DOPAGAKI ATLAS — A classified specimen collection of stimulus
Dopagaki AtlasSPECIMEN
Stimulus engine ×and expression theme
Turn Japanese high-stimulation aesthetics into original UI motion and creator-ready prompts—without copying an existing anime or game. Discover a feel in real generated videos, understand its mechanism, art-direct it with a separate visual theme, then copy an English production prompt.
Stimulus engines
13
Expression themes
14
Combinations
182
6-second samples
13
From reference to production prompt
DiscoverFind the feel in generated motion.
UnderstandChoose its stimulus engine.
Art-directLayer an expression theme.
MakeEdit and copy the English prompt.
Use responsiblyAvoid imitation and manipulation.
Dopagaki — a Japanese-inspired high-stimulation design system—overlaps with game juice, game feel, and UI feedback, but is not a synonym. Those terms describe the richness or responsiveness of interaction. Dopagaki separates why someone wants to act again (13 stimulus engines) from how that response looks and moves (14 expression themes), creating 182 art-direction starting points.
Searches names, repeated actions, loops, feedback, risks, and visual vocabulary. Separate words with spaces to narrow to items containing all of them.
START
Discover a feel in motion
Start with three representative specimens. These are real generated videos from the 13-item gallery. Their generation model, effort, and original prompt were not recorded, so the prompt offered here is explicitly reconstructed from the visible specimen and taxonomy.
Rows are stimulus engines, columns are expression themes. marks combinations the source material calls good pairings. Press a cell to select the combination, or a row or column heading to filter by that axis. Use the arrow keys to move within the table.
Good pairings (42)Other combinations (140) · free to tryThe table scrolls horizontally
Start from an example (primary engine + auxiliary engines × expression theme)
§2
Stimulus engine atlas 13
What drives the urge to go again. Each specimen has a 6-second, vertical, no-audio sample video (it does not autoplay).
Immediate impact
An input moves the world in an instant.
Pressing, hitting, breaking, or clearing returns a strong visual, auditory, and tactile response. It is the shortest-cycle stimulus and the foundation for the other types.
Repeated action
Press, hit, break, clear
Risk
If the effect is slow, the cause and effect break apart. Shaking things beyond important actions just tires people out.
A cream game screen with one gray rock on a central stand and the score "1,240" at the top. On the frame the finger hits the rock, the rock flashes and cracks, holds for 0.1 seconds, then bursts into shards. "+100" pops where it was hit and flies into the score, which becomes "1,340". The next rock hops onto the stand from the conveyor on the left, breaks the same way, and the score reaches "1,440". It ends with the finger poised over a third rock.
Mastery breakthrough
An action you could not do becomes something you can do.
Learn the rule from failure and clear the wall with your own skill. It works without external rewards, making it one of the most durable stimuli.
Repeated action
Retry a task that demands skill
Risk
Difficulty whose cause is unreadable becomes unfair rather than a test of mastery.
A navy side-view game screen of a city at night, with a small green character on the left and a stone wall in the middle. A short press on the button below stops the meter at 40%, and the character hits the wall partway up and drops: a red dotted path, an X on the wall, a "not high enough" tag, and a "1st: short" mark on the meter. On the second try, specks of light flow into the character as the press goes past the previous mark to 80%. It jumps higher than the wall, pauses right above it, and slams straight down: everything holds for 0.1 second while cracks run through the wall, then the wall bursts into flying stones, lights spread through the city windows from the impact point, and the flag rises. The mark reads "2nd: just right", and the character hops over the rubble to the flag. The view then pans right to a next wall almost twice as tall, with "Next: double jump".
Growth upgrade
What you pile up becomes permanent power.
Experience, abilities, gear, and facilities increase, making visible that you are stronger than before.
Repeated action
Gain resources and invest in upgrades
Risk
If only the numbers grow while choices and experience stay the same, it becomes busywork.
A submarine screen showing a vertical slice of a purple sea. The gold submarine, with a small propeller, runs nose-first into a red wall at 200m (the depth readout also shows 200m) and bounces back; below the wall everything is dark. In the upgrade panel below, the finger taps "Propulsion (thruster Lv1 to Lv2, 4 parts)": the parts count drops one at a time from 6 to 2 as each part flies to the stern and stays there, then "Upgrade complete" appears and the card gets a check mark. Next the small propeller is replaced by a large thruster with fins and a nozzle (the parts remain as its bolts). It ignites with a cyan thrust flame and charges the same 200m wall much faster than before: everything holds for 0.1 second while cracks run across the wall, then the wall breaks open and leaves a hole. The dark water below 200m is revealed as a deep sea with glowing seaweed, jellyfish, and a school of fish, and a thicker wall sits at 400m. The submarine bumps that wall and is pushed back (an X marks the spot), and the "Propulsion" card shows its next level: "Lv2 to Lv3, 8 parts".
Unknown exploration
There is something in the place you cannot see.
Maps, environments, secrets, and combinations make the unconfirmed area itself the motive.
Repeated action
Step into an unconfirmed area
Risk
Filling blanks alone is weak. Each discovery needs to change meaning or options.
A grid map covered in fog. As the fog thins, a diamond marker springs into appearance and "NEW AREA" is shown. At the bottom, "unknown → discovery → next unknown".
Collection completion
Seeing a blank makes you want to fill it.
Characters, tools, records, and achievements are shown as a set, and the missing slots become the next goal.
Repeated action
Fill the blanks in a set
Risk
If collected items have no use or story, the only goal becomes the number owned.
Five slots "●", "▲", "◆", "■", "★" and a dotted "?" slot. The "?" slot expands while filling with color, and the "5 / 6" display pops. At the bottom, "find → obtain → complete".
Anticipatory reveal
Maximize the moment just before the result is known.
The uncertainty of the result and staged hints stimulate anticipation more than the reward itself.
Repeated action
Open an uncertain result
Risk
Combining variable rewards with paid purchases easily leads to dependence and overspending. State the odds, cap, history, and a stop method.
Under "RESULT UNKNOWN", a capsule drawn with a "?". The capsule shakes in small increments, the "?" disappears, and a "★" expands into view. At the bottom, "forecast → tease → reveal".
Chain amplification
One move swells into more than you expected.
Connections, synergy, multipliers, and bulk clears turn a small input into a large result.
Repeated action
Connect effects
Risk
If it is unclear what produced the chain, even success does not lead to learning.
Round pieces labeled "1", "2", "4", "8", "16" appear in turn, and the word "CHAIN" pops large. At the bottom, "connect → accelerate → big blast".
Creative construction
Your choices remain in the world.
Combine materials to make buildings, outfits, systems, or works. The result remaining as something uniquely yours becomes the reward.
Repeated action
Combine and place materials
Risk
Freedom alone is hard to start with. A small goal and an editable example are needed.
A dotted design frame and "BUILD YOUR WORLD". Six blocks fall in turn from above and bounce, stacking into steps. At the bottom, "materials → combination → ownership".
Competitive resolution
The gap in ability is settled in a short time.
Offense and defense against others, ranking, and rating changes make your current position clear.
Repeated action
Challenge an opponent
Risk
Without material to learn from after a loss and without fairness, only frustration remains.
Circles "A" and "B" with health gauges on the left and right, and "VS" in the center. B's health gauge is cut at once and "K.O." lands large. At the bottom, "confront → offense and defense → settlement".
Transformation release
Move from the ordinary state into a special being.
Make the staged release of ability through transformation, combination, equipment, or awakening into the reward.
Repeated action
Enter a special state
Risk
Forcing a long effect every time becomes an obstacle. Separate the first time, important moments, and a shortened version.
Onto a hexagonal "CORE", three parts gather forcefully from left, right, and below, and the core pulses. A "SYSTEM ON" display. At the bottom, "prepare → activate → complete".
Attachment protection
Vulnerability, reactions, and relationships make you want to meet again.
Grow an emotional relationship through a character's expressions, small crises, care, friendship, and unexpected sides.
Repeated action
Return to see the character or relationship
Risk
Do not force the relationship with excessive guilt or neglect penalties.
A round original character bounces slightly up and down, and hearts appear around it. A speech bubble reads "we met again today". At the bottom, "empathy → worry → relief".
Narrative pull
Show part of the answer and leave a larger question.
Keep mysteries, character relationships, world secrets, and the results of choices unresolved, making the user want the continuation.
Repeated action
Confirm the answer to the question
Risk
Only adding questions without paying them off loses trust.
A scene card reading "CHAPTER 03" into which a figure's shadow slowly enters, and the "…" of "beyond the door was…" blinks slowly. At the bottom, "mystery → clue → continuation".
Continuity maintenance
You do not want the record you have kept to break.
Daily routines, consecutive days, limited periods, and recovery waits make time itself the reason to return.
Repeated action
Return to keep the record
Risk
Loss aversion easily becomes stronger than enjoyment. Provide rest, grace, and record recovery.
On a fourteen-day calendar, thirteen slots color in turn, the consecutive day count "13" displays large, and "DAYS CONTINUED" appears. At the bottom, "return → achieve → maintain".
No stimulus engines match the conditions.
§3
Expression theme atlas 14
The worldview layered over a stimulus engine. It is a visual layer, not the mechanism of the stimulus itself.
Combined machinery
Machinery
Primary colors, Mechanical parts, Gauges, Launch, Huge decisive text
Wearable machinery
Wearable
Dark metal surface, Scanning, Aiming, Ability display, Body extension
Super-powered heroics
Heroics
Panel layout, Speed lines, Color fields, Face-off, Symbol of power
Choose one stimulus engine and one expression theme, and a design prompt for AI is assembled here. You can also use "Start from an example" under the matrix.
Decide on the one action you want repeated
Choose one stimulus engine that fits that action
Choose up to two auxiliary engines
Layer on an expression theme that fits the audience and content
Implement one each of forecast, input, immediate feedback, amplification, and next promise
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Add conditions
§4
Ethical boundaries
"Dopagaki UI" is a technique for designing strong reactions, and it does not need to aim at dependency. Cross the following conditions and constraint, not enjoyment, becomes the center.
Conditions that must not be crossed
Tie payment closely to an uncertain reward
Make it look like leaving loses property or relationships
Hide the odds, deadlines, and cumulative cost
Make stopping, disabling notifications, or pausing difficult
Presume the judgment of children or vulnerable users
Combinations to always flag
Anticipatory reveal × paid purchase
Continuity maintenance × expiry as punishment
Attachment protection × guilt over absence
Collection completion × hidden rarity
Competitive resolution × opaque matching or ranking
Design for children × paid variable rewards (all cases)
Use strong stimuli toward celebrating achievement, conveying progress, and making creating feel good. Do not center continued use on fear of loss or misperception.