Following up on this post , I wanted to see if I could continue to use the interop wrappers in order to add inertia to my multi-touch manipulations. The intertia API in Windows 7 is really “just” a physics engine that you can use to add more realism to things like touch interactions. There’s some detail on that physics engine in the docs and, specifically, here . As an example, for a manipulation that involves a translation ( like a pan ) your object is moved in some direction by the manipulation along some 2D vector (Ai + Bj) and the inertia engine picks up when the manipulation is over and takes the object’s position, the displacement vector and a deceleration value and then calculates new positions for the object over a specified time period at a specified interval. The documents of course refer to the COM implementation whereas the interop wrappers wrap all this up for you and surface it a slightly different way and it took me a little while to get even a little used to what was going on – for me, perhaps...