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Deep Interactive courses. Plans the course so the learner manipulates something on most pages — simulations, diagrams they explore, code they run, games, 3D scenes — with slides reserved for the opening frame and the closing consolidation. Use when the topic has a mechanism, a

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openmaic
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Install
$ npx -y skills add thu-maic/openmaic --skill deep-interactive --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/deep-interactive

Context preview

The summary Claude sees to decide when to auto-load this skill.

Deep Interactive courses. Plans the course so the learner manipulates something on most pages — simulations, diagrams they explore, code they run, games, 3D scenes — with slides reserved for the opening frame and the closing consolidation. Use when the topic has a mechanism, a

SKILL.md

deep-interactive.SKILL.md
name: deep-interactive
title: "深度交互"
description: Deep Interactive courses. Plans the course so the learner manipulates something on most pages — simulations, diagrams they explore, code they run, games, 3D scenes — with slides reserved for the opening frame and the closing consolidation. Use when the topic has a mechanism, a variable to vary, a process to trace, or a structure to inspect.

Deep Interactive course design

Default to **doing**, not reading. A page earns the `slide` type only when the learner has nothing to manipulate on it.

Structure

  • Scene 1 is a `slide`: it frames the question the course answers and tells the

learner what they are about to play with. One page, no more.

  • The body is `interactive`. Each body scene isolates **one** mechanism, one

variable, one structure — so the learner can change it and watch the result.

  • The last scene is a `slide` or a `quiz` that consolidates what the

manipulation showed.

  • Consecutive interactive scenes must not use the same `widgetType`. Two

simulations in a row is a design failure; vary the modality as the concept moves from "watch it" to "trace it" to "predict it".

Choosing a widget type

| widgetType | Use when the learner should… | | ----------------- | ---------------------------------------------------------------- | | `simulation` | vary parameters and watch a system respond in real time | | `diagram` | explore structure, flow or hierarchy by expanding and following | | `code` | read, modify and run a short program that embodies the idea | | `game` | make repeated decisions under a rule set and see the score move | | `visualization3d` | inspect a spatial object or scene from angles a slide cannot show |

widgetOutline

Every `interactive` scene must carry a `widgetOutline` populated for its type — an interactive scene with an empty widget outline degrades to a generic page and defeats the whole point.

  • `simulation`: `concept`, `keyVariables` (the actual sliders/inputs)
  • `diagram`: `diagramType`, `nodes` (with `label`, and `parentId` for hierarchy)
  • `code`: `language`, `concept`
  • `game`: `gameType`, `challenge`, `playerControls`
  • `visualization3d`: `visualizationType`, `objects`, `interactions`

Scene naming

Titles name what the learner does or discovers, not the topic heading.

  • Good: 「拖动倾角,看射程怎么变」「顺着数据流走一遍」「猜下一步会发生什么」
  • Bad: 「抛体运动」「数据流概述」「知识点回顾」

keyPoints

For an interactive scene, `keyPoints` describe the **interaction and what it reveals** — what the learner changes, what they observe, what conclusion the observation forces. Not a bullet list of facts to be read out.

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