155 lines
9.1 KiB
Markdown
155 lines
9.1 KiB
Markdown
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# Animation discipline craft rules
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Universal rules for when motion earns its place in a UI and what numbers
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constrain it. The active `DESIGN.md` decides brand-specific motion
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personality; this file decides whether motion should run at all and at
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what duration, easing, and accessibility floor.
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> Grounded in primary sources: Tversky/Morrison/Bétrancourt 2002
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> (IJHCS), Heer & Robertson TVCG 2007, Harrison/Yeo/Hudson CHI 2010,
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> Doherty & Thadani IBM Systems Journal 1982, Chang & Ungar UIST 1993,
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> Material 3 motion tokens, IBM `@carbon/motion`, Apple SwiftUI
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> Animation API, W3C View Transitions, WCAG 2.2.2 + 2.3.3, WebKit's
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> 2017 `prefers-reduced-motion` rationale.
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## When motion earns its place
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Tversky/Morrison/Bétrancourt's 2002 meta-analysis (IJHCS 57, pp. 247-262)
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found that every study claiming animation aids comprehension had a
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broken control — the static version had less information, different
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procedures, or hidden interactivity. When equalised, animation does
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**not** beat static for teaching complex systems. The single use case
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the paper endorses is real-time spatial or temporal reorientation:
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page transitions, container morphs, viewpoint changes, progress
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indicators (p. 257).
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A follow-on hazard: Palmiter & Elkerton found animation-trained users
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*declined* one week after training, while text-trained users *improved*
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(Tversky 2002, p. 255). Animation's apparent short-term parity hides
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worse retention.
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So animate when the user is moving through space, time, or state —
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navigation, container expansion, progress feedback, gesture
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follow-through. Don't animate to teach, decorate, signal "premium",
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or fill silence.
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## Duration thresholds
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The cross-design-system convergence is **150 ms** — Material 3 `short3`,
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IBM Carbon `moderate-01`, Shopify Polaris `150`, Tailwind default,
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SLDS `duration-fast` all land here. Use it as the default duration for
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state-confirmation feedback.
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| Duration | Use |
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|---|---|
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| 50–100 ms | Instant feedback (button press, toggle commit, hover) |
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| 150 ms | Default for state-confirmation |
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| 200–300 ms | Entering UI (modals, sheets, dropdowns) |
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| 300–500 ms | Cross-screen transitions, container morphs |
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| > 500 ms | Reserved for cross-screen, staged, or platform-native transitions (e.g. M3 `long2`-`extraLong4`, Heer & Robertson 2007's per-stage recommendation). |
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Non-navigation microinteractions — hover, press, toggle, validation,
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chip selection, row expansion — should stay under 500 ms. Past that the
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user notices the motion as motion and waits on the UI rather than
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working through it. Two qualifications: frequent animations (a hover
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effect seen 50 times per session) need to stay ≤200 ms; mobile
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animations should run 20–30% shorter than desktop equivalents because
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travel distances are shorter.
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## Curve vs spring
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Use a curve for opacity, color, and any property that changes value
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between two known points. Use a spring for position, scale, rotation,
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and gesture-driven motion — anything that should feel physical.
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Material 3 standard easing is `cubic-bezier(0.2, 0, 0, 1)` — front-loaded;
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the trailing zero makes the curve hit its target instantly and settle.
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M2 standard was the symmetric `cubic-bezier(0.4, 0, 0.2, 1)`, preserved
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in M3 under the name `legacy`. Anyone shipping the M2 curve and calling
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it "M3" is on legacy tokens. M3 `emphasized` is a **two-segment Bézier
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path**, not a single cubic-bezier; single-cubic approximations silently
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lose the front-loaded character. CSS `linear()` (Chrome 113+) is the
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only way to replicate it on a single property.
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Apple's published SwiftUI default spring is
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`(response: 0.5, dampingFraction: 0.825, blendDuration: 0)`. The widely
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cited `.snappy = 0.25 s, .smooth = 0.35 s` numbers are wrong — Apple's
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docs assign all three presets a 0.5 s base, differing only in bounce
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(0 / 0.15 / 0.3).
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Spring framework defaults disagree. motion.dev's physics-mode default
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is ζ ≈ 0.5 (bouncy). React Spring's `default` is ζ = 0.997 (critically
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damped). Same word "default", opposite feel — React Spring's `wobbly`
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is the actual feel-equivalent of motion.dev's `default`. Pick
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consciously.
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## Reduced motion
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Every animation that translates, scales, rotates, or parallaxes must
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respect `@media (prefers-reduced-motion: reduce)`. WebKit shipped this
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in 2017 to address vestibular triggers; the W3C MQ5 spec lets the UA
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or author **strip motion entirely or substitute static imagery** —
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the spec does not mandate which.
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Working rule: strip motion-on-an-axis (translate, scale, rotate,
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parallax). Keep opacity/color crossfades as substitutes when a state
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change still needs to be conveyed. Be explicit — the View Transitions
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API does **not** apply `prefers-reduced-motion` automatically; the
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author must add a query override on the pseudo-elements or skip
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`startViewTransition` entirely.
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WCAG calibration: 2.2.2 (Pause/Stop/Hide) is Level A — the legal floor
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under ADA Title II 2024 / EN 301 549 / EAA — but it names cognitive,
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attentional, and reading populations, not vestibular. Vestibular
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language lives in 2.3.3, which is **AAA**. Don't conflate the two.
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Building for vestibular users is a craft commitment beyond the legal
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floor, not a WCAG mandate.
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**Flashing limits.** WCAG 2.3.1 (Level A) permits flashing only when
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there are no more than three flashes within any one-second period, or
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the flashing area stays below the general and red flash thresholds.
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WCAG 2.3.2 (AAA) forbids flashing more than three times within any
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one-second period, regardless of area or brightness. The protected
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concern is photosensitive epilepsy; the legal floor isn't negotiable. For gamified UI, onboarding celebrations, sparkles,
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confetti, level-up bursts, and shimmer: avoid rapid flashing unless
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tested against the thresholds, and prefer one-shot animations over
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loops.
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## Repeated and ambient motion
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The rules above target one-shot transitions. Looping motion (skeleton
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shimmer, idle backgrounds, autoplay, reward bursts) has different
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constraints.
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- Cap iteration count: carousels at 3-5 cycles then pause; skeleton shimmer until content lands, never indefinitely.
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- WCAG 2.2.2 (Level A) requires a pause control for any motion running longer than 5 seconds — moving, blinking, or scrolling content, not only video.
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- Cancel ambient motion on route change.
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- Reward animations are one-shot. Confetti, sparkles, level-up bursts fire once and dismiss; no looping timer.
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- Spinners must not run indefinitely. Escalate to progress/cancel states and stop animation at 60 s, matching `state-coverage.md`.
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## Cross-platform handoff
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Native conventions diverge.
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- **iOS** uses spring physics with perceptual `(response, dampingFraction)` parameters. Apple HIG documents principles, not numerical curves; the SwiftUI Animation API JSON is the source for actual numbers. UIView curve cubic-beziers commonly cited online are reverse-engineered, not Apple-published.
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- **Android** uses cubic-bezier curves through M3 motion tokens (50–1000 ms range, 16 named durations). Predictive back is a *gesture-progress primitive*, not a transition primitive — `BackEvent.progress` is sampled per-frame from the touch stream and the destination is rendered behind the current surface while still on it. Cancellation is a first-class lifecycle state.
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- **Web** has the View Transitions API (default 0.25 s, no easing specified by the spec — falls through to CSS `ease`). Same-document support 90.94%; cross-document 87.82%. Cross-document is same-origin and user-initiated only.
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A "one curve fits all platforms" approach loses on each. If the brief
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specifies platform fidelity, follow the platform; if it specifies brand
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consistency, pick one motion vocabulary and apply it everywhere.
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## Common mistakes (lint these)
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- "Skeleton screens feel 11% faster" — Harrison/Yeo/Hudson CHI 2010 measured *backwards-decelerating ribbed determinate progress bars* (n=16). The induced-motion mechanism doesn't transfer to skeletons.
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- "Heer & Robertson recommend 300–1000 ms eased transitions" — they tested 1.25 s and 2 s only. Their recommendation is "~1 second per stage".
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- "Doherty Threshold = 400 ms" — the 1982 paper does not contain "400". The lowest threshold actually measured is 300 ms.
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- M2 standard easing `cubic-bezier(0.4, 0, 0.2, 1)` labelled as "Material 3". M3's standard is `cubic-bezier(0.2, 0, 0, 1)`.
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- Animations that *perform* a state change rather than *confirming* one that has already happened. Optimistic UI first; motion second.
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- More than 500 ms on any non-cross-screen transition.
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- Animation as the only signal of state change. Reduced-motion users miss it; always pair with a static affordance (color, position, label).
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- Ignoring `prefers-reduced-motion` on transform-based animations — the highest-cost vestibular triggers.
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- Curve-based animation on a `transform: scale()` that should feel physical. Use a spring.
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- Hero choreography in productivity tools. Motion budget belongs inside the product on functional micro-feedback, not on landing-page sequences.
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- Decorative motion in the working canvas of a productivity tool.
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