{"schemaVersion":1,"record":{"key":"mechanic/phone-haptics--family-puzzles","type":"mechanic","id":"phone-haptics--family-puzzles","lang":"en","title":"Puzzles, codes and training","summary":"Design scenario: a vibration sequence becomes a code to remember and repeat. Haptrix shows separate pulses on a timeline.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-puzzles/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-puzzles.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-puzzles.md","aliases":["Puzzles, codes and learning"],"tags":["Phone haptics","Mechanics catalog"],"sourceIds":["source-228f7312eafb9b26"],"sources":[{"id":"source-228f7312eafb9b26","title":"Haptrix","url":"https://www.haptrix.com/store","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player distinguishes, remembers, reproduces or transforms tactile information."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-puzzles-variants\"></a>\n\n- Lock with tactile pins. Role: Mechanics. Features: Basic impulses. Input: drag and drop. Rule: When passing the desired position, a special click occurs; the player remembers the positions and sets the pins. Application: Hacking in a game, mechanical safe. Limitations: Make the sign of the correct position resistant to the speed of finger movement. <a id=\"variant-h071\"></a>\n- ABC of short and long. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: The phone transmits symbols in a rhythm, and the player decodes or responds by pressing. Application: Morse, spy quest, coding training. Limitations: This is a sequential code, not a full-fledged speech replacement for all users. <a id=\"variant-h072\"></a>\n- Number of pulses. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: The player counts short signals and uses the number as an answer or part of a combination. Application: Counting, PIN in a puzzle, room number. Limitations: Long numbers are best divided into groups; vibration is not a protected channel. <a id=\"variant-h073\"></a>\n- Find a matching pair. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Hidden cards reproduce patterns; the player opens identical pairs. Application: Memory, learning to discriminate, playing without visual comparison. Limitations: The pair is determined by rhythm, not by a barely noticeable difference in strength. <a id=\"variant-h074\"></a>\n- Extra pattern. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Several objects produce similar patterns, one is different; the player selects an exception. Application: Classification, attention, troubleshooting. Limitations: The difference must be meaningful and accessible after repeated tapping. <a id=\"variant-h075\"></a>\n- Order and rearrangement. Role: Mechanics. Features: Basic impulses. Input: drag and drop. Rule: The player sorts objects by length, number of pulses or a learned tactile sequence. Application: Logical chain, musical phrase, password assembly. Limitations: Do not require accurate ranking of similar intensities on different devices. <a id=\"variant-h076\"></a>\n- A combination of several signs. Role: Mechanics. Features: Rich tactility. Input: touch. Rule: One attribute specifies a class, another option; the player combines rhythm and duration or intensity. Application: Tactile keys, device classification, complex code. Limitations: First check each sign separately; then teach them to read together. <a id=\"variant-h077\"></a>\n- Labyrinth by contact. Role: Mechanics. Features: Basic impulses. Input: drag and drop. Rule: Touching a virtual wall gives a signal; the player explores the moves and builds a route in memory. Application: Invisible maze, exploration puzzle. Restrictions: Do not penalize for trying to explore without sufficient feedback. <a id=\"variant-h078\"></a>\n- Rhythm transformation. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: The player receives a drawing and answers according to the rule: double the intervals, invert short and long, or repeat backwards. Application: Logic, programming, musical problems. Limitations: Clearly define the boundaries of the phrase and give training examples. <a id=\"variant-h079\"></a>\n- Finding a hidden rule. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Actions produce regular patterns; the player formulates a rule and tests it with new actions. Application: Scientific thinking, detective terminal, black box. Limitations: Do not accidentally change the rule before the player can make a testable conclusion. <a id=\"variant-h080\"></a>"},{"id":"context","title":"Context and limits","body":"Author's systematization: 160 cards in 16 groups. These are mechanics, feedback techniques, applications and experimental extensions, not 160 independent physical effects. Design examples are hypothetical, not statements about the released games that used them."}],"relations":[],"placements":[{"catalogId":"phone-haptics","id":"family-puzzles","title":"Phone haptics","url":"https://gamemechanics.pro/en/mechanics/phone-haptics/#family-puzzles","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Puzzles, codes and learning","description":"Design scenario: a vibration sequence becomes a code to remember and repeat. Haptrix shows separate pulses on a timeline.","image":{"src":"images/mechanics/control-haptrix-transients.webp","width":1440,"height":900,"crop":{"x":47,"y":71,"width":1343,"height":494},"game":"Haptrix","sourceUrl":"https://www.haptrix.com/store","originalUrl":"https://www.haptrix.com/images/screenshots/transients.png","credit":"nthState / NTHSTATE LTD","rights":"© nthState / NTHSTATE LTD. Official Haptrix screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Haptrix: a sequence that can form a designed tactile code","alt":"Haptrix: a sequence that can form a designed tactile code","markers":[{"x":31,"y":31,"label":"A bar’s position sets time and its height represents intensity"}]},"tips":["Start with a few distinguishable cues and allow the sequence to be replayed."],"examples":[{"title":"Haptrix","url":"https://www.haptrix.com/store"}]}},"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/phone-haptics"}}