Prototype · July 2026
Can a drawing feel like an object?
One question: when you drag a finger across an illustration, can the deformation stay attached to your finger well enough that it reads as something physical? Poke it, stretch it, pull it sideways. A prototype, not a promise.
What to look for
Move slowly and erratically
Speed up, slow down, reverse direction, stop dead in the middle of a drag. The deformation should track all of it continuously. The failure mode this is testing for is the opposite: a canned animation that plays on touch and looks roughly right but isn't actually following your finger. That distinction is invisible in a screenshot and obvious in the hand.
Two fingers work too. So does dragging past the edge of the shape.
Why it's the hard part
Dragging is not tapping
There's a well-known result in the HCI literature that makes this specific interaction awkward to build. Jota et al. measured perceptible latency separately for tapping and dragging, and the thresholds are nowhere near each other: tap latency goes unnoticed below roughly 24 ms, while dragging latency stays detectable down to about 2.4 ms — an order of magnitude stricter.
Most fidget and squish apps are built around taps, which is a forgiving place to live. A stretch is a drag, which isn't. Commercial touchscreens already spend somewhere in the range of 50–200 ms end to end, most of it on the display side and none of it mine to fix, so the only sane strategy is to not add to it.
So the contact point isn't simulated at all. The mesh vertices under your finger are driven straight from the raw pointer position with no spring and no smoothing of any kind — any filter on finger position is latency. The springs only run where latency can't be seen: the dent that blooms under a press, and the settle after you let go. The contact point is pinned, not simulated. Everything else is a spring.
Honest caveats
What this isn't
It's a web build, so it's capped at 60 fps in Safari and can't use iOS's predicted-touch API — both of which a native version would get. It's one deformation model, so everything here squishes like the same material. The artwork is placeholder test shapes chosen to be hard to deform well, not finished characters. There is no game attached to it.
If it feels good anyway, that's the useful signal. If it doesn't, that's a more useful one.
Parameters
Tuned by eye, because there's nothing to look up
I went looking for a number — how fast does gelatin actually wobble, what frequency reads as "soft" — across animation, game-development and rheology writing. There isn't one. No published constant tells you how a drawing of a dumpling ought to move, and anything quoting one is making it up.
So the settle is underdamped on purpose, which is why it rings a little instead of stopping dead, and it holds at full stretch for a beat before snapping back, because releasing instantly reads as rubber rather than something soft. Both of those were dialled in by poking it several hundred times, which is the least sophisticated and most reliable instrument available.