Agent-almanac enhance-glyph

install
source · Clone the upstream repo
git clone https://github.com/pjt222/agent-almanac
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/pjt222/agent-almanac "$T" && mkdir -p ~/.claude/skills && cp -r "$T/i18n/wenyan-ultra/skills/enhance-glyph" ~/.claude/skills/pjt222-agent-almanac-enhance-glyph-3ae42f && rm -rf "$T"
manifest: i18n/wenyan-ultra/skills/enhance-glyph/SKILL.md
source content

Enhance Glyph

Improve an existing pictogram glyph in the

viz/
visualization layer — audit its current rendering, diagnose visual issues, apply targeted modifications, re-render, and compare before/after. Works for skill, agent, and team glyphs.

When to Use

  • A glyph renders poorly at small sizes (details lost, shapes merge)
  • A glyph's visual metaphor is unclear or doesn't match the entity it represents
  • A glyph has proportion issues (too large, too small, off-center)
  • The neon glow effect overpowers or underwhelms the glyph
  • A glyph looks good in one palette but poor in others
  • Batch improvement after adding new palettes or changing the rendering pipeline

Inputs

  • Required: Entity type —
    skill
    ,
    agent
    , or
    team
  • Required: Entity ID of the glyph to enhance (e.g.,
    commit-changes
    ,
    mystic
    ,
    tending
    )
  • Required: Specific issue to address (readability, proportions, glow, palette compat)
  • Optional: Reference glyph that demonstrates the desired quality level
  • Optional: Target palette(s) to optimize for (default: all palettes)

Procedure

Step 1: Audit — Assess Current State

Examine the current glyph and identify specific issues.

  1. Locate the glyph function based on entity type:
    • Skills:
      viz/R/primitives*.R
      (19 domain-grouped files), mapped in
      viz/R/glyphs.R
    • Agents:
      viz/R/agent_primitives.R
      , mapped in
      viz/R/agent_glyphs.R
    • Teams:
      viz/R/team_primitives.R
      , mapped in
      viz/R/team_glyphs.R
  2. Read the glyph function to understand its structure:
    • How many layers does it use?
    • What primitives does it call?
    • What are the scale factors and positioning?
  3. View the rendered output:
    • Skills:
      viz/public/icons/cyberpunk/<domain>/<skillId>.webp
    • Agents:
      viz/public/icons/cyberpunk/agents/<agentId>.webp
    • Teams:
      viz/public/icons/cyberpunk/teams/<teamId>.webp
    • If available, check 2-3 other palettes for cross-palette rendering
    • View at both icon size (~48px in the graph) and panel size (~160px in the detail panel)
  4. Score the glyph on the quality dimensions:
Glyph Quality Dimensions:
+----------------+------+-----------------------------------------------+
| Dimension      | 1-5  | Assessment Criteria                           |
+----------------+------+-----------------------------------------------+
| Readability    |      | Recognizable at 48px? Clear at 160px?         |
| Proportions    |      | Well-centered? Good use of the 100x100 canvas?|
| Metaphor       |      | Does the shape clearly represent the entity?   |
| Glow balance   |      | Glow enhances without overwhelming?            |
| Palette compat |      | Looks good across cyberpunk + viridis palettes?|
| Complexity     |      | Appropriate layer count (not too busy/sparse)? |
+----------------+------+-----------------------------------------------+
  1. Identify the 1-2 dimensions with the lowest scores — these are the enhancement targets

Expected: A clear diagnosis of what's wrong with the glyph and which dimensions to improve. The audit should be specific: "proportions: glyph uses only 40% of canvas" not "looks bad."

On failure: If the glyph function is missing or the entity isn't in its

*_glyphs.R
mapping, the glyph may not have been created yet — use
create-glyph
instead.

Step 2: Diagnose — Root Cause Analysis

Determine why the identified issues exist.

  1. For readability issues:
    • Too many fine details that merge at small sizes?
    • Insufficient contrast between glyph elements?
    • Lines too thin (< 1.5
      size
      at s=1.0)?
    • Elements too close together?
  2. For proportion issues:
    • Scale factor
      s
      too small or too large?
    • Center offset from (50, 50)?
    • Elements extending beyond the safe area (10-90 range)?
  3. For glow issues:
    • Glyph stroke width interacts with
      ggfx::with_outer_glow()
      :
      • Thin lines: glow makes them fuzzy
      • Thick fills: glow adds excessive bloom
    • Multiple overlapping elements: compound glow creates hot spots
  4. For palette compatibility issues:
    • Glyph uses hardcoded colors instead of
      col
      /
      bright
      parameters?
    • Low-contrast palettes (cividis, mako) make the glyph invisible?
    • The glyph relies on color variation that some palettes don't provide?
  5. Document the specific root cause for each issue

Expected: Root causes that directly point to code changes. "The glyph is too small" -> "scale factor is 0.6 but should be 0.8." "Glow overwhelms" -> "three overlapping filled polygons each generate glow."

On failure: If the root cause isn't obvious from code inspection, render the glyph in isolation with different parameters to isolate the issue. Use

render_glyph()
with a single glyph to test.

Step 3: Modify — Apply Targeted Fixes

Edit the glyph function to address the diagnosed issues.

  1. Open the file containing the glyph function
  2. Apply modifications specific to the diagnosis:
    • Scale/proportion: Adjust
      s
      multiplier or element offsets
    • Readability: Simplify complex elements, increase stroke width, add spacing
    • Glow balance: Reduce overlapping filled areas, use outlines where fills create bloom
    • Palette compat: Ensure all colors derive from
      col
      /
      bright
      parameters, add alpha for depth
  3. Follow the glyph function contract:
    glyph_name <- function(cx, cy, s, col, bright) {
      # cx, cy = center (50, 50)
      # s = scale (1.0 = ~70% of canvas)
      # col = domain color, bright = brightened variant
      # Returns: list() of ggplot2 layers
    }
    
  4. Preserve the function signature — do not change parameters
  5. Keep modifications minimal: fix the diagnosed issues, don't redesign the entire glyph

Expected: A modified glyph function that addresses the specific issues identified in Steps 1-2. Changes are targeted and minimal — enhance, don't redesign.

On failure: If the modifications make other dimensions worse (e.g., fixing proportions breaks readability), revert and try a different approach. If the glyph needs a complete redesign, use

create-glyph
instead.

Step 4: Re-render — Generate Updated Icons

Render the modified glyph and verify the fix. Always use

build.sh
— it handles platform detection and R binary selection. See render-icon-pipeline for the full flag reference.

  1. Re-render based on entity type:

    # From project root — use --no-cache to force re-render of modified glyph
    bash viz/build.sh --only <domain> --no-cache          # skills
    bash viz/build.sh --type agent --only <id> --no-cache # agents
    bash viz/build.sh --type team --only <id> --no-cache  # teams
    
  2. Verify the output files exist at the expected path for each palette

  3. Check file sizes — icons should be 2-15 KB (WebP):

    • Under 2 KB: glyph may be too simple or rendering failed
    • Over 15 KB: glyph may be too complex (too many layers)

Expected: Fresh icon files generated for all palettes. File sizes are in the expected range.

On failure: If the build script errors, check the R console output for the specific error. Common causes: missing closing parenthesis in the glyph function, referencing undefined primitives, or returning non-list from the function. If rendering succeeds but output is blank, the glyph layers may be outside the canvas bounds.

Step 5: Compare — Before/After Verification

Verify the enhancement improved the target dimensions.

  1. Compare old and new renderings:
    • View the cyberpunk palette version at both icon (48px) and panel (160px) sizes
    • View at least 2 other palettes (one light like turbo, one dark like mako)
  2. Re-score the quality dimensions from Step 1:
    • Target dimensions should improve by at least 1 point
    • Non-target dimensions should not decrease
  3. If the glyph is used in the force-graph, test it there:
    • Start the HTTP server:
      python3 -m http.server 8080
      from
      viz/
    • Load the graph and find the entity node
    • Verify the icon renders correctly at default zoom and when zoomed in
  4. Document the changes made and the improvement achieved

Expected: Measurable improvement on the target dimensions with no regression on others. The glyph looks better at both sizes and across palettes.

On failure: If improvement is marginal or regression occurs, revert the changes and reconsider the diagnosis. Sometimes the original glyph's limitations are inherent to the metaphor, not the implementation — in that case, the metaphor itself may need to change (escalate to

create-glyph
).

Validation Checklist

  • Current glyph audited with specific issue diagnosis
  • Root cause identified for each issue
  • Modifications targeted to diagnosed issues (not over-edited)
  • Glyph function contract preserved (signature unchanged)
  • Icons re-rendered for all palettes
  • Before/after comparison shows improvement on target dimensions
  • No regression on non-target dimensions
  • File sizes in expected range (2-15 KB WebP)
  • Glyph renders correctly in force-graph context (if applicable)

Common Pitfalls

  • Over-enhancement: Fixing one issue and then tweaking everything else. Stick to the diagnosed issues
  • Breaking the contract: Changing the function signature breaks the rendering pipeline. The 5-parameter contract is immutable
  • Palette-specific optimization: Making the glyph perfect for cyberpunk but poor for viridis. Always check 3+ palettes
  • Ignoring small-size rendering: A beautiful 160px icon that becomes a blob at 48px is a failed enhancement
  • Forgetting to re-render: Editing the function without running the build command means the changes aren't visible
  • Wrong build command: Skills use
    build-icons.R
    , agents use
    build-agent-icons.R
    , teams use
    build-team-icons.R

Related Skills

  • create-glyph — create a new glyph from scratch (use when enhancement isn't enough)
  • audit-icon-pipeline — detect which glyphs need enhancement across the pipeline
  • render-icon-pipeline — run the full rendering pipeline after enhancements
  • ornament-style-mono — visual design principles that apply to glyph composition
  • chrysopoeia — value extraction methodology parallels glyph optimization (amplify gold, remove dross)