# User journey and prototype: CHARGE learning example All information is fictional. This is not a commission, an acceptance record, a verified result or a required service package. ## Status An illustrative scenario. The images are not a working game. ## User and goal An adult visitor wants to understand the flavour options quickly and try the mechanic. This is an example hypothesis, not a research finding. ## Screens S01: product and three flavours → S02: rules → S03: game board → S04: result and flavour card. From S04, the visitor can replay or return to the flavours. ## Move Swap two adjacent pieces. A match of three identical citrus pieces disappears and the charge meter increases. Rules for unsuccessful swaps and move counting need separate agreement. ## Story and criterion The visitor wants to understand the result of a move. Check that a valid match produces a visibly changed board, score and remaining-move count. Shape and numbers accompany colour. ## Failure states No valid move: show a hint or reshuffle under an agreed rule. Reload: decide in advance whether the round persists. Service unavailable: show a clear message and retain the flavour choice if the requirements provide for it. ## Prototype No working prototype link is available. The next step is to build and review it, not to mark the stage complete. Full workflow: https://keissmedia.com/resources/project-workflow/#scenario