ui (2 lessons)

Found in: Artemis, CorpBattleCards

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Lessons

Lesson 049: Drag-and-Drop as the Simplest Viable Interaction

When the user's mental model is "put this thing in that slot," drag-and-drop is less code and more intuitive than alternatives like dropdowns, search dialogs, or multi-step wizards. The key is spatial co-visibility: the source pool and target slots must be on screen simultaneously so the user can se...

Artemis 2026-05-24 frontend
ui

UI State Machine for Turn-Based Games

Model every distinct "what is the UI waiting for?" moment as an explicit state in an enum. The state machine eliminates the most common game UI bugs — wrong input handled at the wrong time, dialogs that don't dismiss, and turn phases that skip or repeat — by making the set of valid transitions expli...

CorpBattleCards 2026-05-11 implementation