Agent-almanac enhance-glyph
git clone https://github.com/pjt222/agent-almanac
T=$(mktemp -d) && git clone --depth=1 https://github.com/pjt222/agent-almanac "$T" && mkdir -p ~/.claude/skills && cp -r "$T/i18n/wenyan/skills/enhance-glyph" ~/.claude/skills/pjt222-agent-almanac-enhance-glyph-dc01aa && rm -rf "$T"
i18n/wenyan/skills/enhance-glyph/SKILL.mdEnhance 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
, oragentteam - 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.
- Locate the glyph function based on entity type:
- Skills:
(19 domain-grouped files), mapped inviz/R/primitives*.Rviz/R/glyphs.R - Agents:
, mapped inviz/R/agent_primitives.Rviz/R/agent_glyphs.R - Teams:
, mapped inviz/R/team_primitives.Rviz/R/team_glyphs.R
- Skills:
- 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?
- 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)
- Skills:
- 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)? | +----------------+------+-----------------------------------------------+
- 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.
- For readability issues:
- Too many fine details that merge at small sizes?
- Insufficient contrast between glyph elements?
- Lines too thin (< 1.5
at s=1.0)?size - Elements too close together?
- For proportion issues:
- Scale factor
too small or too large?s - Center offset from (50, 50)?
- Elements extending beyond the safe area (10-90 range)?
- Scale factor
- 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
- Glyph stroke width interacts with
- For palette compatibility issues:
- Glyph uses hardcoded colors instead of
/col
parameters?bright - Low-contrast palettes (cividis, mako) make the glyph invisible?
- The glyph relies on color variation that some palettes don't provide?
- Glyph uses hardcoded colors instead of
- 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.
- Open the file containing the glyph function
- Apply modifications specific to the diagnosis:
- Scale/proportion: Adjust
multiplier or element offsetss - 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
parameters, add alpha for depthbright
- Scale/proportion: Adjust
- 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 } - Preserve the function signature — do not change parameters
- 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.
-
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 -
Verify the output files exist at the expected path for each palette
-
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.
- 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)
- Re-score the quality dimensions from Step 1:
- Target dimensions should improve by at least 1 point
- Non-target dimensions should not decrease
- If the glyph is used in the force-graph, test it there:
- Start the HTTP server:
frompython3 -m http.server 8080viz/ - Load the graph and find the entity node
- Verify the icon renders correctly at default zoom and when zoomed in
- Start the HTTP server:
- 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
, agents usebuild-icons.R
, teams usebuild-agent-icons.Rbuild-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)