# Mobile UI Redesign

#### You:
split this into simple 2 prompts so i dont waste model usage like i think claude does better on design and stuff and composer 2 is alot cheaper so i dont want to use claude on easy tasks:
one for cursors composer 2 and one for claude opus or sonnet you choose

boom in chicken game is delayed, dont show like cashed out +x in chicken game and other games in the big like green or red popup animation but instead like show only + in chicken game. In mines also show the big red or green and how much you cashed out or boom. i want a full redesign on mobile design cause i dont want any scrolling, no logut button in header but instead in profile page on mobile, some things that are useless removed or changed or more compact in mobile so you dont have to scroll like up and down to play a game like you dont have to scroll to choose a thing then scroll to watch game then repeat. when i click tabs some tabs one sound effect some other i want it consistant. i want super good satasfying and fit sound effects for most things like switching tabs or going into uis or clicking buttons etc, i want alot of dopamine and premium feel. the logos for games and wallet logo could be alot better and more premium. tips in chat look bad, when your tipped show an animation on screen maybe and notification. chicken game the particle sparks should show on the place you clicked or something not always in middle.

#### ChatGPT:
Here are two clean prompts split by task type so you can use cheaper model for implementation and stronger model for design.

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## 1) Cursor Composer 2 Prompt (Implementation / Engineering Tasks)

**Prompt:**

Implement the following UI/UX changes in the mobile version of the app. Focus only on code changes and structure, not design reasoning.

### Game UI Changes

- In “Chicken Game”, when boom happens:
  - Do NOT show “cashed out +X” styled popup.
  - Only show a simple “+X” indicator (clean minimal reward text).
- In “Mines”:
  - Keep big red/green result popup.
  - Must clearly show:
    - Boom OR Cashout result
    - Amount won/lost

### Mobile Layout (Critical)

- Remove all unnecessary vertical scrolling.
- Redesign mobile layout so:
  - Game selection → gameplay → results are visible with minimal or no scrolling.
  - Avoid stacking screens that require scrolling up/down repeatedly.
- Move “Logout” button:
  - Remove from header
  - Place inside Profile page only

### Consistency Fixes

- Standardize tab switching sound effect:
  - Ensure all tabs use a single consistent SFX (no mixed sounds unless explicitly specified per tab later).

### Audio System

- Add structured SFX system:
  - Button click sounds
  - Tab switch sounds
  - UI enter/exit sounds
- Must be consistent and reusable (centralized sound handler recommended)

### Visual Polish (Basic implementation only)

- Improve game logos and wallet icon styling (replace with higher quality assets or placeholders if needed).

### Chat / Tip System

- When user receives a tip:
  - Trigger on-screen animation/notification (basic implementation)
- Improve chat tip UI styling (make cleaner, less cluttered)

### Chicken Game Effects

- Particle effects must spawn at click location
- NOT centered screen effect

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## 2) Claude Opus / Sonnet Prompt (Design + UX Redesign)

**Prompt:**

Redesign the mobile UX of this gambling/game platform to feel premium, dopamine-driven, and highly polished while removing friction and unnecessary scrolling.

### Core UX Goal

Create a **fast, addictive, no-scroll mobile experience** where:

- Users can play games instantly
- Navigation feels fluid and “snap-based”
- Everything important is visible in one screen per context

---

### Mobile Information Architecture

- Eliminate vertical scrolling wherever possible
- Redesign flow so:
  - Game selection → gameplay → results happens in a single screen or modal transitions
- Remove cluttered stacking UI patterns

---

### Navigation Redesign

- Remove logout button from header completely
- Move account-related actions into Profile section only
- Make tab navigation:
  - Clean
  - Consistent
  - Emotionally satisfying to switch

---

### Game Feedback System (Highly Important)

Redesign reward and result feedback:

#### Chicken Game

- On boom:
  - Only show minimal “+X” reward feedback
  - No big “cashed out +X” overlays

#### Mines

- Must clearly communicate:
  - Boom OR Cashout
  - Amount won/lost
- Use strong visual feedback (green/red emphasis allowed)

---

### Sound Design System (Dopamine Layer)

Design a full SFX system:

- Every interaction should feel premium:
  - Tab switches
  - Button clicks
  - UI transitions
  - Entering/leaving game screens
- Sounds must be:
  - Consistent system-wide
  - Satisfying, not noisy
  - “Luxury app” feel (not arcade spam)

---

### Visual / Motion Design Direction

- Upgrade game icons + wallet icon to feel premium and modern
- Add motion feedback hierarchy:
  - Small interactions → subtle feedback
  - Wins → stronger animations
- Chat tip experience:
  - When tipped, trigger satisfying full-screen or near full-screen micro animation
  - Add clear notification feedback

---

### Particle System Direction

- Chicken game particles:
  - Must originate exactly from click location
  - Not center-screen explosions
  - Should feel physically tied to interaction

---

If you want, I can also turn this into:

- a PRD
- a Figma-ready spec
- or a step-by-step sprint breakdown for Cursor tasks


#### You:
how much does usage change if i change opus or sonnet like max medium high

#### ChatGPT:
In practice, the difference between **Opus vs Sonnet + “max/medium/high” settings** is mostly about **token cost, speed, and reasoning depth**, not feature changes.

Here’s a simple breakdown:

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## 🧠 1. Opus vs Sonnet (base model difference)

### **Claude Opus**

- 🧠 Highest reasoning quality
- 💰 Most expensive per token
- 🐢 Slightly slower
- Best for:
  - complex design systems
  - architecture decisions
  - tricky debugging
  - high-level UX reasoning

### **Claude Sonnet**

- ⚖️ Balanced intelligence + speed
- 💰 Much cheaper than Opus
- 🚀 Faster
- Best for:
  - implementation plans
  - refactors
  - UI tasks that are already well-specified
  - most coding work

👉 Rule of thumb:

- Opus = “think deeply”
- Sonnet = “build it efficiently”

---

## ⚙️ 2. “Max / Medium / Low” (usage intensity / verbosity / effort)

These settings usually control **how much the model “thinks and writes”**, not its intelligence.

### 🔴 High / Max

- More tokens used per response
- Longer, more detailed outputs
- Better reasoning + fewer mistakes
- ❌ Most expensive

### 🟡 Medium

- Balanced output length
- Good default for most coding/design tasks
- 👍 Best cost/performance ratio

### 🟢 Low

- Shorter responses
- Faster
- Cheapest
- Higher risk of missing edge cases

---

## 💸 What actually changes usage cost?

Cost is basically:

> **Model size × verbosity setting × response length**

So:

- **Opus + High = very expensive**
- **Sonnet + Medium = sweet spot**
- **Sonnet + Low = cheapest usable option**
- **Opus + Low = still often expensive (model itself is costly even when short)**

---

## 🧩 Practical recommendation for your use case (Cursor / game UI)

Given what you’re doing:

- 🎨 **Opus HIGH** → only for full UX redesigns (like your prompt above)
- ⚙️ **Sonnet MEDIUM** → implementation, refactors, bug fixes (most Cursor Composer work)
- ⚡ **Sonnet LOW** → repetitive edits, small UI tweaks, copy changes

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## ⚡ Simple strategy (important)

If you're trying to save money:

- 80% → Sonnet Medium
- 15% → Sonnet Low
- 5% → Opus High (only “architecture / redesign thinking”)

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If you want, I can map your exact workflow (Cursor Composer 2 + Claude split) into a **cost-optimized pipeline so you almost never waste Opus**.
