agentleFS
adnanrahim110adnanrahim110/ui-motion-skill/skills/ui-motion/SKILL.md

ui-motion

Skill0 starsChanged 28 days agoMITView on GitHub

Design, implement, or review purposeful UI motion: transitions, micro-interactions, dialogs, progressive flows, scroll storytelling, parallax, and pointer effects. Use when a task asks for animation or needs motion decisions; ordinary frontend work does not require adding animation.

9 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

7 rules. 0 are common, 6 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 8 edited versions we read keep these.

  • 6

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Removal test: If removing the effect improves speed or reliability without losing meaning, remove it.

    line 28
  2. Distinctive:

    Only include applicable parts.

    line 44
  3. Distinctive:

    Keep controls operable throughout motion.

    line 48
  4. Very specific:

    Prefer transform and opacity.

    line 58
  5. Distinctive:

    Keep a static hit target around moving visuals.

    line 61
  6. Distinctive:

    Use small client leaves in server-rendered apps.

    line 66
  7. Distinctive:

    Run appropriate static checks, builds, and meaningful non-browser tests.

    line 93

“Common” is measured: kept by at least 6 in 10 of the 8 edited versions of this file we could read. “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

UI motion engineering

Make motion earn its cost. Default to a clear, static interface. Preserve the user's framework, styling conventions, authorization boundaries, and testing preferences. This skill supplies decisions and implementation patterns, not permission to install libraries, launch browsers, or change unrelated configuration.

Five decision gates

  1. Context. Marketing motion may explain the offer or demonstrate a workflow. Product UI prioritizes speed. Neither context licenses decoration by default.
  2. Frequency and input. Repeated tabs, filters, typing, and keyboard commands update immediately. Do not delay state, navigation, focus, or requests until an animation ends. A gesture follows input directly; optional settling starts only after release. Frequency is a judgment, not a measured 50-click threshold.
  3. Purpose. Identify one concrete benefit: explain a complex workflow, confirm an action through restrained tactile feedback, reveal complexity progressively, or preserve spatial context. If none applies, keep it static.
  4. Removal test. If removing the effect improves speed or reliability without losing meaning, remove it. No generic scroll fades on headings and paragraphs, floating badges, unsolicited confetti, or novelty on repeated controls.
  5. Execution. Specify the contract below, choose the lightest existing tool, preserve accessibility, and check lifecycle cleanup and performance assumptions.

For a small change, apply these gates internally; do not produce a ceremony or long explanation. State a brief motion contract before implementing approved motion:

Trigger: open dialog. Purpose: preserve context. Entry: 220ms, cubic-bezier(0.16, 1, 0.3, 1), opacity + scale 0.96 to 1. Exit: 120ms, cubic-bezier(0.4, 0, 1, 1). Reduced motion: immediate state change. Interruption: retarget; actions and requests never depend on animation.

Include trigger, properties/range or spring parameters, entry/exit or scroll mapping, interruption, reduced-motion behavior, and static/unsupported fallback. Only include applicable parts; scroll progress has a mapping, not a clock duration.

Implementation boundaries

  • Keep controls operable throughout motion. No animation timers for real request completion. Abort or ignore stale work on retry, navigation, and unmount.
  • Honor reduced motion at first render and when it changes. Remove spatial travel, parallax, shaking, tilt, and autoplay. Preserve all information and actions. A short opacity change is optional, never a required substitute for movement.
  • Gate cursor effects by (hover: hover) and (pointer: fine) and the event's pointer type. Supply keyboard feedback and a static touch UI.
  • Dialogs need a name, deliberate initial focus, contained keyboard focus, Escape, background inertness, and return focus. Use a native dialog or an established accessible primitive instead of inventing a focus trap.
  • Prefer transform and opacity. Filters, clipping, gradients, and translucent layers can cost paint/raster work. No property or library guarantees GPU execution or 120fps. Avoid blanket will-change and repeated layout reads/writes.
  • Keep a static hit target around moving visuals. Do not move the focused control or its focus outline away from its interactive footprint.
  • Reuse the project's motion system. CSS for simple states; Motion for React layout and gestures; native timelines for supported scroll cases; GSAP only when the existing stack or meaningful choreography justifies it. Do not add all of them.
  • Use small client leaves in server-rendered apps. Follow the host's Tailwind/CSS rules. Examples do not override project conventions.

Timing policy

These are package defaults, not scientific constants. Full presets and exceptions live in 02-timing-easing-and-springs.md. Functional UI generally finishes within 300ms: entry 180–250ms, exit 100–150ms. High-frequency state changes are 0ms. Direct scroll/drag tracks input without easing lag. Marketing sequences must be bounded, pausable when applicable, and must not postpone access to content. A 0.96 overlay entrance is a useful starting point, not a universal scale floor.

Load only the relevant reference

NeedRead
Rationale, research limits, attribution01-philosophy-and-science.md
Curves, springs, duration exceptions02-timing-easing-and-springs.md
Dialogs, OTP, loading, tables, streaming, logos03-microinteractions-and-components.md
Scroll, storytelling, parallax, pointer, FLIP04-scroll-parallax-and-cursor.md
Typed examples and integration05-code-recipes.md
Exact primary sources and evidence limits06-sources.md
Acceptance checks and evaluation scenarios07-validation.md

Verification

Run appropriate static checks, builds, and meaningful non-browser tests. Respect requests that reserve browser testing for the user. Report what was actually checked; do not claim visual quality, frame rate, cross-device compatibility, or accessibility conformance from a typecheck. When only an audit was requested, report prioritized findings without changing code.

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