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interaction-and-motion

Skill0 starsChanged 3 months agoMITView on GitHub

Design purposeful interaction feedback and motion that clarify cause, state, continuity, and control.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use interaction feedback and motion to explain what changed, preserve spatial continuity, and make controls feel responsive.

    line 8
  2. Distinctive:

    Do not animate merely to appear polished.

    line 12
  3. Distinctive:

    Verify on constrained devices and with keyboard, touch, pointer, zoom, and reduced motion.

    line 30

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Interaction and Motion

Use interaction feedback and motion to explain what changed, preserve spatial continuity, and make controls feel responsive. Apply this to transitions, microinteractions, gestures, direct manipulation, and state feedback.

Do not animate merely to appear polished. Do not delay essential actions, animate large regions without purpose, or make motion the only state signal.

Workflow

  1. Describe the trigger, user intent, state change, and information the response must communicate.
  2. Choose the least motion that clarifies cause and effect. Immediate feedback often matters more than a transition.
  3. Define origin, destination, property, duration, easing, interruption, reversal, repeat behavior, and final state. Prefer compositor-friendly properties when implementing.
  4. Preserve input control. Handle rapid repeated actions, cancellation, navigation, async completion, and state changes during animation.
  5. Pair motion with persistent visual and semantic state. Ensure focus and assistive-technology updates follow the actual interaction.
  6. Respect reduced-motion preferences with a meaningful alternative, not simply a slower version. Avoid flashing and motion likely to cause vestibular harm.
  7. Verify on constrained devices and with keyboard, touch, pointer, zoom, and reduced motion.

Output

Return an interaction specification with trigger, states, feedback purpose, timing rationale, interruption behavior, reduced-motion alternative, and test conditions.

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