interaction-motion
Skill4 starsChanged 23 days agoMITView on GitHub
Design purposeful micro-interactions, transitions, feedback states, and responsive motion that clarify behavior without harming accessibility or performance.
We split this skill into the rules it gives an agent
7 rules. About 0 are common, 7 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈7
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
- Distinctive: line 10
Use when adding animation, page transitions, feedback, hover or press states, overlays, scroll behavior, loading transitions, or other …
- Distinctive: line 16
Every movement should show a state change, preserve spatial context, communicate hierarchy, acknowledge input, guide attention, or make a …
- Distinctive: line 24
Use the shortest movement that conveys the relationship.
- Distinctive: line 40
Prefer transform and opacity for common transitions.
- Distinctive: line 44
Test keyboard input, touch, pointer, reduced motion, repeated activation, and narrow screens where relevant.
- Distinctive: line 48
Every animation has a clear user-centered purpose.
- Distinctive: line 53
No important action depends on decorative movement.
≈ “Common” is an estimate: at least 1 in 5 of the 308,232 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.
Files
Interaction and motion
When to use
Use when adding animation, page transitions, feedback, hover or press states, overlays, scroll behavior, loading transitions, or other dynamic interface behavior.
Workflow
1. Define the purpose
Every movement should show a state change, preserve spatial context, communicate hierarchy, acknowledge input, guide attention, or make a complex transition easier to understand. If removing it improves clarity or speed, remove it.
2. Map states before timing
List relevant states and transitions: resting, hovered, focused, pressed, loading, expanded, success, and error. Make the state understandable when animation is disabled or unavailable.
3. Choose motion by role
Use the shortest movement that conveys the relationship. Small control feedback should feel immediate; larger surface transitions may need more time to preserve context. Avoid applying one duration to every interaction. Prefer opacity or transform over effects that repeatedly trigger expensive layout or paint work.
4. Preserve input and navigation
Animations must not delay important actions unnecessarily. Keep focus behavior predictable when dialogs, menus, tabs, or routes change. Do not animate focus away from the active control or create a visual state that differs from actual application state.
5. Respect reduced motion
Support the prefers-reduced-motion media query. Reduce or remove nonessential movement, parallax, looping decoration, and large spatial transitions. Keep essential feedback available through immediate state changes, text, or other non-motion cues. Never make a task dependent on animation.
6. Handle interruption and failure
Repeated input, rapid navigation, network delay, interrupted transitions, and reduced-motion settings must not leave the UI stuck. Avoid decorative loops that compete with important information. Do not imply progress that is unknown.
7. Check performance
Prefer transform and opacity for common transitions. Inspect expensive filters, large blurred layers, scroll-linked work, and many simultaneous animated elements. Avoid continuously animating layout properties without a strong reason. Pause work for offscreen or inactive components when practical.
8. Validate behavior
Test keyboard input, touch, pointer, reduced motion, repeated activation, and narrow screens where relevant. Check that motion does not cause flashing, disorientation, obstruction, or missed input. Use rendered behavior when browser testing is available.
Quality gates
- Every animation has a clear user-centered purpose.
- State changes remain understandable without motion.
- Reduced-motion preferences are respected.
- Keyboard focus and input timing remain predictable.
- Motion is brief, coherent, interruptible, and performant.
- No important action depends on decorative movement.
In this repository13 other files it gives its agents.
- AGENTS.mdAGENTS.md
- max-designSkill
- accessibility-auditSkill
- data-visualizationSkill
- design-reviewSkill
- design-systemSkill
- forms-uxSkill
- frontend-designSkill
- information-architectureSkill
- max-designSkill
- resilient-localizationSkill
- ui-testingSkill
- ux-writing-contentSkill
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