FRAGMENT / 01

A thought before it becomes a document.

FRAGMENT / 02

Move fragments until a relationship appears.

FRAGMENT / 03

Keep the structure open long enough to discover it.

EARLY ACCESS / TESTFLIGHT

Help shape the canvas before it is finished.

Join a small testing group for early iPhone builds. I’ll only write when a useful build is ready to try.

CONTEXT / ROLE / CONSTRAINT

The problem behind the surface.

01 / CONTEXT

Eurêka started from a simple product question: how can unfinished thoughts stay spatial, tactile and useful before they are ready to become documents? I’m taking it from interaction model to working iOS software.

02 / CONSTRAINT

Selection, writing, dragging, resizing and canvas navigation all compete for the same small touch surface. Every gesture has to reveal intent without making the canvas feel like a form or a tool palette.

03 / MY CONTRIBUTION

I define the product direction, interaction rules, interface system and roadmap, then test those choices in SwiftUI, Simulator and the Eurêka Lite web demo.

INTERACTION MODEL

Every visible state earns its place on the canvas.

The Lite demo is intentionally smaller than the iOS product. It makes the underlying rules testable without inventing screens or pretending to be the finished app.

  1. 01

    SELECT

    A tap changes state without forcing the card into edit mode.

  2. 02

    MOVE

    Dragging acts on the selected card while the canvas grid remains quiet.

  3. 03

    RESIZE

    One visible handle exposes one supported resize model.

  4. 04

    CREATE

    Text, note, image and camera actions stay available in the persistent toolbar.

  5. 05

    CONTEXT

    Selection reveals only the actions that make sense for that object.

EURÊKA / DEV LOG

The product decisions behind the canvas.

Preparing a TestFlight Learning Loop

Treating early access as a product-learning loop, not a mailing list.

Turning the Toolbar Contextual

Keeping creation tools present while selection tools appear only when they are useful.

Keeping Creation Explicit

Giving each new fragment a clear starting action instead of guessing the user’s intent.

VIEW ALL EURÊKA ENTRIES
KEY DECISIONS

Clarity came from choosing what the system should do.

  1. 01

    Separate selection from editing

    A tap selects. A double tap edits. Moving through ideas stays lightweight, while writing remains intentional.

  2. 02

    Make every affordance honest

    One visible resize handle matches one supported resize model instead of promising flexibility the product does not yet have.

  3. 03

    Keep the canvas material quiet

    The grid stays static at rest and independent from card gestures, protecting attention and battery life.

WHAT THIS MAKES VISIBLE

A product language where interaction, interface and roadmap are documented as one evolving system.

Canvas interaction model

Contextual tools

Product roadmap

Public product decisions

READ PRODUCT DECISIONS
NEXT PROJECTFeder