DOPAGAKI ATLASStimulus engine guide

09 Stimulus engine

Competitive Resolution UI: Settle Matches Fairly and Readably

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

Classification and repeated action

A stimulus engine is the axis of what invites another action. The visual world is chosen separately as an expression theme.

Stimulus engine
Competitive resolution
Repeated action
Read the opponent, commit to one move such as a strike, block, or aimed shot, and see the contest settle.
Core loop
  1. Confront
  2. Read each other
  3. Win or lose
  4. Rematch
Typical feedback
Face-off composition, Health gap, Counter, Decisive text, Rank change

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

Build the sequence

Design the opening state, the input, the result, and the next actionable state as one sequence.

  1. 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.

  2. Input

    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.

  3. Result and reward

    The move plays out exactly as aimed, the opponent reacts within visible human limits, and a brief hold on the deciding point settles it.

  4. Next actionable state

    Both sides acknowledge each other, the deciding play stays drawn for review, and one concrete skill to practice next is offered.

03

Feedback across channels

Do not rely on motion or sound alone: every channel should make the change of state readable.

04

Production controls

Eight production controls decide the strength and order of the response.

  1. Input

    Aim, strike, block, or commit to one read against an opponent. The aiming cue must match the path the move will really take.

  2. Timing

    Respond to the commit on the next frame, give the opponent a visible human reaction delay, and hold only on the deciding point.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. Sound & haptics

    Give the strike and the deciding point distinct sounds and keep the result sound neutral for both sides. Haptics stay optional and brief.

  8. Next expectation

    Offer the drawn review and one next challenge to practice, without pushing an immediate rematch or advertising rank movement.

05

Where it works—and where it fails

Good uses, failure modes, risk, accessibility, and the boundary that keeps the engine from being used to manipulate.

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

Failure modes

  • Hiding how opponents are matched or how rank is calculated
  • Showing an aim cue that differs from where the move actually goes
  • Ending a loss with a taunt or a rematch prompt instead of a lesson

Risk

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.

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.

Manipulation 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.

06

Watch the interaction grammar

A 6-second vertical 1080×1920, 30 fps specimen with no audio, and a text alternative of what it shows.

6-second vertical specimen · 1080×1920 · 30 fps · no audio

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.

Generated examples for this engine

No generated examples are recorded for this engine yet. The specimen is also listed in the gallery.

See this engine’s examples in the gallery

08

Creator-ready English prompt

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.