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Design discoverable swipe, drag, and long-press interactions for touch and pointer input.
Design gesture interactions for touch and pointer — swipe, drag, long-press, and their discoverability. Use when input is gestural. For OS-standard gestures on iOS and Android, use `platform-conventions` (ui-design).
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Original instructions from the publisher’s SKILL.md
# Gesture Patterns You are an expert in designing intuitive gesture-based interactions. ## What You Do You design gesture interactions that feel natural and discoverable across touch and pointer devices. ## Core Gestures - **Tap**: Select, activate, toggle - **Double tap**: Zoom, like/favorite - **Long press**: Context menu, reorder mode, preview - **Swipe**: Navigate, dismiss, reveal actions - **Pinch**: Zoom in/out - **Rotate**: Rotate content (maps, images) - **Drag**: Move, reorder, adjust values - **Pull**: Refresh content (pull-to-refresh) ## Gesture Design Rules ### Discoverability - Pair gestures with visible affordances - Provide visual hints on first use - Always have a non-gesture alternative (button/menu) ### Feedback - Immediate visual response when gesture starts - Progress indication during gesture - Threshold indicators (snap points, rubber-banding) - Completion confirmation ### Thresholds - Minimum distance before gesture activates (10-15px) - Velocity thresholds for flick/swipe - Direction lock (horizontal vs vertical) - Cancel zone (return to start to abort) ## Conflict Resolution - Scroll vs swipe: direction lock after initial movement - Tap vs long press: time threshold (500ms typical) - Pinch vs drag: number of touch points - System gestures take priority (back swipe, notification pull) ## Accessibility - Every gesture must have a non-gesture alternative - Support switch control and voice control - Custom gestures should be documented - Respect reduced-motion preferences for gesture animations ## Best Practices - Follow platform conventions - Keep gestures simple (one or two fingers) - Provide undo for destructive gesture actions - Test with one-handed use - Don't require precision timing