{"schemaVersion":1,"record":{"key":"mechanic/keyboard--family-coordination","type":"mechanic","id":"keyboard--family-coordination","lang":"en","title":"Hand-finger coordination","summary":"Different keys independently control parts of a system. QWOP maps Q/W and O/P to thighs and calves, requiring the player to coordinate movement.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-coordination/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-coordination.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-coordination.md","aliases":[],"tags":["Physical keyboard interactions","Physical constraints"],"sourceIds":["source-a19769eb973e41a1"],"sources":[{"id":"source-a19769eb973e41a1","title":"QWOP","url":"https://www.foddy.net/legacy/Athletics.html","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"You can check zone events, but a regular keyboard does not detect your hand or finger."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-coordination-variants\"></a>\n\n- Independent parties of two hands. Action: Each zone receives its own flow of actions. Application: Two characters by one player, melody and accompaniment, two working instruments. Conditions: Zones are checked by software; The distribution of hands remains an agreement. Equipment: Regular keyboard. <a id=\"variant-k057\"></a>\n- Mirror movements. Action: Paired keys on the left and right are pressed symmetrically. Application: Synchronized wings, balancing of two supports, coordination trainer. Conditions: Symmetry is set by the selected key map. Equipment: Regular keyboard. <a id=\"variant-k058\"></a>\n- Antiphase movements. Action: Paired zones alternate activity: one is pressed, the other is released. Application: Steps, pedals, swings, two-piston mechanism. Conditions: The state of the keys is checked, not the position of the limbs. Equipment: Regular keyboard. <a id=\"variant-k059\"></a>\n- Maintaining support and working nearby. Action: One key remains pressed, the others perform additional actions. Application: Climber, manual repair, multi-point play. Conditions: Check the ease of reach and the number of keys held. Equipment: Regular keyboard. <a id=\"variant-k060\"></a>\n- Fingers are like limbs. Action: Several assigned keys control different parts of the body or manipulator. Application: Walking robot, puppet, multi-fingered gripper. Conditions: Use of a specific finger without an external sensor is not tested. Equipment: Regular keyboard. <a id=\"variant-k061\"></a>\n- Transfer between zones. Action: Actions require switching between remote areas of the keyboard. Application: Multi-panel manager, emergency change of working tools. Conditions: Hand transfer time is part of the complexity of the task. Equipment: Regular keyboard. <a id=\"variant-k062\"></a>\n- Crossing hands. Action: Rule asks for hands to be swapped while maintaining key bindings. Application: Local cooperation, stage act, body puzzle. Conditions: Compliance requires an observer, camera or trust. Equipment: Physical condition. <a id=\"variant-k063\"></a>\n- Work without visual control. Action: Find keys by touch and act from memory. Application: Teaching touch typing, audio game, task with the keyboard hidden from view. Conditions: Gaze cannot be determined by keyboard events. Equipment: Physical condition. <a id=\"variant-k064\"></a>"},{"id":"context","title":"Context and limits","body":"Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations."}],"relations":[],"placements":[{"catalogId":"keyboard","id":"family-coordination","title":"Physical keyboard interactions","url":"https://gamemechanics.pro/en/mechanics/keyboard/#family-coordination","categoryIds":["section-4"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Hand-finger coordination","description":"Different keys independently control parts of a system. QWOP maps Q/W and O/P to thighs and calves, requiring the player to coordinate movement.","image":{"src":"images/mechanics/control-qwop.webp","width":1280,"height":720,"crop":{"x":320,"y":82,"width":640,"height":384},"game":"QWOP","sourceUrl":"https://www.foddy.net/legacy/Athletics.html","originalUrl":"https://www.foddy.net/legacy/Athletics.html","credit":"Bennett Foddy","rights":"Imagery © Bennett Foddy. Developer-distributed screenshot or frame; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"QWOP: separate keys control thighs and calves","alt":"QWOP: separate keys control thighs and calves","markers":[{"x":70,"y":18,"label":"O and P control calves; Q and W control thighs"}]},"tips":["A key press does not prove which finger produced it."],"examples":[{"title":"QWOP","url":"https://www.foddy.net/legacy/Athletics.html"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/keyboard"}}