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Mechanics catalog

1Taps and selectionOverview and example ↗Short contact selects an object, position or command; the rule determines the moment of activation and the possibility of cancellation.8

Variants and applications

  • Activation. Type: Touch. Fingers: 1. Rule: A short touch causes one action. Application: Press a button, jump, open a door, hit.
  • Selecting an object. Type: Touch. Fingers: 1. Rule: Touching makes the object current, the next action is applied to it. Application: Select units, objects, evidence or answer options.
  • Indication of location. Type: Touch. Fingers: 1. Rule: Touch coordinates become the target of movement or placement. Application: Send the hero to a point, place a tower or marker.
  • Aiming touch. Type: Touch. Fingers: 1. Rule: Success depends on hitting a specific area of ​​the object. Application: Get into a vulnerability, find a hidden object, play the right note.
  • Creation on point. Type: Touch. Fingers: 1. Rule: Touching creates an object or event at the selected coordinates. Application: Plant a plant, place a route node, cause a splash.
  • Switching state. Type: Touch. Fingers: 1. Rule: Each touch changes the state in a cycle. Application: Switch rails, polarity, color, stance or direction of gravity.
  • Contextual action. Type: Touch. Fingers: 1. Rule: One gesture causes a different action depending on the object and the state of the world. Application: Touch a door to open, an ally to heal, a fire to rest.
  • Double tap. Type: Touch. Fingers: 1. Rule: Two touches within a given time and space tolerance form a command. Application: Dash, quick group selection, approaching an object. Need a clear border with a single touch...
2Hold and releaseOverview and example ↗The holding state, its duration and release determine the temporary mode, charge or completion of the action.8

Variants and applications

  • Action for the duration of contact. Type: Touch. Fingers: 1. Rule: The action works as long as the finger touches the active zone. Application: Shooting, shield, gas, watering, spraying paint.
  • Charge and release. Type: Touch. Fingers: 1. Rule: Holding accumulates charge, releasing triggers the action. Application: Charge a shot, throw an object, perform a strong jump.
  • Duration as a parameter. Type: Touch. Fingers: 1. Rule: The holding time sets the magnitude of the result. Application: Measure a portion of liquid, the length of the wick, the height of the jump or the duration of the sound.
  • Stabilization by holding. Type: Touch. Fingers: 1. Rule: Contact gradually reduces spread or oscillation. Application: Calm the scope, focus the lens, prepare a precision instrument.
  • Holding changes the passage of time. Type: Touch. Fingers: 1. Rule: The world slows down, stops or speeds up only on contact. Application: Plan a trajectory between hazards or manually advance the simulation.
  • Holding at risk. Type: Touch. Fingers: 1. Rule: The benefit grows with the danger, the player decides when to let go. Application: Do not overheat the drill, do not overfill the vessel, do not break the fishing line.
  • Maintaining the condition. Type: Touch. Fingers: 1. Rule: While the zone is pressed, the remote object remains active. Application: Hold a door open, support a bridge or power a mechanism.
  • Letting go in the moment. Type: Touch. Fingers: 1. Rule: The result is determined by the time the finger is lifted. Application: Stop the scale, catch the parry window, release the grip in time.
3Tempo, rhythm and sequencesOverview and example ↗The number and intervals of touches form a sequence, rhythm, or check for timely action.8

Variants and applications

  • Getting into the rhythm. Type: Touch. Fingers: 1+. Rule: The touch is compared with the moment of the expected event. Application: Musical notes, repelling attacks, rhythmic operation of the instrument.
  • Maintain frequency. Type: Touch. Fingers: 1+. Rule: Stable touch frequency is important, not maximum speed. Application: Maintain engine running, rowing, spell pulse.
  • Accumulation by a series of touches. Type: Touch. Fingers: 1+. Rule: Each correct touch adds resource or effort. Application: Inflate the pump, get out of the grip, accelerate the flywheel.
  • Alternation of zones. Type: Touch. Fingers: 1+. Rule: Only alternating touches of two or more areas are counted. Application: Running, swimming, drumming, hand drive.
  • Sequence of goals. Type: Touch. Fingers: 1+. Rule: You need to touch objects in a certain order. Application: Repeat the code, play a melody, activate a chain of runes.
  • Code of short and long contacts. Type: Touch. Fingers: 1+. Rule: The value is set by a combination of durations and pauses. Application: Transmit a signal, hack a terminal, communicate with a character using a code.
  • Synchronized chord. Type: multi. Fingers: 2+. Rule: Multiple contacts must start within the same time window. Application: Press multiple plates, play a chord, synchronize locks. Need multi-touch.
  • The rhythm of letting go. Type: Touch. Fingers: 1+. Rule: The moments of completion of holds or the intervals between them are compared. Application: Remove your fingers from several keys in turn, play a note with the required duration.
4Dragging and placementOverview and example ↗Moving the captured pin moves the object or sets its position, and releasing it determines the placement result.8

Variants and applications

  • Direct movement. Type: Touch. Fingers: 1. Rule: The object follows the finger while maintaining the grip point. Application: Move a figurine, furniture, mechanism part, inventory item.
  • Laying on the grid. Type: Touch. Fingers: 1. Rule: The position after releasing is rounded to a valid square. Application: Tetris-like laying, arrangement of buildings, backpack organization.
  • Alignment with purpose. Type: Touch. Fingers: 1. Rule: The transfer is counted when the contours or points coincide sufficiently. Application: Assemble a puzzle, insert a key, combine transparent diagrams.
  • Exchange of positions. Type: Touch. Fingers: 1. Rule: Carrying to an occupied place changes objects in places. Application: Puzzles with chips, rearranging equipment, making combinations.
  • Insertion sort. Type: Touch. Fingers: 1. Rule: The release location sets a new position in the sequence. Application: Line up commands, restore chronology, organize cards.
  • Using an item by transfer. Type: Touch. Fingers: 1. Rule: Contact of the carried item with the target causes interaction. Application: Combine ingredients, feed the character, apply the tool to the evidence.
  • Delivery with preservation of cargo. Type: Touch. Fingers: 1. Rule: The player carries an object through space with obstacles. Application: Carry a fragile load, bring a spark, transfer liquid while limiting sudden movements.
  • Moving across the border. Type: Touch. Fingers: 1. Rule: The event is triggered by crossing the border, and not just by releasing it. Application: Transfer an item to the conveyor, load the cargo into the portal, drag the card to another zone.
5Swipes, jerks and throwsOverview and example ↗A fast directed movement sets an impulse, throw or command, taking into account the speed and length of the gesture.8

Variants and applications

  • Directional swipe. Type: Touch. Fingers: 1. Rule: The direction of a sufficiently long movement selects the command. Application: Turn, change lane, dodge, choose the direction of the strike.
  • Swipe length is like strength. Type: Touch. Fingers: 1. Rule: The amount of movement of the finger sets the power of the action. Application: Jump distance, step length, push force. This is a software scale, not a pressure measurement.
  • Swipe speed is like power. Type: Touch. Fingers: 1. Rule: The force of action depends on the speed of movement of the finger. Application: Throwing a ball, hitting a club, launching a stone.
  • Inertial throw. Type: Touch. Fingers: 1. Rule: After release, the object continues to move at the calculated speed. Application: Flick the puck, move the chip, spin the free list or game tape.
  • Hit crossed targets. Type: Touch. Fingers: 1. Rule: One quick movement affects all crossed objects. Application: Chop flying targets, deflect several projectiles, carry out a sweeping attack.
  • Pulling and releasing. Type: Touch. Fingers: 1. Rule: The displacement from the starting point sets the tension vector, releasing it launches the object. Application: Slingshot, bow, spring, catapult.
  • Adding rotation. Type: Touch. Fingers: 1. Rule: Tangential movement is converted into angular impulse. Application: Spin the top, wheel, disk, give the ball a spin.
  • Swipe as a solution. Type: Touch. Fingers: 1. Rule: Moving an object to one of the sectors selects the outcome. Application: Accept or reject an offer, arrange findings, select a dialogue option.
6Drawing and Path GeometryOverview and example ↗The contact mark becomes a line, outline, route, or recognizable geometric figure.8

Variants and applications

  • Free line. Type: Touch. Fingers: 1. Rule: The drawn path becomes an object or geometry. Application: Build a bridge, wall, platform, conductor.
  • Outlining the sample. Type: Touch. Fingers: 1. Rule: Deviation from a given path is assessed. Application: Calligraphy, surgery, precision cutting, character restoration.
  • Connection of nodes. Type: Touch. Fingers: 1. Rule: A line defines connections between discrete objects. Application: Assemble an electrical circuit, install a plumbing system, compose a word.
  • Continuous route. Type: Touch. Fingers: 1. Rule: The finger must go from beginning to end without separation or disturbance. Application: Labyrinth, alarm disarming, cable wiring.
  • Closed area. Type: Touch. Fingers: 1. Rule: The outlined outline defines a set of targets or an area. Application: Select a squad, capture territory, trap creatures in a ring.
  • Recognizable symbol. Type: Touch. Fingers: 1. Rule: The shape of the gesture is compared with a set of patterns. Application: Draw a spell, sign an order, give a command with a gesture.
  • Cut along the line. Type: Touch. Fingers: 1. Rule: A path divides a material, connection or geometry. Application: Cut a rope, cut out a part, divide a portion, cut a hole.
  • Trajectory programming. Type: Touch. Fingers: 1. Rule: The game executes the drawn route after the input is completed. Application: Set the drone flight, patrol detour, delivery path or projectile movement.
7Surface interactionsOverview and example ↗Repeated movements change the surface area: erase, clean, cover or reveal it.8

Variants and applications

  • Erasing the top layer. Type: Touch. Fingers: 1. Rule: Under the finger or hand, the mask is removed and the contents are revealed. Application: Scratch the ticket, clear the card, reveal the hidden inscription.
  • Removing material. Type: Touch. Fingers: 1. Rule: Movement removes part of the game substance or object. Application: Erase a drawing, dig a tunnel, clear a rubble.
  • Applying a layer. Type: Touch. Fingers: 1. Rule: The trajectory changes the color, coating or properties of the surface. Application: Paint, apply protection, cover the ground with ice or fire.
  • Moving material with a brush. Type: Touch. Fingers: 1. Rule: Movement redistributes the already existing substance. Application: Smear paint, rake sand, move foam, distribute cream.
  • Rubbing. Type: Touch. Fingers: 1. Rule: Repeated passes accumulate the effect in the area. Application: Warm up the object by friction, polish the stone, remove rust.
  • Directed processing. Type: Touch. Fingers: 1. Rule: Passes with the required direction or speed are counted. Application: Clean along the grain, comb, sharpen the blade, smooth out folds.
  • Circular mixing. Type: Touch. Fingers: 1. Rule: Revolutions and direction of movement change the state of the mixture. Application: Stir the potion, wind the thread, run a hand centrifuge.
  • Reciprocating work. Type: Touch. Fingers: 1. Rule: Full strokes between control positions are counted. Application: Sawing, pumping bellows, using a file, driving a pump.
8Continuous ControlOverview and example ↗The current position and displacement of the finger continuously changes direction, force, speed or other in-game value.8

Variants and applications

  • Fixed virtual joystick. Type: Touch. Fingers: 1. Rule: Deviation from a constant center sets the direction and magnitude of the command. Application: Character movement, control of a car or robot.
  • Floating joystick. Type: Touch. Fingers: 1. Rule: The control center is created at the point of origin of contact. Application: Control with one hand without searching for a fixed button.
  • Relative touchpad. Type: Touch. Fingers: 1. Rule: Incremental finger movement moves the cursor or camera. Application: Review, aiming, remote control of a small object.
  • Absolute compliance. Type: Touch. Fingers: 1. Rule: The position of the finger directly sets the position of the controlled target. Application: Move the racket, shield, ship, light source. Need a visible object above the finger or offset...
  • One-dimensional slider. Type: Touch. Fingers: 1. Rule: One coordinate specifies a continuous parameter. Application: Gas, instrument volume, depth, height, power.
  • 2D XY panel. Type: Touch. Fingers: 1. Rule: Two coordinates independently change two parameters. Application: Pitch and timbre of sound, two components of a mixture, azimuth and range.
  • Virtual rotation handle. Type: Touch. Fingers: 1. Rule: The angular position of the finger sets the parameter or sequence of clicks. Application: Tuning the radio, rotating the safe dial, adjusting the valve.
  • Rewind the scale. Type: Touch. Fingers: 1. Rule: Moving selects a moment on the time axis. Application: Search for a frame with evidence, reconstruct events, manage time in a puzzle.
9Multi-touch geometryOverview and example ↗The distance, angle, and relative position of the contacts control the scale, rotation, and geometry of the object.8

Variants and applications

  • Mixing and breeding. Type: multi. Fingers: 2+. Rule: The distance between the contacts controls the scale. Application: Change the scale of the map or the size of the game object.
  • Rotate with two fingers. Type: multi. Fingers: 2+. Rule: The angle between the contacts controls the rotation. Application: Orient a piece, rotate a puzzle, combine constellations.
  • Two finger transfer. Type: multi. Fingers: 2+. Rule: The general displacement of the contacts transfers the object or space. Application: Move the map, camera, large structure separately from the game selection.
  • Anchor and lever. Type: multi. Fingers: 2+. Rule: One contact fixes the support, the other controls the position relative to it. Application: Work with a compass, rotate the lever, pull the rope around the support.
  • Stretching. Type: multi. Fingers: 2+. Rule: Individual contacts move different points of a deformable object. Application: To stretch dough, rubber, membrane or bridge.
  • Shift layers. Type: multi. Fingers: 2+. Rule: The relative movement of the contacts changes the shift or misalignment of the parts. Application: Align transparent plates, loosen the connection, deform the mesh.
  • Conditional compression. Type: multi. Fingers: 2+. Rule: Bringing fingers together is interpreted programmatically as squeezing. Application: Squeeze out a sponge, compress a spring, crush a soft object. The screen does not measure actual grip force.
  • Bend at control points. Type: multi. Fingers: 2+. Rule: The position of several contacts determines the angle or curvature of the model. Application: Fold paper, bend wire, open a virtual book.
10Multi-touch coordinationOverview and example ↗Multiple contacts are given independent roles or must perform a coordinated action.8

Variants and applications

  • Independent objects. Type: multi. Fingers: 2+. Rule: Each active contact controls its own object. Application: Two characters, multiple traps, independent musical voices.
  • Movement and aiming. Type: multi. Fingers: 2+. Rule: Different input zones control movement and direction of action. Application: Two virtual sticks, movement plus vision or shooting.
  • Retention and separate team. Type: multi. Fingers: 2+. Rule: One finger supports the action, the other selects or activates the target. Application: Hold the shield and attack, hold the enemy and use the tool.
  • Modifier finger. Type: multi. Fingers: 2+. Rule: Contact in a special zone changes the meaning of the movement of the other finger. Application: Fine tuning, alternative tool, slow motion.
  • The section between the fingers. Type: multi. Fingers: 2+. Rule: Two contacts define a line that interacts with the world. Application: Membrane shield, laser barrier, trap, stretchable platform.
  • Polygon of contacts. Type: multi. Fingers: 2+. Rule: Three or more points define the area of ​​influence. Application: Capture creatures, hold a contour, cover several objects. Check contact limit and convenience.
  • Number of contacts. Type: multi. Fingers: 2+. Rule: The mode or command depends on the number of simultaneously active touches. Application: Choose the size of the instrument, the number of voices, the power of the ritual. The application does not recognize the identity of the finger.
  • Transferring a contact. Type: multi. Fingers: 2+. Rule: A new finger must enter before the previous one comes off, maintaining the general condition. Application: Carry energy along a chain, maintain a continuous bridge or cooperative grip.
11Contact restrictionsOverview and example ↗A rule limits the number, arrangement, continuity, or order of contacts allowed.8

Variants and applications

  • Fixed hold. Type: Touch. Fingers: 1+. Rule: The finger must remain within a small tolerance. Application: Balance the tool, stabilize the reactor, do not disturb the sleeping character.
  • Moving area tracking. Type: Touch. Fingers: 1+. Rule: You need to maintain contact with a moving target. Application: Hold a grip, follow a beam, guide a diagnostic sensor.
  • Forbidden areas. Type: Touch. Fingers: 1+. Rule: Touching certain areas violates the condition. Application: Labyrinth with electric walls, disarming a trap, precision operation.
  • Breakaway to evade. Type: Touch. Fingers: 1+. Rule: Lack of contact temporarily protects the object or disables its influence. Application: Remove a vulnerable marker finger, skip an obstacle, open a dangerous circuit.
  • Waiting without touching. Type: Touch. Fingers: 1+. Rule: Reward or progress appears only after a pause without input. Application: Calm the creature, wait for the image to appear, solve the patience puzzle.
  • Touch budget. Type: Touch. Fingers: 1+. Rule: The solution is given a limited number of contacts or the total holding time. Application: Minimize clicks, save device energy, solve a problem with one gesture.
  • Order of installation and removal. Type: multi. Fingers: 2+. Rule: Not only the positions are significant, but also the order in which contacts begin and end. Application: Open a multi-finger lock, remove the locks in a safe order.
  • Limit speed and smoothness. Type: Touch. Fingers: 1+. Rule: Too fast movements, stops or jerks violate the condition. Application: Carry explosives, guide a pen, perform fine assembly.
12Context, space and cooperative playOverview and example ↗The value of a touch depends on the area of ​​the screen, the state of the world, or the distribution of actions between participants.8

Variants and applications

  • Radial selection in one motion. Type: Touch. Fingers: 1+. Rule: Contact opens the menu, direction selects the sector, releasing confirms. Application: Quickly select a weapon, order, ingredient or replica.
  • Preview and cancel. Type: Touch. Fingers: 1+. Rule: Holding shows the future result, withdrawing to the cancellation zone cancels the command. Application: Check the trajectory, choose a move safely, inspect the object before use.
  • Magnifying glass or window under your finger. Type: Touch. Fingers: 1+. Rule: Contact position moves the area in which other data is visible. Application: Search for traces, read microtext, scan objects. Display important items offset from your finger.
  • Sequential opening of the layer. Type: Touch. Fingers: 1+. Rule: Moving an edge or handle reveals a hidden part of the scene. Application: Flipping through a file, removing film, looking behind a curtain, matching layers of an image.
  • The object is pushed away from the finger. Type: Touch. Fingers: 1+. Rule: Contact creates a field, obstacle or source of attraction. Application: Guide a flock, protect a passage, control fluid, push particles.
  • Duel on one screen. Type: multi. Fingers: 2+. Rule: Players get different zones and independently create contacts. Application: Table football, reaction, fight for territory. For simultaneous play you need multi-touch.
  • Joint holding of an object. Type: multi. Fingers: 2+. Rule: Success depends on the coordinated contacts of several participants. Application: Hold the two ends of the stretcher, simultaneously operate the valves, do not distort the platform.
  • Counter Efforts. Type: multi. Fingers: 2+. Rule: The movements of two contacts turn into opposing play forces. Application: Tug of war, struggle for leverage, stretching of a common object. Powers are calculated from gestures...
13Pressure, contact geometry and stylusOverview and example ↗Device-supported pressure, contact geometry, and stylus parameters complement the coordinates; capabilities are checked separately.8

Variants and applications

  • Pressure force. Type: device. Fingers: Special equipment. Rule: The available hardware force value controls the parameter. Application: Mark thickness, grip force, tool volume. Only with real support; spare input via duration or slider.
  • Pressure threshold. Type: device. Fingers: Special equipment. Rule: The action is performed when the hardware force threshold is reached. Application: Push the material, turn on the second stage of the tool. A prolonged touch cannot be considered a force measurement.
  • Contact area. Type: device. Fingers: Special equipment. Rule: Estimating the size of the contact patch changes the properties of the brush or tool. Application: Wide sponge and thin brush. Data is noisy and device dependent; Do not use for precise finger identification.
  • Tilt of the stylus. Type: device. Fingers: Special equipment. Rule: The maintained angle of the active pen changes the shape of the action. Application: Side hatching, cutter angle, jet shape.
  • Rotate the stylus around its axis. Type: device. Fingers: Special equipment. Rule: If the pen imparts rotation, it specifies the orientation of the tool. Application: Rotate a flat brush, chisel, asymmetrical stamp.
  • Hover without touching. Type: device. Fingers: Special equipment. Rule: The compatible device reports the position of the pen above the screen. Application: Hit preview, aiming, preparing the next stroke. Do not consider it a normal feature of finger input.
  • Stylus button or eraser. Type: device. Fingers: Special equipment. Rule: Additional pen control selects action. Application: Temporarily turn on eraser, eyedropper, alternative tool. Depends on the pen and API.
  • Different roles of the pen and fingers. Type: device. Fingers: Special equipment. Rule: The type of pointer determines the purpose of the contact. Application: Write with a pen and move the canvas with your fingers, hold the template with your hand. You need a compatible phone and correct processing of random contacts.
14Tactile feedbackOverview and example ↗The haptic signal communicates the event or state of the interaction and complements visual and audio feedback.8

Variants and applications

  • Confirmation of action. Type: Tactile feedback. Fingers: Output, not input. Rule: A short impulse accompanies a successful command or change of state. Application: Let one feel the pressure, hit, successful connection of parts.
  • Click on the divisions. Type: Tactile feedback. Fingers: Output, not input. Rule: Pulses come when discrete values ​​pass through. Application: Safe disk, station selection, scale adjustment, binding to cells.
  • Surface texture. Type: Tactile feedback. Fingers: Output, not input. Rule: The vibration pattern depends on the position and speed of movement on the virtual material. Application: Distinguish between metal, sand, roughness. This is an imitation, the screen does not become physically rough.
  • Tension and resistance. Type: Tactile feedback. Fingers: Output, not input. Rule: Vibration changes along with the calculated voltage. Application: Transmit line tension, lock resistance, spring charge. There is no real restriction on finger movement.
  • Getting closer to the goal. Type: Tactile feedback. Fingers: Output, not input. Rule: The nature of the pulses indicates the magnitude of the error or distance. Application: Tactile metal detector, signal search, selection of the position of a part.
  • Vibration rhythm. Type: Tactile feedback. Fingers: Output, not input. Rule: The player repeats or supplements the sequence of tangible impulses. Application: Musical riddle, communication code, memorizing the sequence.
  • State through pattern. Type: Tactile feedback. Fingers: Output, not input. Rule: Distinct vibrations indicate game events. Application: Recognize danger, low energy, hit and miss without constantly looking at the indicator.
  • Coordinated impact and recoil. Type: Tactile feedback. Fingers: Output, not input. Rule: Vibration is synchronized with the image, sound and result of the gesture. Application: Throw, shutter click, collision, landing. Check the real device; provide for shutdown...
15Combinations with phone functionsOverview and example ↗Touch is combined with camera, microphone, motion, and other phone channels into a composite rule.8

Variants and applications

  • Touch and tilt. Type: Channel combination. Fingers: Sensors and permissions. Rule: Contact turns on the action, tilting the device sets the direction or balance. Application: Press the gas and steer by tilting, hold the vessel and control the transfusion.
  • Touching and rotating the phone. Type: Channel combination. Fingers: Sensors and permissions. Rule: The finger fixes the mode or target, the assessment of the orientation of the device moves the view. Application: Aiming with a gyroscope, searching around oneself, controlling a spatial device.
  • Touch and shake. Type: Channel combination. Fingers: Sensors and permissions. Rule: When a zone is held, movement of the device triggers shaking of the game object. Application: Shake the selected flask, charge the mechanism, wake up the creature.
  • Touch and flip. Type: Channel combination. Fingers: Sensors and permissions. Rule: Changing the orientation of the phone switches the state of the object being held. Application: Flip the hourglass, flip the game world, change the side of the puzzle.
  • Touch and proximity sensor. Type: Channel combination. Fingers: Sensors and permissions. Rule: The contact selects an object, the state of the sensor gives an additional signal. Application: Apply the virtual device to the object or close its sensor. Check availability and access via API in advance.
  • Touch and illumination. Type: Channel combination. Fingers: Sensors and permissions. Rule: The contact fixes the sample, the light sensor changes the condition. Application: Develop a photograph, look for the reaction of a photosensitive plant. Not every phone or web browser provides data...
  • Touch and microphone. Type: Channel combination. Fingers: Sensors and permissions. Rule: Finger selects an instrument or holds a channel, the sound controls the effect. Application: Blow into the selected mill, play with volume, record a signal. Blowing is assessed indirectly by sound.
  • Touch and camera or AR. Type: Channel combination. Fingers: Sensors and permissions. Rule: Touch selects an on-screen or recognized spatial target. Application: Place objects in a room, click on found objects, connect virtual and real landmarks. Permissions and AR support vary by platform.

What to decide before prototyping

From idea to implementationWhat exactly does the game measure?

Position, offset, speed, duration, pause, angle, contour area, number of contacts or order of events. Set tolerances and a clear signal of success.

One contact may end in cancellation

The system may abort the gesture. The cancel should release the grab and hold action without turning into an unintentional shot or confirmation.

Finger covers the image

Place your sight, magnifying glass, or important result in a visible area. Test one-handed controls, left-handed or right-handed, on a narrow screen.

Finger is not equal to physical button

Determine whether the command is triggered when touched, released, or reached a threshold. Allow for hand shake, accidental movement, and the possibility of undoing.

The system also uses gestures

Don't place critical moves near borders without checking for conflict with OS navigation. On the web, consider scrolling, zooming, and touch-action.

Hardware capabilities are checked

The number of contacts, pressure, contact geometry, pen axes, sensors and feedback quality vary by device. A non-zero pressure field in itself does not prove the measurement of force.

Feedback explains the rule

Show capture, direction, charge threshold and result before irreversible action. The vibration complements the visual and audible signal and can be switched off.

Complexity must be intentional

A complex gesture can be a game challenge. If it's just access to a menu or important function, offer a simple alternative input. Provide modes without frequent touches and long holds.

Mechanics template: player [action] → game measures [parameter] → changes [state] → shows [feedback] → success or failure occurs at [condition].

Example: a player pulls the line → the distance of the finger from the grip point sets the tension → the fish is approaching, but the risk of breaking increases → the line and impulses indicate danger → letting go reduces the tension.

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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