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Week 5: Sequence

Week 5 — alphabet size as a real trade-off between meaninglessly small and unmemorisable

22 March 2027

A vocabulary doesn’t need new hardware — weeks 2 and 3 already gave you two distinguishable symbols, short and long, and week 4 already gave you a way to tell where one gesture ends and the next begins. Sequence is what happens once you stop treating those as separate mechanics and start treating them as an alphabet: symbols, read in a row, standing for something a single press never could.

The design constraint worth naming is size. A one- or two-symbol alphabet barely counts as a vocabulary; a fifteen-symbol one asks more of a player’s memory than a one-button game usually should. Three to five symbols sits in a working range not because of any rule specific to single-button design, but because it’s close to what most players can hold in short-term memory while also paying attention to whatever the sequence controls.

Outline

Teaching team