diff options
| author | Peter Stone <thepeterstone@gmail.com> | 2026-10-20 23:55:00 +0000 |
|---|---|---|
| committer | Peter Stone <thepeterstone@gmail.com> | 2026-10-20 23:55:00 +0000 |
| commit | 8a344b9779e535b293f414dedd5c8a7947004a58 (patch) | |
| tree | c59587ded7534a32bdba5cbaf9e066335f63524d /docs | |
| parent | 37136b152e923f784ad4056f9deddfab1d7f1e8c (diff) | |
Jump 25 seconds, the forward button's amount, not 45
The "this is an ad" press jumped 45 seconds, a number argued from
ad-unit arithmetic rather than from the controls that already exist.
Peter: "the jump should stay 25 seconds. Don't go inventing new
timing."
Skipping forward is already what you do to an advertisement, so the
button goes the same distance and additionally says why. One number to
know, and a second press goes the same distance again.
The amount had three definitions already -- the player's increments,
the episode screen's transport buttons, and the notification caption's
hardcoded "Forward 25 seconds" -- and this nearly became a fourth with
a different value. They now all read one, and the captions are derived
from it so a caption cannot name a number its button does not do.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018AwnALZL6bD4VBtATDVv3B
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/superpowers/plans/2026-10-20-corrections-and-signature-library.md | 22 |
1 files changed, 16 insertions, 6 deletions
diff --git a/docs/superpowers/plans/2026-10-20-corrections-and-signature-library.md b/docs/superpowers/plans/2026-10-20-corrections-and-signature-library.md index cd79f1e..7ec6c52 100644 --- a/docs/superpowers/plans/2026-10-20-corrections-and-signature-library.md +++ b/docs/superpowers/plans/2026-10-20-corrections-and-signature-library.md @@ -91,8 +91,11 @@ window. Headphone/Bluetooth transport keys still seek: `KEYCODE_MEDIA_NEXT` +25s **Android Auto is NOT verified** — it needs the real car. The risk is low (player commands, browse tree and custom actions are all unchanged or strictly added to) but it is not zero. -**What the default jump is.** 45s, three 15-second units, when nothing better is known; the end -of the detected break when the press lands inside one. See `AdJump`. +**What the default jump is.** The forward button's own 25s when nothing better is known; the end +of the detected break when the press lands inside one. Peter, 2026-10-20, on an earlier 45s: +*"the jump should stay 25 seconds. Don't go inventing new timing."* The amount now has one +definition (`SeekAmounts`) that the player's increments, the episode screen's transport and the +notification captions all read, so there is no second place for a number to be invented. **Why this button matters more than the popup.** They catch opposite errors: @@ -129,7 +132,7 @@ The two back cases are told apart by *where he lands*, not by guessing: inside t a correction to the end, before the original press is a rejection. Both are unambiguous from the playhead alone. -**How far to jump is an ergonomics question, and probably not a constant.** +**How far to jump — settled, after two wrong answers.** An earlier draft of this plan argued the jump must be a fixed size and deliberately unequal to the 25s forward-seek, so that a back-press would be "unambiguous". Peter challenged it and it does not @@ -142,9 +145,16 @@ hold, in either half: the correction is read from **where he lands** against a span the system recorded exactly. That works for any jump size; he never needs to know the number. -What actually sets the size is the trade between **too small** (several presses to clear one pod) -and **too large** (routinely landing in content, so he corrects constantly). It should sit near the -typical *remaining* advertisement duration from a mid-advertisement press. +**Settled: it is the forward button's 25s, and nothing new.** The first build shipped 45s, argued +from ad-unit arithmetic. Peter, 2026-10-20: *"the jump should stay 25 seconds. Don't go inventing +new timing."* Skipping forward is already what he does to an advertisement; this button goes the +same distance and additionally says why, so there is one number to know rather than two, and a +second press goes the same distance again. + +That is twice this one question has been got wrong by reasoning about it from first principles +instead of from the controls that already exist. The amount now has a single definition +(`SeekAmounts`) that the player's increments, the episode screen's transport and the notification +captions all read, so there is no second place for a number to be invented. And it need not be fixed: if a detected break is nearby, jump to its end — that position is already known. If the episode's declared-versus-served gap says minutes remain, that is informative too. |
