Software usually speaks to other software. Occasionally the next step is much more literal: press a button. That small movement crosses several boundaries at once. A command becomes an electrical signal, a servo moves a lever and the lever has to meet a real object with real tolerances. Success at one layer does not automatically prove success at the next.
Start with the contact point
Our Flic Presser project explores that boundary with a four-bay dock for Flic buttons. The current digital design combines a continuous base, removable hood and four numbered pressing fingers. A control sequence can describe a click, double-click or bounded hold. The shape around that sequence has to leave room for the button, the mechanism and the person who will assemble and maintain it.

Design the return path too
It is tempting to design only the successful press. What happens if a task is cancelled, the host stops responding or the connection disappears? Release behaviour, bounded holds and exclusive ownership of the controller matter just as much as the movement itself. They make the intended behaviour explicit rather than leaving several callers to compete for the same mechanism.
The native TypeScript CLI and local API express the sequence, while controller firmware handles its side of the interaction. Explicit arming and watchdog release belong to that design. Software-only protocol exercises are useful before hardware is available, but they cannot establish the force, fit or timing of the physical assembly.

Make the object serviceable
A case is not finished when its outside looks good. Electronics need to be installed, cables need a path and parts need to come out again. Open button seats and a removable hood are practical choices about access. Thinking through that reverse assembly path can expose a problem that a polished exterior render would happily hide.
- Check the mechanism and clearances in the digital design.
- Exercise command sequences, cancellation and release in software.
- Assemble and calibrate the real hardware under observation.
- Verify actual button events separately from command completion.
Keep the evidence attached to the claim
The gallery animation explains how the designed parts relate and how the intended motion works. It is rendered from the model, not filmed proof of a working dock. At this stage, physical fit, power and real button timing still need hands-on validation. That distinction is useful: it tells us which questions the design has addressed and which experiment must come next.
See the Flic Presser project for the renders and animation. The broader principle is the same as designing for real use: judge the work by the interaction it has to support, including the awkward moments around it.
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