multimodal-voice-and-haptics

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SKILL.md

Multimodal: Voice, Sound & Haptics

Screens are one channel. Real products speak, vibrate, chime, and listen — in cars, on wrists, across rooms, hands-free. This skill covers designing for every output and input channel a human has, and how to combine them without overwhelming the user. The governing principle: pick the modality that matches the user's context and the task's nature, then layer modalities so each does what it's best at.

Modality strengths — pick the right channel

Every modality has a job it does well and jobs it does badly. Design by matching, not defaulting.

Modality Best for Bad at Context fit
Visual Browsing, comparison, precision, dense info, scanning, persistent reference Hands-busy, eyes-busy, no-screen Desk, phone-in-hand, TV
Voice input Fast input, hands-busy, eyes-busy, long dictation, search by name, "fire-and-forget" commands Privacy, noisy rooms, precise editing, browsing options Car, kitchen, accessibility, walking
Voice/audio output Eyes-free confirmation, short answers, ambient notification, alerts Long lists, comparison, precise data, privacy Car, smart speaker, screen reader
Haptic Confirmation, alert, texture/boundary feedback, silent notification Conveying content, complex info Wearable, phone-in-pocket, controller
Touch/gesture Direct manipulation, precision, spatial control Eyes-free, hands-busy, distance Phone, tablet, touchscreen kiosk

Rule: combine modalities so each does its strength. A smart-display timer shows remaining minutes (visual: precise), confirms "Timer set" (voice: eyes-free), and chimes when done (audio: ambient). Don't make one channel do everything.

Eyes-free vs hands-free are different constraints. Driving is eyes-busy (can glance briefly, can't read). Cooking is hands-busy (can look, can't touch). Walking-with-coffee is both. Identify which the user has before choosing.

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Jun 9, 2026
multimodal-voice-and-haptics — jpoindexter/design-and-ai-skills