gesture-patterns
The gesture-patterns skill provides guidelines for designing touch and pointer interactions across devices, covering core gestures like tap, swipe, pinch, and drag along with rules for discoverability, feedback, conflict resolution, and accessibility. Use this when creating intuitive gesture-based interfaces that feel natural and include non-gesture alternatives for all interactions.
git clone --depth 1 https://github.com/Owl-Listener/designer-skills /tmp/gesture-patterns && cp -r /tmp/gesture-patterns/interaction-design/skills/gesture-patterns ~/.claude/skills/gesture-patternsSKILL.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
Facilitate a structured team critique — framing, feedback rules, and actionable outcomes. Use when running a session with people in the room. For a solo expert review, use `heuristic-evaluation` (prototyping-testing).
Inventory and prioritise accumulated design inconsistencies across a product. Use when drift has built up over time. For token coverage specifically use `design-token-audit` (designer-toolkit); for WCAG gaps use `accessibility-audit` (design-systems).
Communicate design's contribution to business and user outcomes in stakeholder language. Use when reporting results upward. For choosing the metrics in the first place, use `metrics-definition` (ux-strategy).
Build a QA checklist for verifying that a build matches the design. Use at implementation review. For the spec engineers build from, use `handoff-spec`.
Establish review gates — criteria, checkpoints, and approval flow. Use when work ships without consistent review. For running one individual session, use `design-critique`.
Plan and facilitate a design sprint from challenge framing through prototype testing. Use when compressing discovery into days. For ongoing team cadence, use `team-workflow`.
Write the implementation handoff — measurements, behaviours, assets, states, and edge cases. Use when engineering picks up the work. For verifying the result afterwards use `design-qa-checklist`; for reusable library components use `component-spec` (design-systems).
Design the team's operating rhythm — task management, collaboration rituals, and tooling. Use when the day-to-day cadence needs structure. For a time-boxed sprint, use `design-sprint-plan`.