← All mechanic references

Signals and timing

1Single key eventsOverview and example ↗Basic ways to associate a key's state with an action.8

Variants and applications

  • Action when pressed. Action: Going from the released state to the pressed state triggers one action. Application: Jump, shoot, confirm, set a note in the sequencer. Conditions: Repeated OS events while holding should not be considered new physical presses. Equipment: Regular keyboard.
  • Release action. Action: The action starts after transitioning to the released state. Application: Release an arrow, throw an object, complete a gesture or recording. Conditions: First you need to register the press; loss of focus is not considered an intentional release. Equipment: Regular keyboard.
  • Continuous retention. Action: The effect lasts as long as the key is pressed. Application: Block, engine thrust, continuous sound, temporary map view. Conditions: The duration of the effect is calculated by time, not by the frequency of OS events. Equipment: Regular keyboard.
  • Switch. Action: Each individual press changes the “on/off” state. Application: Flashlight, auto-movement, recording, stealth mode. Conditions: The state should be clear from feedback. Equipment: Regular keyboard.
  • Short or long press. Action: Short press and hold longer than the threshold gives different results. Application: Fast attack or strong attack; select an object or open its properties. Conditions: A short action usually has to be delayed until released or explicitly canceled. Equipment: A regular keyboard.
  • Ending threshold hold. Action: The action is triggered when the required hold duration is reached. Application: Open a heavy door, confirm reset, finish picking the lock. Conditions: You need to decide whether the action is triggered once or repeated the next time you hold. Equipment: Regular keyboard.
  • Magnitude by duration. Action: The duration of the press determines the numerical value. Application: Jump height, throw force, stroke length, musical note duration. Conditions: This is a software time model, not a measurement of the force of pressing. Equipment: A regular keyboard.
  • Press, check, release. Action: Pressing shows a preliminary result, releasing confirms it. Application: Aiming a grenade, previewing an ability, listening to a sample. Conditions: Set in advance how to cancel confirmation. Equipment: Regular keyboard.
2Repetition and input rateOverview and example ↗The number of individual clicks, their density or alternation are important.8

Variants and applications

  • Double tap. Action: Two presses of one key must fall within the specified interval. Application: Dash, quick change of stance, opening an additional action. Conditions: Single and double actions require conflict resolution rules. Equipment: Regular keyboard.
  • Click counter. Action: The system counts individual presses up to a specified number. Application: Enter a code of three strikes, cock the mechanism, select the power level. Conditions: Triple and subsequent presses are parameters of the same pattern. Equipment: Regular keyboard.
  • Frequent pressing. Action: You need to type as many individual presses as possible in a time. Application: Free yourself from the grip, spin the manual generator, speed up the run. Conditions: You need an alternative to holding and a reasonable frequency limit. Equipment: A regular keyboard.
  • Keeping the frequency in range. Action: The frequency must be above the lower and below the upper limit. Application: Maintain pump pressure, engine stability, calm breathing of the character. Conditions: Show the current tempo; pressing too often may be an error according to the rules. Equipment: Regular keyboard.
  • Alternating two keys. Action: Pressing A and B should alternate. Application: Kicking, rowing, crank rotation, arm independence training. Conditions: Repeating the same key can be ignored or penalized. Equipment: Regular keyboard.
  • Alternating multiple keys. Action: A cycle of three or more keys is repeated. Application: Machine pedals, steps of a manufacturing operation, finger musical figure. Conditions: This is a cycle; a unique non-repeating chain refers to sequences. Equipment: Regular keyboard.
  • Series with a pause. Action: Packets of quick presses are separated by mandatory intervals. Application: Bursts of weapons, working with an overheating tool, transmission of signal packets. Conditions: The time between packets is of particular importance. Equipment: Regular keyboard.
  • Repeat when held. Action: The first press performs a step, then the application repeats it according to its own timer. Application: Scrolling through the inventory, moving a figure across cells, changing a numerical value. Conditions: For a reproducible game, it is better to have its own timer, independent of the OS settings. Equipment: A regular keyboard.
3Time and rhythmOverview and example ↗The position of the press or release relative to the temporal structure is assessed.8

Variants and applications

  • Reaction to a signal. Action: Press after the signal appears; response delay is measured. Application: Race start, object catching, response training simulator. Conditions: Device and output delays are included in the measurement; This is not a laboratory evaluation without calibration. Equipment: Regular keyboard.
  • Hitting the window. Action: Press inside the allowed interval. Application: Parry, active cooldown, QTE, precise stop of the indicator. Conditions: Window width and early input are difficulty parameters. Equipment: Regular keyboard.
  • Letting go out the window. Action: Hold the key and release at the right moment. Application: Release the charge at the peak, break the note, unhook from the moving platform. Conditions: It is the release that is assessed, not the beginning of the hold. Equipment: A regular keyboard.
  • Maintaining duration. Action: Compare the hold length with a given sample. Application: Long note, cooking, dosage in a conventional laboratory. Conditions: The error of the beginning and end can be assessed separately. Equipment: A regular keyboard.
  • Uniform pulse. Action: Repeat pressing with a constant period. Application: Playing with a metronome, marching, working a rhythmic mechanism. Conditions: Periodic rhythm differs from the maximum frequency. Equipment: Regular keyboard.
  • Rhythmic pattern. Action: Play a sequence of short and long intervals. Application: Musical password, drum part, telegraph code. Conditions: Morse symbols require a separate rule for parsing letter and word boundaries. Equipment: Regular keyboard.
  • Change of tempo and accents. Action: Adjust presses for acceleration, deceleration, weak beats or offsets. Application: Rhythmic pursuit, musical performance, changing the speed of a conveyor. Conditions: The emphasis on a regular keyboard is set by a rule or a separate key, and not by the force of impact. Equipment: A regular keyboard.
  • Several rhythms at the same time. Action: Different groups of keys serve independent temporary parts. Application: Polyrhythm, simultaneous control of two mechanisms, keyboard ensemble. Conditions: Complexity increases with the independence of streams; check rollover. Equipment: Regular keyboard.
4Simultaneous pressesOverview and example ↗A chord here means a group of keys that together form one action.8

Variants and applications

  • Coincidence of started pressing. Action: Multiple keys must begin to be pressed within tolerance. Application: Simultaneous strike, synchronized opening of locks, musical chord. Conditions: Physically perfect simultaneity is not required; a measurable window is specified. Equipment: Regular keyboard.
  • Joint retention. Action: The action is available as long as all the necessary keys are pressed. Application: Hold several seals, support the machine, collect a combination of ingredients. Conditions: The order of pressing may not matter. Equipment: Regular keyboard.
  • Modifier and action. Action: One key modifies the meaning of another as long as it is held. Application: Run plus movement, alternative shot, change of tool step. Conditions: Any assigned key can act as a modifier. Equipment: Regular keyboard.
  • Multi-level chord. Action: Two or more modifiers together with the main key select the action. Application: Expert commands, complex spells, a large set of tools. Conditions: Conflict checking and limiting the complexity of combinations are required. Equipment: Regular keyboard.
  • Chord as a symbol. Action: Each combination of a small set of keys represents a character or a word. Application: Shorthand input, fictitious language, limited controller control. Conditions: This can be implemented on regular keys; a specialized wall keyboard is a separate device. Equipment: Regular keyboard.
  • Accurate typing without extra keys. Action: Only the required set of keystrokes are accepted. Application: Collect binary code, play a constellation, pass a musical chord test. Conditions: You must clearly distinguish between “contains the required” and “matches exactly.” Equipment: A regular keyboard.
  • Chord with release confirmation. Action: The set is assembled while holding, then fixed when the selected or all keys are released. Application: Select the composition of the spell, type a shorthand syllable, run a batch of commands. Conditions: You must determine which release completes the assembly. Equipment: A regular keyboard.
  • Rolling chord. Action: The new key is pressed before the previous one is released; the intersection of states is important. Application: Interceptions on the rock, legato, holding a continuous power chain. Conditions: A simple sequence without intersection should differ in the result. Equipment: A regular keyboard.
5Sequences and grammarsOverview and example ↗The result depends on the order of events, boundaries, and parsing rules.8

Variants and applications

  • Fixed chain. Action: Press the given keys in the exact order. Application: Lock code, combo, startup procedure, secret command. Conditions: Secrecy and memorization are the conditions for submitting the same chain. Equipment: Regular keyboard.
  • Sequence with timeout. Action: The next event must be entered before the interval expires. Application: Continue the attack, quickly execute the emergency procedure. Conditions: Determine whether the error resets the progress or starts a new chain. Equipment: Normal keyboard.
  • Directed gesture. Action: Directions form a recognizable trajectory in time. Application: Special move, rotation of a rune, control of a conventional steering wheel. Conditions: Rules may allow skipping of intermediate diagonals. Equipment: Regular keyboard.
  • Accumulation of retention in front of the team. Action: Hold the direction or key, then perform the final input. Application: Charged reception, tensioning the mechanism, switching a powerful gear. Conditions: The duration of accumulation and the permissible gap are set separately. Equipment: A regular keyboard.
  • Command grammar. Action: The sequence is parsed as “object → action → parameter”. Application: Orders to a squad, combination of runes, editor control. Conditions: Unambiguous rules for completing and canceling a command are needed. Equipment: Regular keyboard.
  • Prefix tree. Action: The first keys select a branch, the next ones specify the command. Application: Hierarchical menu without a mouse, typing hundreds of abilities with a few keys. Conditions: The incomplete prefix must remain visible to the user. Equipment: Regular keyboard.
  • Input buffer command. Action: Events are received in advance and executed when a valid state occurs. Application: Next jump before landing, order queue, musical transition. Conditions: Buffer is a processing rule; set its validity period. Equipment: Regular keyboard.
  • Sequence with cancellation or return. Action: A separate key deletes the last step, resets or replaces the collected chain. Application: Correcting a spell, disarming a device, editing a route. Conditions: It is necessary to distinguish between canceling entered steps and canceling an action already performed. Equipment: Regular keyboard.

Mapping signals to actions

6Directions and continuous controlOverview and example ↗Discrete keys can control position, speed and multiple axes.8

Variants and applications

  • Step in direction. Action: Each press moves the object one position. Application: Step-by-step movement, puzzle on a grid, moving the cursor between cells. Conditions: Holding can include repetition according to a separate rule. Equipment: Regular keyboard.
  • Continuous movement. Action: Holding a direction sets the speed of movement. Application: Platformer, camera movement, tool carriage control. Conditions: Speed ​​should depend on the simulation time. Equipment: Regular keyboard.
  • Two axes and diagonals. Action: Simultaneous directions form a vector on the plane. Application: Moving from above, flying, panning the map. Conditions: Decide whether the speed is normalized along the diagonal. Equipment: Regular keyboard.
  • Separate movement and aiming. Action: Two groups of keys set independent directions. Application: Twin-stick circuit on the keyboard, control of the robot's body and gaze. Conditions: The number of simultaneous keys can exceed the capabilities of some devices. Equipment: Regular keyboard.
  • Relative control. Action: The keys change the rotation and movement relative to the current course. Application: Tank, car, ship, moving an object in local coordinates. Conditions: The spatial model must be understandable by feedback. Equipment: A regular keyboard.
  • Acceleration and braking. Action: Holding gradually increases the value, releasing or another key decreases it. Application: Inertial transport, soft camera movement, continuous axis synthesis. Conditions: The resulting analog effect is calculated in software. Equipment: Ordinary keyboard.
  • Selecting a direction from a sector. Action: Key combination directly selects one of discrete angles. Application: Eight attack directions, radial menu, shield orientation. Conditions: This is a final direction selection, not movement integration. Equipment: Regular keyboard.
  • Allowing opposite directions. Action: When two keys are opposite, the chosen rule applies: neutral, first or last. Application: Course switching, balancing, designing predictable controls. Conditions: The policy should be the same in training, playing and recording replays. Equipment: Regular keyboard.
7Modes and assignment of keysOverview and example ↗The same physical input takes on a different meaning depending on the state.8

Variants and applications

  • Contextual action. Action: The meaning of a key is determined by an object, state or environment. Application: One button opens a door, picks up an item and starts a conversation. Conditions: Show the actual action before pressing. Equipment: Regular keyboard.
  • Layer on hold. Action: A held key temporarily enables another set of assignments. Applications: Alternate ability panel, note octave, fine editing. Conditions: System Fn is frequently processed by the device; for the game layer, select an available key. Equipment: Regular keyboard.
  • Fixed mode. Action: Pressing toggles a whole set of assignments until the next switch. Application: Construction mode, camera control, command and text editor mode. Conditions: Caps Lock or Num Lock can be taken into account when supporting the platform, but this is an OS state. Equipment: Regular keyboard.
  • The command after the prefix. Action: A separate key temporarily switches the following presses to command mode. Application: Leader commands, accessing rarely used functions, selecting a school of magic. Conditions: Set a timeout and show an incomplete prefix. Equipment: Regular keyboard.
  • Variable compliance. Action: Assignments change as the game progresses. Application: Cursed keys, panel rearrangement, test of ability to relearn controls. Conditions: New match requires a readable hint or an honestly assigned memory task. Equipment: Regular keyboard.
  • Setting up controls like a mechanic. Action: The user himself assembles or rearranges assignments within the rule system. Application: Design a ship panel, optimize a workplace, assemble a robot controller. Conditions: Maintain the ability to restore a working circuit. Equipment: A regular keyboard.
  • Distinguishing identically labeled keys. Action: The main Enter and Enter of the digital block or the left and right Shift act differently. Application: Two independent levers, musical registers, commands for different characters. Conditions: Distinction and availability of keys depend on the device and API. Equipment: Regular keyboard.
  • Separate blocks as a function panel. Action: F-keys, number pad and available additional keys are given a separate role. Application: Soundpad, numeric keypad, instrument selection, sequencer transport. Conditions: Media keys and macro keys can be intercepted by the OS or issue normal remapped events. Hardware: Regular keyboard.

Space

8Keyboard as a spatial surfaceOverview and example ↗The physical layout of the keys becomes part of the playing field or interface.8

Variants and applications

  • Each key is a cell. Action: Objects are directly tied to physical keyboard positions. Application: Protect base keys, grow a garden, manage mini-map cells. Conditions: Geometry must be described for supported form factors. Equipment: Regular keyboard.
  • Transitions between neighbors. Action: The next key must be adjacent to the previous one. Application: Finding a path, spreading fire, moving a snake across the keyboard. Conditions: The neighborhood is set by the author; the letter row has physical offsets. Equipment: Regular keyboard.
  • Rows are like paths. Action: Horizontal rows or groups of keys represent individual lines. Application: Rhythmic tracks, floors of a building, rows of manufacturing machines. Conditions: Linking to rows may require a separate circuit for a non-standard keyboard. Equipment: Conventional keyboard.
  • Columns are like a scale. Action: Vertical or conventionally vertical groups correspond to levels of value. Application: Pitch, destination floor, immersion depth, power level. Conditions: On a conventional keyboard, the columns are geometrically offset. Equipment: Conventional keyboard.
  • Zones as separate devices. Action: Different sections of the keyboard control different subsystems. Application: Left and right engines, several musical instruments, dispatcher posts. Conditions: Circuits are needed for compact keyboards without part of the blocks. Equipment: Regular keyboard.
  • Spatial drawing. Action: You need to press keys of a given shape sequentially or together. Application: Draw a rune, assemble a contour, repeat a symbol. Conditions: The program sees a set of events, and not the movement of a finger between the keys. Equipment: A regular keyboard.
  • Distance between targets. Action: The value or difficulty depends on the distance between successively required keys. Application: Reach emergency buttons, take a short route for the hand. Conditions: The actual distance differs from device to device; This is an approximate model. Equipment: Regular keyboard.
  • Transformation of space. Action: The key map is reflected, rotated in a conditional grid or rearranged. Application: Mirror room, perspective change, matching puzzle. Conditions: The game map is transformed; The position of the physical keyboard is not automatically detected. Hardware: Regular keyboard.

Physical constraints

9Hand-finger coordinationOverview and example ↗You can check zone events, but a regular keyboard does not detect your hand or finger.8

Variants and applications

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
10Keyboard as a physical objectOverview and example ↗Shape, surface, signatures and placement become the material of the assignment.8

Variants and applications

  • Tactile landmarks. Action: Find positions by ridges, edges and spaces between blocks. Application: Mastering the home row, audio game, tactile search for a key position. Conditions: The presence of F/J ridges and digital landmark depends on the model. Equipment: Physical condition.
  • Size and shape of keys. Action: Rule uses long, angled or freestanding keys. Application: Find "bridge" Space, select "door" Enter, panel shape puzzle. Conditions: ANSI, ISO, JIS and compact form factors vary. Hardware: Physical condition.
  • Signatures as clues. Action: Inscriptions, symbols and pictograms on the keys are included in the solution. Application: Find the sign, read the code, match the name of the key with the action in the plot. Conditions: Signatures depend on the layout and replaced keycaps; The program itself does not read them. Equipment: Physical condition.
  • Overlays and paper stencils. Action: Markings and slots are placed on or around the keys. Application: Educational console, board game with a digital part, simulated spaceship panel. Conditions: The stencil must match the specific geometry of the device. Equipment: Physical condition.
  • Closed part of the surface. Action: A section of the keyboard is hidden from view or becomes inaccessible by rule. Application: Searching by touch, playing with limited resources, learning familiar positions. Conditions: Hiding and actual inaccessibility are usually not detected by the program. Equipment: Physical condition.
  • Rotation and unusual placement. Action: The device is rotated or passed to the participant in a different orientation. Application: Change of point of view, local cooperation, stage puzzle. Conditions: A regular keyboard does not communicate its orientation; the rule is set manually. Equipment: Physical condition.
  • Rearranging signatures or keycaps. Action: Physical designations change while maintaining the electrical positions of the keys. Application: Cipher machine, learning a new code, riddle about the discrepancy between the signature and the action. Conditions: The signal remains the signal of the switch position; Replacement suitable caps are needed. Equipment: Physical condition.
  • Sound and feeling of pressing. Action: Clicks and tactile feedback are used as feedback by humans. Application: Percussion without a screen, ensemble on key sounds, working with eyes closed. Conditions: The computer does not measure sound and feel through normal keyboard events. Equipment: Physical condition.

Characters and meaning

11Typed text as an actionOverview and example ↗The result depends on the entered text, its structure or meaning.8

Variants and applications

  • Enter a specified character. Action: Type a specific character, number or sign. Application: Teaching the alphabet, numeric answer, searching for the desired letter. Conditions: The physical key and the resulting character differ when changing the layout. Equipment: Regular keyboard.
  • Copying a word or text. Action: Reproduce the displayed text with an assessment of speed and accuracy. Application: Typing trainer, typing, message rewriting. Conditions: Define rules of case, punctuation and correction handling. Equipment: Regular keyboard.
  • The word is like a command. Action: The entered word selects an action from the dictionary. Usage: Type the name of a spell, item, target, or function. Conditions: Dictionary, synonyms, and acceptable languages ​​are part of the rules. Equipment: Regular keyboard.
  • Prefix as targeting. Action: As you type, objects whose names do not match are eliminated. Application: Selecting an enemy by word, searching for a file, accessing multiple objects without a mouse. Conditions: Common prefixes require a disambiguation rule. Equipment: Regular keyboard.
  • Number or formula as control. Action: The user specifies a numerical value or a calculated expression. Application: Set up a trajectory, allocate a resource, enter coordinates, solve an arithmetic problem. Conditions: Use limited parsing of expressions and explicit units of measurement. Equipment: Regular keyboard.
  • Free phrase. Action: The entered sentence is interpreted as an intention. Application: Text adventure, dialogue, description of a character's action. Conditions: Define the limits of the parser or model in advance; understanding of the text is not guaranteed. Equipment: Regular keyboard.
  • Program as action. Action: The text describes an executable algorithm or set of rules. Application: Program a robot, specify factory logic, compose a procedural drawing. Conditions: The language can be a small DSL; execution requires a limited environment. Equipment: Regular keyboard.
  • Text as a created object. Action: Letters and symbols remain part of the world or work. Application: ASCII drawing, poetry, notes, musical score of symbols. Conditions: Both the content and arrangement of the symbols are important. Equipment: A regular keyboard.

Rule

12Text restrictions and transformationsOverview and example ↗Additional requirements and consequences are specified above the text input.8

Variants and applications

  • Permitted or prohibited alphabet. Action: Use only certain symbols or avoid specified ones. Application: Lipogram, damaged terminal, spells from available runes. Conditions: The final text or each event is checked; these are different conditions. Equipment: Regular keyboard.
  • Word formation according to the rule. Action: Create words of the desired length, category, ending or structure. Application: Word battle, educational quiz, selection of a recipe based on the properties of a word. Conditions: A dictionary or clear, testable grammar is needed. Equipment: A regular keyboard.
  • String conversion. Action: Reverse typing, encrypt, replace or rearrange characters. Applications: Decryption, mirror messages, logic puzzles. Conditions: For international text, consider compound characters and graphemes. Equipment: Regular keyboard.
  • Case and punctuation as meaning. Action: Different forms of notation indicate different actions or quality of the result. Application: Increasing the power of a spell with case, syntactic tasks, precise command entry. Conditions: The rule must retain meaning in supported languages. Equipment: A regular keyboard.
  • Time limit for text. Action: Complete a word, phrase or message before the deadline. Application: Save a character by typing a command, high-speed correspondence, emergency protocol. Conditions: The length and language of the text must be taken into account when setting the time. Equipment: A regular keyboard.
  • Consequences of typos. Action: An error changes the world: it causes damage, creates interference or distorts the command. Application: Unstable spells, a noisy communication channel, operator simulation. Conditions: The tolerance for errors and the possibility of correction are set explicitly. Equipment: A regular keyboard.
  • Correction as a resource. Action: Backspace, replacement and cancellation are limited, paid or provide a separate benefit. Application: Editing puzzle, restoration of damaged text, proofreader fight. Conditions: Do not mix the price of correction with the requirements for the input method. Equipment: Regular keyboard.
  • Ambiguity and autocompletion. Action: Select from multiple completions, expand a shortcut, or accept a hint. Application: Command palette, word prediction, minimum number of characters game. Conditions: Hints must be accessible from the keyboard and show the selected option. Equipment: Regular keyboard.
13Inactivity, forbidden input and input costsOverview and example ↗What matters is the absence of events, the validity of the keys, and the cost of the action.8

Variants and applications

  • Waiting without entering. Action: Failure to press during the interval triggers or maintains the effect. Application: Freeze in front of the predator, allow the device to cool, wait for the character to respond. Conditions: Waiting during active play must be distinguished from losing focus. Equipment: Regular keyboard.
  • Complete letting go. Action: It is required that all keys taken into account be released. Application: Reset the mechanism, go through the silent phase, break all control circuits. Conditions: The program checks for the release of keys, and not the lifting of hands from the surface. Equipment: Regular keyboard.
  • Prohibited action. Action: A certain signal cannot be pressed or specific keys are temporarily prohibited. Application: Go/no-go task, trap with false clues, safe passage of signals. Conditions: It is important to clearly indicate the beginning and end of the ban. Equipment: A regular keyboard.
  • Limited set of keys. Action: The player solves the problem using only the available subset of input. Application: Panel breakdown, one-button mode, puzzle with missing commands. Conditions: This is a software limitation that can be changed according to the rules. Equipment: Regular keyboard.
  • Click budget. Action: Each action consumes the total supply; the task requires savings. Application: Minimize commands to the robot, send a short message, complete the level in several inputs. Conditions: Specify whether physical events, received commands or symbols are counted. Equipment: Regular keyboard.
  • Reloading a single key. Action: After use, a specific key is temporarily unavailable. Application: Cooling runes, limited tools, distribution of attacks between fingers. Conditions: Display availability; the physical key continues to work for the OS. Hardware: Regular keyboard.
  • Wear and restoration. Action: Use reduces the resource of the assigned key or group; rest restores it. Application: Overheating panel, surviving with collapsing teams, load management. Conditions: Wear is a gaming model and does not require damage to the device. Equipment: Regular keyboard.
  • Limit of simultaneous activity. Action: It is allowed to hold no more or no less than a specified number of keys. Application: Limited power supply, load balancing, active switches puzzle. Conditions: The game limit must fit within the actually supported combinations. Equipment: Regular keyboard.

Interface

14Navigation and selectionOverview and example ↗The keyboard moves focus, selects targets, and controls interface objects.8

Variants and applications

  • Sequential bypass. Action: Move to the next or previous available element. Application: Forms, dialogs, inventory, step-by-step inspection of objects. Conditions: Tab and Shift+Tab are expected in normal interfaces; maintain visible focus. Equipment: Regular keyboard.
  • Spatial navigation. Action: Arrows move the selection to an adjacent element. Application: Item grids, trees, maps, field menus. Conditions: Directions must correspond to the visual structure. Equipment: Regular keyboard.
  • Move to borders and pages. Action: Move directly to the beginning, end, or next screen of a list. Application: Large catalogs, magazines, maps and text documents. Conditions: Home, End, Page Up and Page Down may not be available as separate keys. Equipment: Regular keyboard.
  • Direct selection by key. Action: The element is assigned a short index, letter or number. Application: Dialogue cues, quick slots, calling a group, selecting a tool. Conditions: The index must be visible next to the target. Equipment: Regular keyboard.
  • Search by dial. Action: Entering letters moves the selection to a matching item or filters the list. Application: Long inventory, list of names, library navigation. Conditions: Consider input language and search prefix reset time. Equipment: Regular keyboard.
  • Multiple choice. Action: Modifiers and navigation expand the range or change individual elements. Application: Controlling a squad, selecting files, editing a set of cells. Conditions: Separate moving focus from the selected state. Equipment: Regular keyboard.
  • Object manipulation. Action: The key starts capturing, directions move or change the object, confirmation completes. Application: Available dragging, building, rearranging inventory, resizing. Conditions: Need clear confirmation, cancel and current mode. Equipment: Regular keyboard.
  • Confirmation and cancellation. Action: Individual actions accept a selection, go back a step, or exit a mode. Applications: Menus, editors, command chains, ability targeting. Conditions: The expected roles of Enter, Space, and Escape depend on the component and platform. Equipment: Regular keyboard.
15Editing, commands and automationOverview and example ↗Ways to manage compound activities, documents, and authoring tools.8

Variants and applications

  • Cursor and text selection. Action: Move the insertion point, expand the selection, select words or blocks. Application: Text editor, console, puzzle for rearranging fragments. Conditions: Character-by-character and word-by-word movement must take into account the language and compound characters. Equipment: Regular keyboard.
  • Removal, insertion and replacement. Action: Backspace, Delete, replace mode and selection operations change the content. Application: Correcting documents, repairing code, creating a message from a blank. Conditions: Environment restrictions may apply for pasting from the clipboard. Equipment: Regular keyboard.
  • Undo and redo an action. Action: Move back and forth through operation history. Applications: Level editors, drawing, experimental puzzles, creative tools. Conditions: Reverting application history is different from canceling the current incomplete command. Equipment: Regular keyboard.
  • Numeric prefix. Action: The number in front of the command sets the number of repetitions or scale. Application: Take ten steps, duplicate the object several times, repeat the cursor movement. Conditions: You need number boundaries and a prefix ending rule. Equipment: A regular keyboard.
  • Operator and scope. Action: One command specifies an operation, the other selects an object or range. Application: Modal editor, mass deletion of cells, processing parts of a structure. Conditions: Combinations must obey a single grammar. Equipment: Regular keyboard.
  • Recording and executing a macro. Action: A sequence of user actions is saved and launched with one command. Application: Editor automation, robot training, production pipeline. Conditions: Specify whether events with timing or semantic commands are recorded. Equipment: Regular keyboard.
  • Registers and instruction sets. Action: Several saved fragments or macros are available on separate keys. Application: Cue buffer, musical phrases, code templates, programs for different robots. Conditions: Visibility of the contents of the selected register is required. Equipment: Regular keyboard.
  • Step by step execution and pause. Action: Keys start, stop and advance the process one step. Application: Debugging, animation, simulations, programming training and editing. Conditions: Separately determine what happens to the accumulated input after a pause. Equipment: Regular keyboard.

Social rule

16Cooperative and competitive playOverview and example ↗One surface or several devices are shared between participants.8

Variants and applications

  • Split keyboard. Action: Players get different non-overlapping areas of the same keyboard. Application: Local combat, race, cooperative puzzle. Conditions: Need to check general combinations and have enough space for hands. Equipment: Regular keyboard.
  • General character. Action: Different participants are responsible for different parts of the control of one entity. Application: One moves the robot, the other controls the gripper; crew of one ship. Conditions: The program checks commands from zones; the identity of the person pressing is usually unknown. Equipment: Regular keyboard.
  • Joint chord. Action: Participants simultaneously hold or press their keys for a common result. Application: Open a cooperative lock, create a common musical chord. Conditions: Without observation, it cannot be proven that the keys were pressed by different people. Equipment: Regular keyboard.
  • Input relay. Action: The right to enter commands is transferred in turn. Application: Joint story, rhythmic relay race, device repair in stages. Conditions: With one keyboard, the actual performer is determined by the agreement. Equipment: Regular keyboard.
  • Confrontation for a common goal. Action: Participants enter commands to one object; decides the order, time or application. Application: Dispute for the direction of the ship, auction for an action, capture of the general cursor. Conditions: Determine the arbitration of conflicting events. Equipment: Regular keyboard.
  • Musical or work ensemble. Action: Each zone performs an independent part in the overall composition. Application: Keyboard duet, multi-station assembly, synchronized crew operation. Conditions: Feedback should allow everyone to see their task. Equipment: Regular keyboard.
  • Two keypads with identification. Action: The same keys on different devices belong to different players. Application: Full local game, typing competition, individual musical parts. Conditions: An API that distinguishes devices is needed; the normal stream of browser events does not separate them. Hardware: System API.
  • Distributed keyboard. Action: Each participant enters part of the shared state on his device through the network. Application: Mass musical performance, collective control panel, remote cooperation. Conditions: This is a network mechanics; delays and assignment of participants must be taken into account. Equipment: Additional channel.

Special signal

17Analog Keys and SensorsOverview and example ↗These interactions require appropriate hardware and available data flow.8

Variants and applications

  • Key stroke depth. Action: Continuous position value sets the amount of action. Application: Smooth speed, throttle and brake, valve opening degree. Conditions: Requires analog keyboard and SDK or compatible controller mode. Hardware: Special device / SDK.
  • Several levels of progress. Action: Different depth ranges involve different steps or actions. Application: Walking and running with one key, half press and full action, pull steps. Conditions: Thresholds need tolerances or hysteresis to keep the state from shaking. Hardware: Special device / SDK.
  • Partial release. Action: A new action is allowed after a small reversal without a full return. Application: Repeated movements, note reactivation, sensitive command reset. Conditions: Possibility depends on the sensor, firmware and API; rapid trigger can work inside the keyboard. Hardware: Special device / SDK.
  • Key speed. Action: The change in depth over time is used as an estimate of the speed of pressing or releasing. Application: Attack of a musical sound, inertia of a conventional instrument, expressive performance. Conditions: Quite frequent analog samples are needed; this is not a normal keydown/keyup interval. Hardware: Special device / SDK.
  • Measured force. Action: The sensor measures the applied force and the rule uses its magnitude. Application: Grip compression, wrist pressure, musical expression. Conditions: The force sensor is a separate requirement; Measuring the stroke in itself does not provide strength. Equipment: Special device / SDK.
  • Touch without triggering. Action: The sensor distinguishes the touch or proximity of a finger before a normal press. Application: Preview of a function, playing by touch, highlighting a finished instrument. Conditions: You need a keyboard or pad with the appropriate sensors. Equipment: Special device / SDK.
  • Movement of the entire device. Action: An external or built-in sensor measures the tilt, rotation, or acceleration of the keyboard. Application: Tilt the platform, steer course, couple typing with gestures. Conditions: Inertial sensors are not included in standard keyboard events. Hardware: Additional channel.
  • Acoustic reading. Action: The microphone analyzes the sounds of tapping as an additional input. Application: Rhythmic instrument, artistic experiment, recognition of a series of knocks. Conditions: The microphone requires access; the sound does not reliably identify a specific key. Equipment: Additional channel.

Device output

18Light and physical feedbackOverview and example ↗The keyboard can be a channel for hints, status, and results.8

Variants and applications

  • Highlights next target. Action: The system illuminates the key to be pressed. Application: Typing training, musical notes, step-by-step startup procedure. Conditions: Controllable backlight and compatible SDK required. Hardware: Special device / SDK.
  • Light path or pattern. Action: A group of lights defines a path, shape or sequence. Application: Keyboard maze, pattern repetition, light propagation puzzle. Conditions: The geometry of the light zones must be compared with the physical model of the device. Equipment: Special device / SDK.
  • State on each key. Action: Color or brightness reflects the resource of the associated action. Application: Recharges, base health, node temperature, note availability. Conditions: Individual backlighting is required; indicate states also with a form or an additional channel. Hardware: Special device / SDK.
  • Light rhythm. Action: Backlight pulses set the tempo or moment of action. Application: Rhythm playing, silent metronome, ensemble synchronization. Conditions: The delay in updating the light must be taken into account in the timings. Equipment: Special device / SDK.
  • Light's response to the result. Action: Pressing causes a flash, wave or change in color scheme. Application: Hit confirmation, tool reaction, distribution of game energy. Conditions: The signal must distinguish the accepted input from simple key registration. Hardware: Special device / SDK.
  • Indicators of fixed modes. Action: Available Caps Lock, Num Lock or Scroll Lock lamps carry a simple state. Application: Retro remote, active phase indicator, minimal alarm. Conditions: Control of lamps requires a suitable system path or firmware and can be related to the OS state. Hardware: System API.
  • Keyboard screen. Action: The built-in display shows instructions, status or a fragment of the game world. Application: Character console, text communicator, local command queue panel. Conditions: The screen and access to it are features of a specific device. Equipment: Special device / SDK.
  • Controlled haptic feedback. Action: A special actuator creates vibration or changes the feel of a key. Application: Error signal, tool texture, virtual mechanism resistance. Conditions: An appropriate tactile actuator is needed; regular switches themselves do not do this in software. Hardware: Special device / SDK.

Channel combination

19Hybrids and embedded controllersOverview and example ↗Keys communicate with other input sources; the additional elements are not regular keys.8

Variants and applications

  • Keyboard and pointer. Action: Keys specify movement, mode or tool, mouse or trackpad selects a point. Application: Aiming, modified dragging, drawing and editing. Conditions: Need to determine the owner of the focus and joint interpretation of events. Equipment: Additional channel.
  • Keyboard and voice. Action: Text or buttons select a parameter, voice gives a command or vice versa. Application: Dispatcher, stage play, crew management, multimodal editor. Conditions: A microphone, resolution and clear processing of unrecognized speech are needed. Equipment: Additional channel.
  • Keyboard and touch screen. Action: Touch selects an object, keys control an action or modifier. Application: Drawing on a tablet with a keyboard, map control, musical instrument. Conditions: Consider the reachability of both devices and the state of the active window. Equipment: Additional channel.
  • Keyboard and look. Action: Gaze selects the target, the key confirms or changes it. Application: Quick selection of objects, accessible controls, aiming in an experimental game. Conditions: Requires an eye tracker or a suitable camera and calibration. Equipment: Additional channel.
  • Keyboard and body posture. Action: A camera or other sensor adds the position of the arms, head or body. Application: Check the crossing of hands, combine typing with movement, create stage acting. Conditions: Pose is not determined by the keyboard; The quality of external recognition needs to be checked. Equipment: Additional channel.
  • Keyboard and gamepad or pedal. Action: Different channels are responsible for different parts of the control. Application: Keys select commands, the pedal holds the mode, the gamepad sets a continuous axis. Conditions: Priority rules and support for mixed input are needed. Equipment: Additional channel.
  • Built-in encoder or wheel. Action: The additional rotary controller changes the value, the key confirms. Application: Frequency, scale, scrolling, step selection on the instrument panel. Conditions: Availability and accessibility of the encoder depends on the device and its interface. Hardware: Special device / SDK.
  • Built-in touchpad, strip or mini-joystick. Action: An additional surface or pointer gives continuous control next to the keys. Applications: Camera positioning, audio modulation, cursor, expressive creative tool. Conditions: This is a separate channel within the housing; it should not be assumed on any keyboard. Hardware: Special device / SDK.

Adaptation

20Accessible control schemesOverview and example ↗Input transformations help preserve the task across other motor abilities.8

Variants and applications

  • One key and scan. Action: The system highlights the options one by one, pressing selects the current one. Application: Menus, dialogues, turn-based games and tools with one accessible switch. Conditions: Scanning speed and cancellation method are configurable. Equipment: Regular keyboard.
  • Multiple actions with one key. Action: Different durations, series and phases give different commands. Application: One-button adventure, compact controller, limited input tool. Conditions: The vocabulary of distinguishable gestures must be small and learnable. Equipment: Regular keyboard.
  • Sequential modifiers. Action: The combination is entered in parts with the previously selected keys fixed. Application: Alternative to chords, one-hand control, complex editor commands. Conditions: The fixation must be shown and allowed to be reset. Equipment: Regular keyboard.
  • Switch instead of holding. Action: The first press turns on the long action, the second turns it off. Application: Run, block, grab an object, record, temporary tool mode. Conditions: Keep a separate setting for actions where releasing itself is the meaning. Equipment: Regular keyboard.
  • Hold instead of frequent presses. Action: Holding generates a limited series of accepted actions. Application: Alternative to mash mechanics, long scrolling, repeatable operation of the tool. Conditions: Frequency is set by the application and must be consistent with the rules of the game. Equipment: Regular keyboard.
  • One-handed design. Action: All necessary actions are placed in an accessible compact area. Application: Control remapping, local mode with one participant, mobile workstation. Conditions: Test real-world combinations and reach on the user's device. Hardware: Regular keyboard.
  • Sequence instead of simultaneity. Action: A chord or multiple streams are replaced by a chain, preserving the selected states. Application: Solo cooperative puzzle, step-by-step musical input, accessible control panel. Conditions: If synchronicity is the goal of the challenge, such a replacement changes its character. Equipment: Regular keyboard.
  • Configurable temporal precision. Action: The user changes windows, durations, tempo and acceptable errors. Application: Training, rhythm games, different difficulty and access modes. Conditions: This is an interaction parameter; save the settings and explain the impact on the result. Equipment: Regular keyboard.

Task constraints

21Memory, attention and learningOverview and example ↗The same input creates different tasks depending on the prompts and mental load.8

Variants and applications

  • Repeat the disappeared pattern. Action: A sequence, chord or pattern is first shown, then entered from memory. Applications: Memory play, procedure teaching, musical echo. Conditions: Pattern length, delay, and replay availability vary. Equipment: Regular keyboard.
  • Transform the pattern in your mind. Action: Enter the shown material in reverse order, with an offset or according to a conditional code. Application: Logic puzzle, melody transposition, encryption problem. Conditions: The transformation rule must be unambiguous. Equipment: A regular keyboard.
  • Find an unknown match. Action: Experiment with the keys and deduce a pattern based on the system's response. Application: Unknown panel, alien device, learning through exploration. Conditions: Sufficient feedback is needed for the solution to be deducible. Equipment: Regular keyboard.
  • React to the selected sign. Action: The command depends only on one of several properties of the tooltip. Application: Click on the color, ignoring the written word; sort dispatcher signals. Conditions: Feature conflict is a cognitive rule on top of a simple press. Equipment: Regular keyboard.
  • Switch rule. Action: The same stimulus requires different responses under the current condition. Application: Varying operator instructions, flexibility task, changing roles in training. Conditions: The current rule must be known or explicitly specified as a memory task. Equipment: Regular keyboard.
  • Combine two tasks. Action: Type text and simultaneously serve another thread of actions. Application: Correspondence while controlling the ship, music part plus alarms. Conditions: You can separately adjust the difficulty and tempo of each thread. Equipment: Regular keyboard.
  • Select a signal from interference. Action: Click only on significant events, ignoring similar false ones. Application: Radar operation, rhythmic track with distracting notes, searching for the necessary letters. Conditions: Distinguish between selection error, omission and time error. Equipment: Regular keyboard.
  • Master the scheme with decreasing hints. Action: Hints gradually disappear, but the location and rules are preserved. Application: Touch typing, teaching hot keys, mastering the musical layout. Conditions: The speed of removing hints should be based on the observed success of the user. Equipment: A regular keyboard.

Restrictions

Event, symbol and text

Movement usually requires a physical key position; for text you need the input result taking into account the layout, dead keys and IME. One character does not always equal one click. The pasted text also does not prove the physical type.; events; codes

Real press and repeat

Holding may generate repeated OS events. To count individual clicks, the state transition is checked, and for the repeatable effect, its own timer is set.; events

Simultaneity

Not every keyboard recognizes every set of keys pressed. Test specific combinations, especially with cooperation, musical chords and holding multiple supports.; rollover

Strength, stroke, finger and hand

Regular binary input does not provide strength, depth, personality, finger or hand. Analog stroke and force are different measurements. Bodily conditions require trust, observation or a separate sensor.; analog; force

Compactness and layout

The number pad, F-row and individual navigation keys may be missing. The physical geometry, labels, and left/right key accessibility are different. Reassignment and clear hints are needed.; codes

Device access

Fn, system shortcuts, media keys, backlighting, and individual device IDs are accessed differently in the browser, engine, and native app. Support must be verified in the target environment.; events; devices; rgb

Time and loss of focus

Application timings contain input and output delays. Narrow windows require calibration. When changing windows, reset internal holds without a game penalty: the actual release might not reach the application.;

Interface controllability

Maintain visible focus, easy undo, and predictable navigation. The game layout may be unusual, but menus and settings should remain accessible.; a11y

Conditionals

Keyboard climber

The keys are hooks; one is held as a support, the adjacent one is pressed until the first one is released. Limiting active supports creates a routing and coordination challenge; K049; K050; K060; K032; K104

Word magic

The word selects the spell, the duration of holding the confirmation key sets the charge, releasing into the rhythmic window enhances the result. Typos change the effect according to previously known rules.; K067; K007; K019; K078

Emergency crew console

The keyboard zones are different posts; participants support independent processes and together confirm the emergency procedure with a chord.; K053; K114; K115; K024

Quiet terminal

Each click consumes a resource, corrections are limited, long actions are recorded in macros. The player is looking for a short program to solve the problem.; K101; K079; K110; K071

Light maze

RGB keys show the map; the player moves through adjacent positions, repeating the pattern or reacting to a change in color. Requires compatible hardware; K049; K050; K138; K140

One key control

Scan selects target, short press confirms, hold opens second action. Tempo and time tolerances are adjustable; K153; K154; K005; K160

Design parameters

What is evaluated: pressing, releasing, state, position, symbol, text or external sensor.

How many keys are involved; whether the order, the intersection of holds and the absence of extra keys are important.

What are the time window, hold threshold, timeout, frequency, buffer and error tolerance.

How events change the world: movement, choice, confirmation, resource, sound, text or interface state.

What prompts are available: screen, sound, key light, tactile form; what you need to remember.

How erroneous input, cancellation, opposite directions, and loss of focus are resolved.

Who acts: one person, multiple participants, multiple zones or individually defined devices.

What are the requirements for hardware, form factor and alternative control methods.

Equipment

basic

Description: Regular keyboard

physical

Description: Physical condition

native

Description: System API

special

Description: Special device / SDK

hybrid

Description: Additional channel

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

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