Good uses
- Short head-to-head matches with exactly equal conditions on both sides
- Practice modes that replay the deciding play as a drawn path
- Friendly scoreboards that compare personal bests on fair terms
09 Stimulus engine
The gap in ability is settled in a short time.
Competitive resolution settles a contest against another person in a short, readable exchange: face-off, read, decisive move, and result. It brings the user back to test a read again under the same conditions. Unlike mastery breakthrough, the measure is another player, so fairness and what each side can learn from the result decide whether it feels earned.
01
A stimulus engine is the axis of what invites another action. The visual world is chosen separately as an expression theme.
Ethical note: Matching and ranking
State how opponents are chosen and how ranks are computed, and return something to learn from after a loss.
02
Design the opening state, the input, the result, and the next actionable state as one sequence.
Two sides face each other on equal terms, with the score, the win condition, and matching equipment or tiers all readable at a glance.
The user lines up a move, sees an aiming or intent cue that follows the input, and commits with a single strike, block, or release.
The move plays out exactly as aimed, the opponent reacts within visible human limits, and a brief hold on the deciding point settles it.
Both sides acknowledge each other, the deciding play stays drawn for review, and one concrete skill to practice next is offered.
03
Do not rely on motion or sound alone: every channel should make the change of state readable.
Visual: a face-off layout with matching sizes and tiers, an aiming line that matches the real path, and one score that changes.
Motion: the move follows the aim exactly, the defender reacts after a short visible delay, and only the deciding point holds briefly.
Text, sound, and haptics: a short result word, a score change, a mutual acknowledgement, and an optional haptic on the decisive hit.
Without motion or audio: the updated score, the result word, and the drawn paths of both players still explain who won and why.
04
Eight production controls decide the strength and order of the response.
Aim, strike, block, or commit to one read against an opponent. The aiming cue must match the path the move will really take.
Respond to the commit on the next frame, give the opponent a visible human reaction delay, and hold only on the deciding point.
Pause for about 0.1 second when the decisive point lands, such as a goal or a finishing block. Never freeze during an exchange the user is still playing.
Show the deciding point clearly, update the score in one step, and keep the winning path and the defense on screen. Avoid humiliating the loser.
Show the score, the win condition, and both sides on equal footing. Use one result word, and phrase any review as learning, not blame.
Keep both players and the whole field in view so the read can be judged. Any push-in on the deciding point should be small and brief.
Give the strike and the deciding point distinct sounds and keep the result sound neutral for both sides. Haptics stay optional and brief.
Offer the drawn review and one next challenge to practice, without pushing an immediate rematch or advertising rank movement.
05
Good uses, failure modes, risk, accessibility, and the boundary that keeps the engine from being used to manipulate.
If conditions are unequal or the result cannot be traced back to the moves, the loss feels unfair and only frustration remains. Loud rank swings and instant rematch prompts can turn a fair contest into a compulsion to win back what was lost.
Offer adjustable speed or turn-based play where reaction time is not the point. Give the score and result as text that screen readers can read, and tell the two sides apart by shape or position, not color alone.
State how opponents are chosen and how ranks are computed, and return something to learn after a loss. Do not hide matching or ranking rules, sell advantages that decide the outcome, or use rank loss and rematch pressure to keep people playing.
06
A 6-second vertical 1080×1920, 30 fps specimen with no audio, and a text alternative of what it shows.
An air hockey match. At the top "You" (yellow) and "Haru" (cyan) face each other, both in the same tier "B2"; the score is 2 – 2, "First to 3". At the bottom are the scoring order (you, Haru, you, Haru) and "Same-size mallets and goals". A finger touches your mallet and pulls it back, and the aiming line (bouncing off the bottom rail) turns as the direction changes. On the frame you strike, the puck shoots off and bounces off the bottom rail exactly along the aiming line. Haru starts moving 0.1 second after the strike and slides low to defend, then reaches upward after the bounce but is too late: the puck skims over the mallet into the upper part of the goal mouth and holds for 0.1 second. The score becomes 3 – 2 (the score display on the table rail matches), and "Decided" appears. The two mallets meet lightly on the center line; Haru says "Nice shot" and you say "Thanks". The path of the winning shot (yellow) and Haru's defending move (cyan) stay drawn on the table with a "Review" legend. Finally the path of the next challenge, "Score with a double bank" (top rail → bottom rail → goal), appears faintly on the table and the finger returns to the mallet. No rank changes or calls for a rematch appear.
No generated examples are recorded for this engine yet. The specimen is also listed in the gallery.
08
A production brief you can hand directly to an AI model or a production team.
Written for this guide from the specimen and the classification; it is not the original generation prompt.
Produce a 6-second vertical UI motion sample that uses the Competitive resolution stimulus engine.
Repeated action: Aim, strike, block, or commit to one read against an opponent. The aiming cue must match the path the move will really take.
Opening state: Two sides face each other on equal terms, with the score, the win condition, and matching equipment or tiers all readable at a glance.
Trigger and timing: Respond to the commit on the next frame, give the opponent a visible human reaction delay, and hold only on the deciding point.
Hit stop: Pause for about 0.1 second when the decisive point lands, such as a goal or a finishing block. Never freeze during an exchange the user is still playing.
Amplification: Show the deciding point clearly, update the score in one step, and keep the winning path and the defense on screen. Avoid humiliating the loser.
Text: Show the score, the win condition, and both sides on equal footing. Use one result word, and phrase any review as learning, not blame.
Camera: Keep both players and the whole field in view so the read can be judged. Any push-in on the deciding point should be small and brief.
Sound and haptics: Give the strike and the deciding point distinct sounds and keep the result sound neutral for both sides. Haptics stay optional and brief.
Next promise: Offer the drawn review and one next challenge to practice, without pushing an immediate rematch or advertising rank movement.
Without motion or audio: the updated score, the result word, and the drawn paths of both players still explain who won and why.
Accessibility: Offer adjustable speed or turn-based play where reaction time is not the point. Give the score and result as text that screen readers can read, and tell the two sides apart by shape or position, not color alone.
Ethical boundary: State how opponents are chosen and how ranks are computed, and return something to learn after a loss. Do not hide matching or ranking rules, sell advantages that decide the outcome, or use rank loss and rematch pressure to keep people playing.
Keep enough contrast for text and primary UI, and make the meaning clear in reduced-motion and no-audio settings.
Create original abstract subjects. Do not imitate existing works, characters, logos, brands, or proprietary UI.