Agent Skills: Mobile Touch Animation

Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.

UncategorizedID: dylantarre/animation-principles/mobile-touch

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pnpm dlx add-skill https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/mobile-touch

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skills/01-by-domain/mobile-touch/SKILL.md

Skill Metadata

Name
mobile-touch
Description
Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.

Mobile Touch Animation

Apply Disney's 12 animation principles to mobile gestures, haptics, and native app motion.

Quick Reference

| Principle | Mobile Implementation | |-----------|----------------------| | Squash & Stretch | Rubber-banding, bounce on scroll limits | | Anticipation | Peek before reveal, long-press preview | | Staging | Sheet presentations, focus states | | Straight Ahead / Pose to Pose | Gesture-driven vs preset transitions | | Follow Through / Overlapping | Momentum scrolling, trailing elements | | Slow In / Slow Out | iOS spring animations, Material easing | | Arc | Swipe-to-dismiss curves, card throws | | Secondary Action | Haptic pulse with visual feedback | | Timing | Touch response <100ms, transitions 250-350ms | | Exaggeration | Bounce amplitude, haptic intensity | | Solid Drawing | Respect safe areas, consistent anchors | | Appeal | 60fps minimum, gesture continuity |

Principle Applications

Squash & Stretch: Implement rubber-band effect at scroll boundaries. Pull-to-refresh should stretch content naturally. Buttons compress on touch.

Anticipation: Long-press shows preview before full action. Drag threshold provides visual hint before item lifts. Swipe shows edge of destination content.

Staging: Use sheet presentations to maintain context. Dim and scale background during modal focus. Hero transitions connect views meaningfully.

Straight Ahead vs Pose to Pose: Gesture-following animations (drag, pinch) are straight ahead—driven by touch input. System transitions (push, present) are pose to pose—predefined keyframes.

Follow Through & Overlapping: Content continues moving after finger lifts (momentum). Navigation bar elements animate slightly after main content. Lists items settle with stagger.

Slow In / Slow Out: iOS uses spring physics—configure mass, stiffness, damping. Android Material uses standard easing: FastOutSlowIn. Never use linear for user-initiated motion.

Arc: Thrown cards follow parabolic arcs. Swipe-to-dismiss curves based on velocity vector. FAB expand/collapse follows natural arc path.

Secondary Action: Pair haptic feedback with visual response. Button ripple accompanies press. Success checkmark triggers light haptic.

Timing: Touch acknowledgment: <100ms. Quick actions: 150-250ms. View transitions: 250-350ms. Complex animations: 350-500ms. Haptic should sync precisely with visual.

Exaggeration: Pull-to-refresh stretches beyond natural—makes feedback clear. Error shake is pronounced. Success animations celebrate appropriately.

Solid Drawing: Respect device safe areas during animation. Maintain consistent transform origins. Account for notch/dynamic island in motion paths.

Appeal: Minimum 60fps, target 120fps on ProMotion displays. Gesture-driven animation must feel connected to finger. Interruptible animations essential.

Platform Patterns

iOS

// Spring animation with follow-through
UIView.animate(withDuration: 0.5,
               delay: 0,
               usingSpringWithDamping: 0.7,
               initialSpringVelocity: 0.5,
               options: .curveEaseOut)

// Haptic pairing
let feedback = UIImpactFeedbackGenerator(style: .medium)
feedback.impactOccurred()

Android

// Material spring animation
SpringAnimation(view, DynamicAnimation.TRANSLATION_Y)
    .setSpring(SpringForce()
        .setStiffness(SpringForce.STIFFNESS_MEDIUM)
        .setDampingRatio(SpringForce.DAMPING_RATIO_MEDIUM_BOUNCY))
    .start()

Haptic Guidelines

| Action | iOS | Android | |--------|-----|---------| | Selection | .selection | EFFECT_TICK | | Success | .success | EFFECT_CLICK | | Warning | .warning | EFFECT_DOUBLE_CLICK | | Error | .error | EFFECT_HEAVY_CLICK |

Haptics are secondary action—always pair with visual confirmation.