appeal-mastery
Use when designing character personalities, creating memorable motion signatures, ensuring animations feel polished, or making visual experiences that audiences want to watch.
arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
exaggeration-mastery
Use when determining how far to push motion beyond realism, calibrating animation intensity for context, or making key moments register with audiences.
follow-through-overlapping
Use when animating multi-part objects, character appendages, fabric, hair, or any motion requiring realistic drag, momentum, and settling behavior.
secondary-action-mastery
Use when enriching primary animations, adding supporting details, creating depth in motion, or making scenes feel alive without distracting from main action.
slow-in-out-mastery
Use when designing easing curves, controlling motion pacing, creating natural acceleration/deceleration, or making movements feel physically grounded.
solid-drawing-mastery
Use when creating motion that needs dimensional grounding, designing transforms that maintain object integrity, or ensuring animations feel structurally sound.
squash-stretch-mastery
Use when implementing deformation effects, bounce animations, impact responses, or any motion requiring organic elasticity and weight expression.
staging-mastery
Use when composing scenes, designing layouts, directing user attention, or ensuring a single clear idea is communicated at any given moment.
straight-ahead-pose-mastery
Use when planning animation workflows, deciding between spontaneous vs controlled approaches, or balancing creative freedom with structural precision.
timing-principle-mastery
Use when determining animation durations, controlling pacing, establishing rhythm, or making motion feel appropriately weighted and emotionally resonant.
accessibility-issues
Use when animation excludes users with vestibular disorders, cognitive disabilities, or assistive technology needs
attention-management
Use when wrong elements get attention, important content is missed, or visual hierarchy is broken by animation
brand-consistency
Use when animation doesn't match brand personality, feels generic, or clashes with design language
emotional-disconnect
Use when animation feels wrong, creates unintended emotional response, or mismatches context
implementation-debugging
Use when animation doesn't work as expected, has bugs, or behaves inconsistently
motion-sickness
Use when animation causes dizziness, nausea, disorientation, or vestibular discomfort
performance-optimization
Use when animation runs slow, janky, or causes frame drops
technical-constraints
Use when animation is limited by browser support, platform capabilities, or technical requirements
timing-calibration
Use when animation speed feels wrong—too fast, too slow, or inconsistent
universal-solutions
Use when facing any animation problem as a comprehensive diagnostic framework
user-feedback-clarity
Use when users don't notice feedback, miss state changes, or can't tell if their action worked
ux-friction
Use when animation causes user confusion, delays task completion, or creates frustration
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