AccountaBEERlity UI evolution

Original UI → visual reference → four passes of increasingly obnoxious glass.

Pass 0 baseline

The original AI-spat-out UI.

Old Track screen
Trackdark / dense
Old History screen
Historyhidden sheet
Old Fate screen
Fateheavy / provisional
Old Risk screen
Riskgood information, too much

Self review

Fable review

Independent review

Direction reference

The joke image that became the brief. Original tweet →

Light glossy pastel 3D app design reference from Jacob’s tweet

The prompt that pushed this direction

“Make it nice, light, extremely modern and fancy—ridiculous gradients, ridiculous floaty UI components, 3D everything and pretty things. Add super-obnoxious diffuse shadows, literal 3D shine, animated bubbles and rotating gems.”

Conversation gist →

Pass 1 pearl reset

Pearl reset.

Pass 1 Track screen
Trackone-screen logging
Pass 1 History screen
History35 editable days
Pass 1 Fate screen
Fatepearlescent receipt
Pass 1 Risk screen
Riskcurve first

Self review

Fable review

Pass 2 review-led polish

Artwork and hierarchy polish.

Pass 2 Track screen
Trackart integrated
Pass 2 History screen
Historysummary + calendar
Pass 2 Fate screen
Fatelast share-card pass
Pass 2 Risk screen
Riskchart cleanup

Pass 3 wheel + prompts

Wheel, prompts and clean artwork.

Pass 3 Track screen
Trackclean cutouts
Pass 3 History screen
History35 editable days
Pass 3 Wheel of Fate
Fatetactile wheel
Pass 3 Risk screen
Risklong-term average
Pass 3 Prompt screen
Promptthree delivery modes

Pass 4 maximalist glass

Maximum bubbles, gems, shine and gradients.

Pass 4 Track screen
TrackCan + moving gloss
Pass 4 History screen
Historyprismatic records
Pass 4 Wheel of Fate
Fatebrass theatre
Pass 4 Risk screen
Riskcurve through glass
Pass 4 Prompt screen
Promptsingle time control