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)
- Define event chain:
trigger -> transition -> resulting state. - Declare intent per motion segment: orient, emphasize, confirm, warn, or defer.
- Decide coupling: real-time (
during gesture) vs commit-time (on release). - Select principle set (below) and reject non-functional animation.
- 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 gestureupdates. - 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