Agent Skills: Interaction Motion Craft

Use when designing or reviewing transitions, gestures, and state-change motion across web, mobile, and desktop interfaces.

UncategorizedID: derklinke/codex-config/design-interaction-motion-craft

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skills/design-interaction-motion-craft/SKILL.md

Skill Metadata

Name
design-interaction-motion-craft
Description
Use when designing or reviewing transitions, gestures, and state-change motion across web, mobile, and desktop interfaces.

Interaction Motion Craft

Overview

Apply interaction and animation craft as a behavior system, not decoration. Motion must communicate causality, preserve context, and stay interruptible under real usage frequency.

Mandatory Use Cases

  • Navigation transitions, modal/sheet presentations, list reordering, drag/gesture UI.
  • Loading/skeleton/progress states, success/error confirmation, hover/focus feedback.
  • Any request containing animation polish, interaction feel, delight, fluidity, snappiness.

Workflow (Required)

  1. Define event chain: trigger -> transition -> resulting state.
  2. Declare intent per motion segment: orient, emphasize, confirm, warn, or defer.
  3. Decide coupling: real-time (during gesture) vs commit-time (on release).
  4. Select principle set (below) and reject non-functional animation.
  5. Validate interruptibility, reduced-motion behavior, and performance budget.

Core Interaction Rules

  • Motion must explain what changed and why.
  • Gesture-linked feedback should start immediately and follow input direction/velocity.
  • Prefer reversible transitions; avoid locking users into long non-interruptible sequences.
  • Maintain object constancy: source and destination should be visually traceable.
  • Repetition penalty: high-frequency interactions require subtle motion; novelty decays fast.
  • System coherence: one motion language across product (easing, duration, spatial direction).
  • Keep gesture semantics stable across surfaces (same gesture family, same intent class).
  • Avoid threshold-only dead zones: show coupled response from first movement, then apply thresholded commit logic.

Timing + Frequency Budget

  • Interaction response onset: immediate perceptual feedback (target <=100ms).
  • Micro interactions: typically 120-220ms.
  • Structural transitions (screen/sheet/context shifts): typically 220-450ms.
  • Repeated interactions (tab change, like, toggle): stay on the lower end.
  • One-time onboarding/celebratory moments: may run longer if skippable and rare.

Frequency x Novelty Matrix (Required)

Consult full interaction article reference for rationale and boundary cases.

  • High frequency + low novelty: optimize for speed, predictability, and low cognitive load.
  • High frequency + high novelty: reject by default; allow only with measured task benefit.
  • Low frequency + low novelty: acceptable utility baseline.
  • Low frequency + high novelty: reserve for signature moments, onboarding, or milestone feedback.

Risk-Based Trigger Timing

  • Reversible/continuous interactions: allow during gesture updates.
  • Irreversible/high-impact actions: prefer commit-time transitions plus explicit confirmation states.
  • If accidental activation cost is high, bias toward staging and clarity over expressiveness.

Touch Ergonomics + Occlusion

  • Ensure finger/pointer does not hide critical feedback during manipulation.
  • For precision handles/sliders, preserve control continuity when touch exits narrow hit areas.
  • Use temporary reveal/magnification patterns if direct-touch obscures target detail.

12 Animation Principles -> UI Translation

  • Squash/Stretch: communicate state elasticity (press, drag resistance) without breaking readability.
  • Anticipation: pre-cue significant movement (small pre-motion before large change).
  • Staging: isolate primary action; suppress competing motion.
  • Straight Ahead/Pose-to-Pose: key-state-first for UI transitions; avoid uncontrolled frame drift.
  • Follow-through/Overlap: secondary elements settle after primary object for realism.
  • Slow In/Out: ease-in/ease-out for natural acceleration curves.
  • Arcs: prefer curved trajectories for floating objects and gesture-driven movement.
  • Secondary Action: add supportive detail only if primary action remains clear.
  • Timing: duration communicates weight/importance.
  • Exaggeration: use sparingly for feedback clarity, not spectacle.
  • Solid Drawing: preserve believable volume/depth cues in 2D/3D transforms.
  • Appeal: motion style aligned with brand/product character.

Failure Modes (Blockers)

  • Delayed response after input (UI feels disconnected).
  • Decorative motion with no semantic payload.
  • Mismatched easing/duration across components.
  • Uninterruptible long transitions.
  • Motion that obscures hierarchy or causes tracking loss.
  • No reduced-motion fallback.
  • High-frequency workflows depend on novelty-heavy motion for baseline usability.
  • Gesture commits without clear intent confidence in high-risk actions.

Output Contract

  • For implementation tasks: include intent map, selected principles, and timing rationale.
  • For reviews: list failures by severity and provide direct remediation.
  • Always state reduced-motion handling.
  • After substantial motion changes, route final sign-off through design-audit.

Related Skills

  • design-audit - objective sign-off gates for complete design quality.
  • design - high-fidelity frontend implementation once motion rules are set.

Source Basis

  • https://rauno.me/craft/interaction-design
  • https://www.userinterface.wiki/12-principles-of-animation
  • references/rauno-interaction-design.md