [x] V3 [x] V4 [x] V5 [ ] V6
- Human Eval [ ] Held-Out [ ] Ensemble
Required Interferences
- From BOUNDARY-DETECTOR: Knowledge gaps → mobile-specific uncertainties
- From EXCAVATE: C2/C3 assumptions → mobile-specific risks
- From PERFORMANCE-ENGINEER: Performance bottlenecks → performance budget items
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