# verify on a real device

For mobile work, an emulator pass doesn't earn done. The default proof is the change running on a physical phone, eyes on.

## What it is
For any mobile app change, the default proof is the change running on a real phone. Emulators mask exactly the failures that matter — media daemons, release-build behavior, real GPU timing, thermals. Simulator-only counts only when explicitly agreed for that task.

## Why
Emulators mask device-only failures: media daemons that drop cookies, release-build behavior, real GPU timing. A change that passes in the simulator can be structurally broken on the phone in someone's hand.

## How Andrew uses it
Build, install on the physical device, look at it. A preview I composited myself is a proxy, not verification — anything the OS re-renders (icon masks, video transcodes, font rendering) has to be checked on the real rendered surface. If only the emulator was available, the claim says so plainly.

## How to get it
The whole method is downloadable and adaptable — `rules/verify-real-device.md` inside the zip.

_Distilled from: ~/.claude/CLAUDE.md § Verify on a real device_
