DOPAGAKI ATLASStimulus engine guide

08 Stimulus engine

Creative Construction UI: Snap, Preview, and Keep User-Made Work

Your choices remain in the world.

Creative construction rewards combining materials into a building, outfit, mechanism, or work that stays as something uniquely yours. It brings the user back to place one more part and see the whole change. Unlike collection completion, the reward is not owning a preset item but a form the user shaped and can still edit.

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
Creative construction
Repeated action
Pick up a part, try it in a socket or frame, compare the preview, and place it where the user chooses.
Core loop
  1. Materials
  2. Combination
  3. Making
  4. Own and share
Typical feedback
Drag placement, Snap, Finished preview, Accumulated history

02

Build the sequence

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

  1. Opening state

    An editable example, a dotted frame or open sockets, and a small tray of ready parts are visible, along with one small goal.

  2. Input

    The user drags a part, or selects it and then a socket, and an in-place preview shows how it would fit and what it would change.

  3. Result and reward

    On release the part snaps in with exactly the previewed shape, the finished preview updates, and the result is saved as a new version.

  4. Next actionable state

    The saved version stays in the history, earlier versions remain, and a new socket and a usable part show where the work could grow.

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

    Drag a part to a socket, or select a part and then a socket. Both paths must produce the same preview and the same placement.

  2. Timing

    Show the ghost preview as soon as a part nears a valid socket, commit only on release, and let the result play out after the snap.

  3. Hit stop

    Hold briefly when the new part first proves itself, such as a rider landing or a mechanism engaging, never while the user is still positioning.

  4. Amplification

    Let the creation use the new part in the world, then record the change as a version. Scale the payoff with how much the part changes the whole.

  5. Text

    Name the work, the editing state, and the version. Label parts plainly and keep labels off the area where the user is placing them.

  6. Camera

    Keep the frame steady while the user edits. Follow the demonstration gently only after placement, then return to the full view of the work.

  7. Sound & haptics

    Give hovering over a socket a quiet cue, the snap a distinct click, and the saved version a soft confirmation. Keep haptics optional.

  8. Next expectation

    Reveal one new socket and light one usable part so the next idea is visible, while undo and earlier versions stay within reach.

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

  • Building, decorating, and outfit editors where parts snap into place
  • Tools for assembling diagrams, layouts, or simple mechanisms
  • Onboarding that starts from an editable example instead of a blank page

Failure modes

  • Opening on an empty canvas with no goal or example to adapt
  • Snapping a part into a different shape or spot than the preview showed
  • Overwriting earlier work without a version history or an undo path

Risk

Freedom alone makes people freeze at a blank page, and an unpredictable snap makes the work feel like it is not really theirs. If parts are gated behind purchases or timers, the urge to finish turns into pressure instead of authorship.

Accessibility

Offer select-then-place alongside dragging, make every socket reachable by keyboard and screen reader, and announce the preview and the saved version in text. Undo must always be available.

Manipulation boundary

Let the work belong to the user. Do not sell parts through random draws, hold a creation hostage behind payment or a deadline, or threaten to delete saved versions to bring the user back.

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

A sunny daytime editor for a treehouse in a tree. At the top: "Treehouse", "Editing", and the example v1 in the history. The deck has two sockets (A and B) that accept parts, and the parts tray at the bottom holds "Slide", "Swing", "Flag", and "Telescope". A finger lifts the slide and carries it to the deck: near socket A a translucent slide snaps in place as a preview, with its landing spot on the grass. Moving on to B moves the preview to B, and the landing spot changes to the pond. The finger pauses at B and then releases: a slide of exactly the previewed shape locks in, its bolts fasten, and the railing gate swings open. The child on the deck notices, walks to the slide, rides down the same curve gaining speed, and plunges into the pond, holding for 0.1 second in the splash. As the child bobs up and waves, the screen takes a snapshot, and the treehouse with its slide enters the history as "v2" (the example v1 stays). Finally a new socket appears on the cabin roof, "Telescope" in the parts tray lights up, and the finger moves toward it. No purchases, odds, or time limits for parts 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 Creative construction stimulus engine.
Repeated action: Drag a part to a socket, or select a part and then a socket. Both paths must produce the same preview and the same placement.
Opening state: An editable example, a dotted frame or open sockets, and a small tray of ready parts are visible, along with one small goal.
Trigger and timing: Show the ghost preview as soon as a part nears a valid socket, commit only on release, and let the result play out after the snap.
Hit stop: Hold briefly when the new part first proves itself, such as a rider landing or a mechanism engaging, never while the user is still positioning.
Amplification: Let the creation use the new part in the world, then record the change as a version. Scale the payoff with how much the part changes the whole.
Text: Name the work, the editing state, and the version. Label parts plainly and keep labels off the area where the user is placing them.
Camera: Keep the frame steady while the user edits. Follow the demonstration gently only after placement, then return to the full view of the work.
Sound and haptics: Give hovering over a socket a quiet cue, the snap a distinct click, and the saved version a soft confirmation. Keep haptics optional.
Next promise: Reveal one new socket and light one usable part so the next idea is visible, while undo and earlier versions stay within reach.
Without motion or audio: the solid part, the updated outline, and the new history entry show what was added and that it was kept.
Accessibility: Offer select-then-place alongside dragging, make every socket reachable by keyboard and screen reader, and announce the preview and the saved version in text. Undo must always be available.
Ethical boundary: Let the work belong to the user. Do not sell parts through random draws, hold a creation hostage behind payment or a deadline, or threaten to delete saved versions to bring the user back.
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.