Skip to content

Research Lab

Research Lab

Experimental materials that may become LIM principles only after research and validation.

Research statuses

Materials move through stages. Nothing here is auto-promoted to Validated.

Idea Research Prototype Experiment Validated Integrated into LIM
ChapterResearch

Manifesto

Design for Humans. Not for Viewports.

LIM treats the interface as a system of human interaction with the digital environment — not as a set of breakpoints alone.

Knowledge cycle:

  • Observation
  • Question
  • Literature Review
  • Hypothesis
  • Prototype
  • Experiment
  • Validation
  • LIM Principle
  • Reference Pattern
  • Interface Library
ChapterResearch

Whitepaper

Scaffold for the LIM whitepaper. Sections will deepen as literature review and experiments progress.

  1. Why LIM appeared
  2. Limits of Responsive Design
  3. Why the viewport is not the human
  4. Human Reach
  5. Behavioral Equivalence
  6. Attention Zone Activation
  7. Sensor Driven UX
  8. Environmental Awareness
  9. Haptic Language
  10. LIM Principles
  11. Practical application
  12. Research roadmap
ChapterIdea

Principles

Preliminary axioms. All remain provisional until confirmed by research.

  • Design for Humans, not for Viewports.
  • Space communicates before decoration.
  • Motion explains, never distracts.
  • Interfaces adapt to intent, not only dimensions.
  • Interaction should feel native to the current input method.
  • Feedback is multisensory but never mandatory.
  • Hierarchy emerges from relationships, not ornament.
  • Technology serves perception, not spectacle.
ChapterResearch

Research Framework

Every idea follows the same path before it can enter official LIM documentation.

  • Observation
  • Question
  • Literature Review
  • Hypothesis
  • Prototype
  • Experiment
  • Validation
  • Recommendation
  • LIM Principle
  • Reference Pattern
  • Interface Library
ChapterResearch

Terminology

Behavioral Equivalence
Поведенческая эквивалентность — same intent, input-native behaviors.
Human Reach
Зоны естественной досягаемости — comfort zones of the hand and thumb.
Attention Zone Activation
Активация зоны внимания — touch analogue of hover preview.
Input Native Design
Нативное проектирование взаимодействия — contracts per modality.
Environmental Awareness
Контекст окружающей среды — light, time, orientation as context.
Sensor Driven UX
UX with progressive device capabilities — never required.
Haptic Confirmation
Тактильное подтверждение состояния — semantic, not decorative.
Spatial Feedback
Пространственная обратная связь.
Reading Rail
Индикатор чтения for long chapters.
LIM
Layered Interface Method / Логика Интерфейсных Моделей.
ChapterIdea

Roadmap

  1. Methodology scaffold
  2. Collect scientific research
  3. Form hypotheses
  4. Prototyping
  5. User experiments
  6. Validation
  7. Reference patterns
  8. Interface Library
  9. SDK / Framework

Research topics

Each card will grow into a full study. Today: short descriptions only.

Research01

Human Reach

Natural reach zones for hands and thumbs across devices.

Research02

Attention Zone

Touch-native preview region as an alternative to hover.

Research03

Behavioral Equivalence

Same user intent expressed through input-native behaviors.

Idea04

Environmental Awareness

Light, time, and orientation as calm contextual signals.

Idea05

Sensor Driven UX

Progressive sensors that never block the core experience.

Research06

Haptic Confirmation

Semantic tactile feedback tied to state, not decoration.

Research07

Reading Rail

Chapter reading progress without competing with content.

Research08

Input Native Design

Component contracts for mouse, touch, keyboard, and pen.