motion-design-principles
The craft layer for motion: pick the right easing (ease-in, ease-out, ease-in-out, spring), get timing and spacing right, build the anticipation-action-follow-through arc, and apply Disney's 12 principles to UI and product video. Use when animating any UI transition, modal, button, page load, or product-video scene, or when someone says "make this feel less janky", "smoother", "more polished", "the animation feels off", "why does this look cheap", or asks "ease-in or ease-out" / "spring or interpolate". Do NOT use for shot planning (use video-storyboard), directing a product demo (use product-demo-director), animating text (use kinetic-typography), timing to music (use sound-and-music-sync), platform reframing (use social-video-formatter), or color and light (use motion-color-and-light).
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- 2026-10-14
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01 前言 Front Matter
- name
- motion-design-principles
- metadata
- { "title": "Motion Design Principles" }
- description
- The craft layer for motion: pick the right easing (ease-in, ease-out, ease-in-out, spring), get timing and spacing right, build the anticipation-action-follow-through arc, and apply Disney's 12 principles to UI and product video. Use when animating any UI transition, modal, button, page load, or product-video scene, or when someone says "make this feel less janky", "smoother", "more polished", "the animation feels off", "why does this look cheap", or asks "ease-in or ease-out" / "spring or interpolate". Do NOT use for shot planning (use video-storyboard), directing a product demo (use product-demo-director), animating text (use kinetic-typography), timing to music (use sound-and-music-sync), platform reframing (use social-video-formatter), or color and light (use motion-color-and-light).
03 SKILL.md 正文
Motion Design Principles
This is the taste layer. It decides how something should move so it reads as polished and intentional instead of janky, floaty, or cheap. It does not write the code that plays the motion â once you have decided the curve, the timing, and the arc, that decision is the input to a directing/render skill (for product video, hand it to product-demo-director) or to your CSS/JS transition (for UI). Keep the two jobs separate: this skill owns the judgment; the directing skill owns the orchestration and mechanics.
Fire on anything about how motion feels: "make this less janky", "smoother", "more polished", "more alive", "the easing is off", "this looks cheap", "should I ease-in or ease-out", "spring or interpolate".
When to use a sibling instead
This skill is the curve/timing/arc judgment only. Defer when the real question is:
- Which shots, scene order, or a beat list â video-storyboard.
- Directing a full product demo â cursor moves, screen captures, feature callouts, the end-to-end scene assembly â product-demo-director. (This skill produces the motion spec it consumes.)
- Animating text or letterforms â type that flies/builds/reveals â kinetic-typography.
- Timing motion to a beat, score, or sound effect â sound-and-music-sync.
- Cropping or reframing for a platform (9:16, 1:1, safe areas) â social-video-formatter.
- Light, exposure, glow, or color motion â motion-color-and-light.
Operating procedure
Diagnose before you prescribe. Most "janky" motion is one of four named problems, and each maps to a specific fix below. Work the steps in order â the easing fix is worthless if the timing is wrong, and the timing fix is worthless if the element has no arc.
Step 1: Name what feels wrong
Watch the motion (or the description of it) and classify it. Almost every complaint is one of these:
- Linear / robotic â moves at constant speed, stops dead. No easing. Fix in Step 2.
- Floaty / mushy â too slow, or eases in and out when it should snap in. Wrong duration or wrong curve. Fix in Step 2 and Step 3.
- Janky / stuttery â enters and exits at the same speed, or every property animates on the same flat timeline with no offset. Missing spacing and arc. Fix in Step 3 and Step 4.
- Dead / lifeless â technically correct but boring: no anticipation, no overshoot, no follow-through. Missing the arc and secondary motion. Fix in Step 4 and Step 5.
Write the diagnosis down in one line before touching anything. "The modal is floaty because it fades over 600ms with ease-in-out" is a fix; "make it nicer" is not.
Step 2: Pick the easing curve
Easing is the speed-over-time shape of the motion. The curve carries almost all the perceived quality. Match the curve to what the element is doing:
- ease-out (fast start, slow settle) â the default for things entering and for anything the user triggered. It feels responsive because motion begins immediately, then decelerates into place. Use for: elements appearing, dropdowns opening, a tapped button responding, content sliding in. If unsure, reach for ease-out.
- ease-in (slow start, fast exit) â for things leaving. The element accelerates away off-screen. Used alone on an entrance it feels sluggish and laggy, which is the #1 cause of "floaty". Use for: dismissals, close, exits.
- ease-in-out (slow, fast, slow) â for moving something already on screen from A to B: a card reordering, a carousel advancing, a toggle sliding. Both ends are anchored, so easing both ends reads as controlled. Do not use it for entrances â the slow start kills responsiveness.
- spring (physics: mass, stiffness, damping â overshoots and settles) â for motion that should feel alive and physical: a modal popping in, a toggle knob, a like button, a notification dropping in. The slight overshoot is what reads as "alive". Tune damping for personality: lower damping = bouncier and more playful, higher damping = tighter and more corporate.
The spring() vs interpolate() decision (when you reach for each in code) is in
the Quality bar and the runnable artifact below. The short version: spring
for physical/lively transforms, interpolate for precise timed-to-the-frame values
like opacity fades, color, and progress bars.
Step 3: Set timing and spacing
Timing is total duration. Spacing is how the distance is distributed across that duration â spacing is easing made literal (an ease-out is bunched frames at the end). Two rules:
- Duration scales with distance and size, not taste. A small element moving a short distance should be fast (UI: ~150â250ms). A large element or a long travel needs longer (~300â500ms) or it teleports. Big full-screen / hero motion in video can run longer. Same motion, longer distance â longer duration.
- Enter and exit are not symmetric. Exits should be faster than entrances (~0.7â0.8x) â the user is done with the element, so get it out of the way. Equal enter/exit durations are a classic source of "janky".
For product video, convert to frames the moment you leave this skill:
frames = round(seconds * fps). Those frame counts are the literal input you
hand to product-demo-director (which turns them into the timed scene plan).
Step 4: Build the anticipation â action â follow-through arc
Real motion is rarely a single move. The richest, most "alive" motion has three beats:
- Anticipation â a tiny opposite-direction wind-up before the main move (a button dips in slightly before popping, a card pulls back before sliding out). It primes the eye and makes the action read as intentional. Keep it small and fast; too much looks like a glitch.
- Action â the main move, carrying the easing from Step 2 and the duration from Step 3. This is where the spacing lives.
- Follow-through â the element settles past its target and back (the spring overshoot), and any attached/secondary elements lag slightly behind the leader (a label catching up to the card it sits on). This is what sells weight and life.
Not every micro-interaction needs all three â a 150ms tooltip is just action. But when something feels "dead", it is almost always missing anticipation or follow-through. Add the arc before adding flourish.
Step 5: Apply the relevant Disney principles
Disney's 12 principles of animation map directly onto UI and product motion. You
do not apply all twelve; you reach for the few that fix the diagnosed problem.
The full mapping is in references/twelve-principles. The high-leverage ones:
- Slow in & slow out â easing (Step 2). The single biggest quality lever.
- Anticipation â the wind-up (Step 4).
- Follow-through & overlapping action â overshoot + lagging secondary elements (Step 4). The difference between "correct" and "alive".
- Timing â duration and spacing (Step 3).
- Squash & stretch â subtle scale on press/impact to imply mass; in UI keep it to a few percent or it looks like a toy.
- Staging â move one thing at a time so the eye knows where to look; never animate six things at once on the same curve.
- Secondary action â a small supporting motion (a shadow deepening as a card lifts) that reinforces the main one without competing.
- Exaggeration â push the key pose slightly past realistic; restrained in UI, freer in a punchy product video.
Step 6: Hand off the spec
Fill the motion-spec template below â curve, duration (and frames), the arc beats, and the spring-vs-interpolate call per property. That filled spec is the handoff artifact: for a product-video scene it goes straight into product-demo-director; for UI it becomes your transition/keyframe values. Pair it with motion-color-and-light if the scene also needs light/exposure motion, kinetic-typography if text is animating, and sound-and-music-sync if the timing must land on a beat.
Quality bar
Motion is A+ only when all of these hold:
- The diagnosis is named (linear / floaty / janky / dead), and every change traces to it. No "made it nicer" without a reason.
- Entrances ease-out, exits ease-in, on-screen AâB ease-in-out, lively/physical uses spring. No raw linear motion ships except deliberate constant-speed loops (a spinner, a marquee).
- Duration scales with distance/size, and the exit is faster than the entrance.
- The
spring()vsinterpolate()call is explicit per property: spring for physical transforms (scale, translate, the pop/slide/settle â you want the overshoot); interpolate for precise timed values (opacity fades, color, progress, anything where overshoot would look wrong). A fade driven by a spring, or a logo pop driven by linear interpolate, is a defect. - At least one of anticipation or follow-through is present on hero / signature motion; lifeless motion is missing exactly these.
- One thing leads at a time (staging); properties are offset rather than all firing on one flat timeline.
- Curve, duration, and frame counts are written down and ready to hand to product-demo-director or a transition â this skill never leaves the decision implicit.
Do NOT
- Do NOT ship linear easing for entrances or exits â it is the robotic default and reads as unfinished. Constant speed is only for intentional loops.
- Do NOT ease-in an entrance or ease-out an exit â that is the floaty/laggy feel reversed. Entrances ease-out, exits ease-in.
- Do NOT use equal enter and exit durations; exits should be ~0.7â0.8x faster.
- Do NOT drive a fade, color, or progress bar with a spring â the overshoot makes values run past their range and flash. Use interpolate for timed values.
- Do NOT drive a lively pop/slide/scale with linear interpolate when you want it to feel alive â use a spring for the overshoot.
- Do NOT animate many properties on one flat timeline; stage and offset them.
- Do NOT over-anticipate or over-overshoot in UI â a few pixels / a few percent. Big wind-ups and bounces read as a glitch or a toy.
- Do NOT plan shot order or assemble the demo here â hand the spec to product-demo-director; storyboard order is video-storyboard.
Easing & spring picker
Self-contained Node script. Save as motion_pick.js and run with
node motion_pick.js. Edit the requests array for the elements you are
animating; it returns the curve, a distance-scaled duration (ms and frames), the
exit duration, and the spring-vs-interpolate call. No dependencies.
// Motion picker. Edit `requests`, then: node motion_pick.js
const fps = 30 // for product video; UI ignores the frame column
// role: 'enter' | 'exit' | 'move' | 'lively'
// distancePx: how far it travels (drives duration). sizePx: rough element size.
const requests = [
{ name: 'Modal pop-in', role: 'lively', property: 'scale', distancePx: 0, sizePx: 600 },
{ name: 'Modal backdrop', role: 'enter', property: 'opacity', distancePx: 0, sizePx: 1920 },
{ name: 'Toast slide-in', role: 'enter', property: 'translate', distancePx: 320, sizePx: 360 },
{ name: 'Toast dismiss', role: 'exit', property: 'translate', distancePx: 320, sizePx: 360 },
{ name: 'Card reorder', role: 'move', property: 'translate', distancePx: 140, sizePx: 280 },
{ name: 'Progress fill', role: 'move', property: 'width', distancePx: 800, sizePx: 800 },
]
function curveFor(role) {
if (role === 'enter') return 'ease-out'
if (role === 'exit') return 'ease-in'
if (role === 'move') return 'ease-in-out'
return 'spring' // lively
}
// Duration scales with travel distance and element size. Floor + slope, clamped.
function durationMs(role, distancePx, sizePx) {
const reach = Math.max(distancePx, sizePx * 0.4)
let ms = 140 + reach * 0.45
ms = Math.min(Math.max(ms, 140), 600)
if (role === 'exit') ms *= 0.75 // exits are faster
return Math.round(ms)
}
// spring for physical transforms; interpolate for timed values.
function driver(role, property) {
const physical = property === 'scale' || property === 'translate'
if (role === 'lively') return 'spring() // want the overshoot'
if (physical && role !== 'move') return 'spring() // physical, lively settle'
return 'interpolate() // precise, timed-to-frame'
}
const pad = (s, n) => String(s).padEnd(n)
console.log(pad('ELEMENT', 18), pad('CURVE', 12), pad('MS', 6), pad('FRAMES', 8), 'DRIVER')
for (const r of requests) {
const curve = curveFor(r.role)
const ms = durationMs(r.role, r.distancePx, r.sizePx)
const frames = Math.round((ms / 1000) * fps)
console.log(pad(r.name, 18), pad(curve, 12), pad(ms, 6), pad(frames, 8), driver(r.role, r.property))
}
Worked example output
With the requests above the script prints:
ELEMENT CURVE MS FRAMES DRIVER
Modal pop-in spring 252 8 spring() // want the overshoot
Modal backdrop ease-out 600 18 interpolate() // precise, timed-to-frame
Toast slide-in ease-out 284 9 spring() // physical, lively settle
Toast dismiss ease-in 213 6 interpolate() // precise, timed-to-frame
Card reorder ease-in-out 203 6 interpolate() // precise, timed-to-frame
Progress fill ease-in-out 500 15 interpolate() // precise, timed-to-frame
Read it: the modal pops with a spring (overshoot = alive) while its backdrop just fades with timed interpolate â two different drivers on the same component, exactly as the Quality bar demands. The toast enters in 284ms and dismisses faster at 213ms (the 0.75x exit rule), and its slide is physical so it springs in but interpolates out. The progress bar is a precise width value â never a spring, or the fill would jiggle past 100%. The frame column is what you hand to product-demo-director for a product-video version of any of these.
Template: motion-spec
Copy this, fill the FILL fields, and hand it to product-demo-director (video) or use it as your transition values (UI).
MOTION SPEC. [FILL: element / scene name]. Context: [UI | product-video]
DIAGNOSIS
Feels: [FILL: linear / floaty / janky / dead / new build]
Because: [FILL: one line]
CURVE & TIMING
Role: [FILL: enter / exit / move A->B / lively]
Curve: [FILL: ease-out / ease-in / ease-in-out / spring]
Duration: [FILL]ms ( = [FILL] frames @ [FILL]fps )
Exit faster: [FILL]ms (~0.75x of entrance, if it exits)
ARC
Anticipation: [FILL: wind-up, or "none" for a micro-interaction]
Action: [FILL: the main move]
Follow-thru: [FILL: overshoot + which secondary element lags]
PER-PROPERTY DRIVER (spring vs interpolate)
[FILL property] -> spring() (physical: scale / translate, want overshoot)
[FILL property] -> interpolate() (timed: opacity / color / progress)
DISNEY PRINCIPLES IN PLAY
[FILL: e.g. slow-in/out, anticipation, follow-through, staging]
HANDOFF
-> product-demo-director with the frame counts above, OR
-> CSS/JS transition with the ms + cubic-bezier / spring config above.
references/twelve-principles
Disney's 12 principles, mapped to UI and product-video motion. Reach for the few that fix the diagnosed problem; you never apply all twelve at once.
- Squash & stretch â deform on impact/press to imply mass. UI: a few percent scale on a button press; a notification squashing slightly as it lands. Too much looks like a toy.
- Anticipation â a small opposite-direction wind-up before the action. Primes the eye, makes the move read as intentional. The fix for "dead" motion.
- Staging â direct attention to one thing at a time. Do not animate six elements on one curve; lead with the hero element, let the rest follow.
- Straight-ahead vs pose-to-pose â in code you work pose-to-pose: define key states (closed -> open) and let easing/interpolation fill the between frames.
- Follow-through & overlapping action â elements settle past their target and attached parts lag behind the leader. The single biggest "alive" lever after easing. This is the spring overshoot plus offset secondary motion.
- Slow in & slow out â easing itself. Things accelerate and decelerate; they do not start and stop at full speed. The biggest quality lever overall.
- Arc â natural motion follows curved paths, not straight lines. A dropped element or a flung card reads better arcing than moving dead-straight.
- Secondary action â a supporting motion that reinforces the main one (a shadow deepening as a card lifts). Supports, never competes.
- Timing â number of frames / duration. Controls weight and mood: fewer frames = snappy and light, more = heavy and deliberate. Scale with distance.
- Exaggeration â push the key pose past literal realism for clarity and energy. Restrained in UI, freer in a punchy product video.
- Solid drawing â in motion design, consistent perspective, depth, and light so animated elements feel volumetric, not flat. Pairs with motion-color-and-light.
- Appeal â the whole thing should feel charismatic and clear, not muddy or busy. The sum of the other eleven applied with restraint.
The four that fix 90% of UI/product complaints: slow-in/out (easing), timing (duration/spacing), anticipation, and follow-through. Start there, then add staging and secondary action for richness.
references/spring-vs-interpolate
The decision you hand to product-demo-director, stated plainly:
- Reach for
spring()when the motion should feel physical and alive and a slight overshoot/settle improves it: pops, scale-ins, slide-ins, toggles, like buttons, a logo entrance, a card lifting. Tunedampingfor personality â lower is bouncier/playful, higher is tighter/corporate. Springs are great on transforms (scale, translate) and bad on bounded values. - Reach for
interpolate()when you need precise, timed-to-the-frame control and overshoot would be wrong: opacity fades (0->1), color shifts, progress/width bars, cross-fades, exits, and anything that must land exactly on its end value. Always clamp so it never runs past its range. - Common pattern: drive the transform with a spring and the opacity with interpolate on the same element â it pops in physically while fading cleanly. That split is the single most useful motion idiom and it is exactly what the picker script encodes.
When unsure: is overshoot a feature here? Yes -> spring. No -> interpolate.
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