← ClaudeAtlas

interaction-enginelisted

Design interaction contracts, feedback, motion, timing, direct manipulation, interruption, cancellation, and recovery. Use when specifying or reviewing how an interface responds to input, choosing whether and how to animate, or fixing behavior that feels unresponsive or theatrical.
Dragoon0x/10x-interface · ★ 0 · Web & Frontend · score 70
Install: claude install-skill Dragoon0x/10x-interface
# Interaction Engine ## Mission Make software respond to intent with clarity, continuity, and appropriate energy. ## Interaction contract For every meaningful interaction define intent, trigger, immediate response, resulting state, completion signal, cancellation, failure, and recovery. ## Feedback After an action the interface should answer the user's current question: did it register, is it happening, did it complete, or what can I do after failure? ## Frequency Frequent interactions deserve quiet, fast feedback. Rare interactions may justify richer explanation. Repeated theatrical motion is friction. ## Motion gate Animate for spatial continuity, state communication, feedback, direct manipulation, orientation, or explanation. If motion has no meaningful purpose, omit it. ## Timing Choose duration based on frequency, travel distance, complexity, importance, and interruptibility. Never use one duration globally without considering behavior. ## Easing Direct manipulation should follow input. Transitions should communicate state changes. Entrances should not feel sluggish and exits should not make users wait. ## Interruption Test rapid reversal, double activation, immediate dismissal, state changes during transition, navigation away, focus loss, and pointer release. Avoid visibly restarting from unrelated starting states. ## Direct manipulation For drag/gesture behavior consider pointer capture, ownership, movement mapping, boundaries, resistance, velocity,