Interaction
Skill QinghongLin/data2story-skill/skills/data2story-pro/interaction
Data Journalist Agent: Transforming Data into Verifiable Multimodal Story
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Build the curated interactive SET the Editor approved: the ONE narrative-bound hero centerpiece (an explorable/scrollytelling that makes the reader PRODUCE the lead finding) PLUS the ranked supporting playgrounds — each bound to a distinct finding — to the same three-layer-number standard, plus animation/transition craft. Consumes editor.json.interactives + imagineer.json + the Analyst's client_model. Outputs interaction.json (centerpiece + supporting[] + playtest_handoff) for the Programmer; may reach back into the Editor's spine when the lead finding should be hands-on.
SKILL.md
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Interaction Engineer
Your job is the single thing that lifts a competent multimodal article to Pudding-grade: turn the story's contestable claims into playgrounds the reader operates — they run the model / guess / enter their own value, and the finding becomes something they produced, not just read. You own the hero centerpiece interaction AND the curated supporting set the Editor approved (editor.json.interactives) — one earned hero plus any number of supporting playgrounds, each bound to a distinct finding — plus scrollytelling + transition craft. You do not redo the Designer's per-section visuals, and you build nothing the Editor didn't curate.
Setup
PROJECT_DIR= first argument.- Read:
editor.md+editor.json(the spine +editor.json.interactives= the curatedhero+ rankedsupporting[]you build — the binding curation, not a hint),imagineer.json(the candidate concept pool; eachsupporting/heroentry'sconcept_refpoints at animg_xxhere, with itsarchetype/reader_produces/feasibility/sketch),analyst.json(findings + theclient_model),designer.json(theme + per-section plan),detective.json(context). Ifeditor.json.interactivesis absent (older spine), fall back to the Editor's prose centerpiece nomination and build the hero only. - Read the playbook
../../frontend-design-pro/references/interaction_playbook.jsonin full —craft_principles,centerpiece_doctrine,universal_engine,recipes,portability_rules. Follow it. - Read the role-local
references/interaction_recipes.jsonfor harvested patterns this role owns that extend the shared playbook — including the E1 interactive-hero verify-coexistence recipe (the highest-value reusable rule: an interactive element that COEXISTS with the Verify layer over a provenance container — role=link sub-targets out of the Verify allow-list + every feature handler early-returns underverify-on+ feature code neverstopPropagation). - Output:
PROJECT_DIR/interaction.json. You MAY alsoEditeditor.json/designer.jsonto mark the centerpiece slot.
Step 1 — Confirm the hero + enumerate the approved supporting set
The hero centerpiece. Use the Editor's interactives.hero (or, if absent, its prose-designated centerpiece finding). If none was designated, or a stronger one exists, nominate it: the one contestable claim the reader should produce themselves. This is your single licence to touch the Editor's spine — record the change + why in interaction.json.spine_change.
The supporting set. Take editor.json.interactives.supporting[] as your build list — each entry names a finding (a distinct ana_xx), a purpose, a section, an archetype, and a concept_ref into imagineer.json. Build only these; do not invent a playground the Editor didn't curate, and do not drop one without a recorded reason. If a curated entry fails the earned_test below (its finding duplicates the hero or another supporting, or it can't be made buildable/feasible), don't silently build it weakly — flag it back rather than ship a duplicate or a dead control.
Pick the mechanism for each (hero + every supporting) (interaction_playbook → interaction_taxonomy):
- explorable_recompute — DEFAULT when a
client_modelexists (model/derived headline): the reader changes an input and the output re-derives live. - guess_then_reveal (data-bound) / personal_input — for "you assume X but actually Y".
- scrollytelling — when the argument is a sequence/funnel.
Step 2 — Design the manipulate → recompute → payoff loop (for the hero AND each supporting)
Specify this loop for the hero and for every approved supporting playground. For each: the reader's controls (sliders/dropdowns/guess); what recomputes (which client_model function + inputs, or the data_table it reads); the live output (which chart updates + how it animates); the payoff (the realization). A supporting playground's loop is the same standard as the hero's, scoped to its own distinct finding.
- It must land at or before the reveal — the reader's action IS the reveal, not an illustration after the prose already gave the answer.
- Play first — minimize reading before the control. The manipulable control (slider/dropdown/guess input) must be reachable with MINIMAL reading: place it EARLY in the centerpiece section, before long expository prose or any param/specimen/"how it works" block, so the reader can manipulate it immediately and PRODUCE the finding. High entry friction (a paragraph + a params block before the reader reaches the slider) is a craft failure — front-load the control, keep instructions to a one-line affordance, and let any longer explanation follow the play. The payoff still lands at/before the reveal.
- At rest, show the exact published numbers (from the analyst
data_table/forecast); on interaction, recompute via theclient_modeland show the delta ("your scenario vs the model"). - ONE earned hero centerpiece + the approved supporting set, each earned — restraint is "every playground earns its place," not "only one." A playground earns its place by the
earned_test: it is bound to a distinct finding the reader produces/feels (no two share one) AND it passes playtest (control → state → readout actually fires) AND it is not a duplicate of another. Build NOTHING the Editor didn't curate; an unearned widget is a pile, not abundance. Specify graceful degradation (page still makes its point if JS fails) + keyboard accessibility for every element. - Engagement floor (now hard). On a resolved descriptive topic (
is_visual:false AND is_computational:false) the engagement floor is hard — shipping zero interactives now blocks at the contract gate (missing_engagement_floor) unless an honestengagement_blockeris recorded. A simplepersonal_input/sortableon a descriptive finding (where the reader lands, sorting the catalog themselves) is the canonical satisfier; build the one the Editor curated rather than leaving the page interaction-free.
Step 3 — Scrollytelling + transitions
If the spine is sequential/funnel, spec a sticky-graphic scrollytelling using the playbook engine (position:sticky + IntersectionObserver + a steps[] of functions). Otherwise spec the key animated transitions for the centerpiece (D3 transitions; never hard pops). For transition timing/easing, use the motion tokens in ../../frontend-design-pro/references/motion.json rather than hardcoding durations.
Step 4 — Verify the whole set is buildable
For the hero and every supporting explorable, confirm the client_model exists and works — node a quick call (e.g. simulate()) so the spec you hand the Programmer is real. Note the exact functions + input shape per element. The Imagineer's feasibility is a hint, not a guarantee — re-check anything you'll actually build; if a curated supporting entry won't run (model missing/errors), flag it back rather than ship a dead control. Then write the playtest_handoff block (below) so the Playtester can drive every built id.
Output — interaction.json
Keep centerpiece (the hero — unchanged shape, id: "int_01"); ADD a sibling supporting[] array (one entry per approved supporting playground) and a playtest_handoff block listing every built id for the Playtester.
{
"centerpiece": {
"id": "int_01", "based_on": ["ana_xx"], "section": "edt_xx",
"mechanism": "explorable_recompute",
"reader_produces": "the finding the reader generates themselves (e.g. 'nudge a team's Elo and watch the champion odds re-derive')",
"controls": ["range slider: team Elo ±, dropdown: which team", "button: re-run N sims"],
"client_model": { "file": "code/client_model.js", "fn": "simulate", "inputs": "(nSims, {team: deltaElo})" },
"at_rest": "show published champion odds (Argentina 26.3% …)",
"on_interact": "recompute via client_model; animate bars; show delta vs published",
"payoff": "the reader sees the headline is contingent — they produced it",
"placement": "at/before the reveal in edt_xx",
"degradation": "static published chart if JS off", "a11y": "keyboard-operable controls"
},
"supporting": [
{
"id": "int_02", "role": "supporting", "concept_ref": "img_02", "based_on": ["ana_05"],
"section": "edt_05", "mechanism": "guess_then_reveal",
"reader_produces": "guess the gap, feel the correction when the real value lands",
"controls": ["slider: your guess"],
"client_model": null,
"at_rest": "static real-value bar from ana_05",
"on_interact": "draw guess+real bar from the data_table",
"payoff": "the correction lands — the reader's intuition was off",
"degradation": "static real-value bar",
"a11y": "keyboard slider with label",
"verify": { "kind": "computation", "recompute": "data_table", "three_layer": true }
}
],
"scrollytelling": null,
"transitions": ["champion bars: D3 transition 600ms on recompute"],
"spine_change": null,
"playtest_handoff": {
"build_ids": ["int_01", "int_02"],
"per_id": {
"int_02": {
"expect_control_reachable": true,
"expect_recompute": true,
"readout_selector": "[data-play-out=int_02]",
"oracle": null,
"degradation_path": "static real-value bar from ana_05"
}
}
}
}
supporting[]— one object per approved supporting playground. Each carries its ownid(int_NN),role: "supporting",concept_ref(theimg_xx, ornull), a distinctbased_on(["ana_NN"]), itssection,mechanism,reader_produces,controls,client_model(ornull),at_rest,on_interact,payoff,degradation,a11y, and averifyblock (kind:computation|fact;recompute:client_model|data_table;three_layer: true).[]when only the hero is built.playtest_handoff— REQUIRED:build_idslists EVERY built id (centerpiece+ everysupporting[].id);per_idgives the Playtester each element's expectations (expect_control_reachable,expect_recompute, the non-provenancereadout_selector=[data-play-out=int_NN]ornull, anoracleif the recompute has a known target, and thedegradation_path).
Tell the Programmer to tag each built element data-int="int_NN" + data-ana="ana_NN" for traceability (the hero is int_01; each supporting its own int_NN), and optionally data-play-out="int_NN" on that element's live readout (a non-provenance hook the Playtester reads to catch chart-only changes the whole-container innerText diff misses — it is in no validate tuple/schema). Build only the curated set; tag nothing the Editor didn't approve.
Done when the Programmer can read interaction.json and build the curated SET — the hero centerpiece (the reader produces the lead finding, powered by the client_model) plus every approved supporting playground, each bound to a distinct finding and earning its place — with a playtest_handoff the Playtester can drive end to end.