dylantarre/animation-principles1 file

Mobile Touch

Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.

Specification
Skill ID
dylantarre/animation-principles/mobile-touch
Publisher
dylantarre
Repository
animation-principles
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

dylantarre/animation-principles/mobile-touchInstalls these files
  • SKILL.md

What this skill tells the agent

Mobile Touch Animation

Apply Disney's 12 animation principles to mobile gestures, haptics, and native app motion.

Quick Reference

PrincipleMobile Implementation
Squash & StretchRubber-banding, bounce on scroll limits
AnticipationPeek before reveal, long-press preview
StagingSheet presentations, focus states
Straight Ahead / Pose to PoseGesture-driven vs preset transitions
Follow Through / OverlappingMomentum scrolling, trailing elements
Slow In / Slow OutiOS spring animations, Material easing
ArcSwipe-to-dismiss curves, card throws
Secondary ActionHaptic pulse with visual feedback
TimingTouch response <100ms, transitions 250-350ms
ExaggerationBounce amplitude, haptic intensity
Solid DrawingRespect safe areas, consistent anchors
Appeal60fps minimum, gesture continuity

Principle Applications

Squash & Stretch: Implement rubber-band effect at scroll boundaries. Pull-to-refresh should stretch content naturally. Buttons compress on touch.

Anticipation: Long-press shows preview before full action. Drag threshold provides visual hint before item lifts. Swipe shows edge of destination content.

Staging: Use sheet presentations to maintain context. Dim and scale background during modal focus. Hero transitions connect views meaningfully.

Straight Ahead vs Pose to Pose: Gesture-following animations (drag, pinch) are straight ahead—driven by touch input. System transitions (push, present) are pose to pose—predefined keyframes.

Follow Through & Overlapping: Content continues moving after finger lifts (momentum). Navigation bar elements animate slightly after main content. Lists items settle with stagger.

Slow In / Slow Out: iOS uses spring physics—configure mass, stiffness, damping. Android Material uses standard easing: FastOutSlowIn. Never use linear for user-initiated motion.

Arc: Thrown cards follow parabolic arcs. Swipe-to-dismiss curves based on velocity vector. FAB expand/collapse follows natural arc path.

Secondary Action: Pair haptic feedback with visual response. Button ripple accompanies press. Success checkmark triggers light haptic.

Timing: Touch acknowledgment: <100ms. Quick actions: 150-250ms. View transitions: 250-350ms. Complex animations: 350-500ms. Haptic should sync precisely with visual.

Exaggeration: Pull-to-refresh stretches beyond natural—makes feedback clear. Error shake is pronounced. Success animations celebrate appropriately.

Solid Drawing: Respect device safe areas during animation. Maintain consistent transform origins. Account for notch/dynamic island in motion paths.

Appeal: Minimum 60fps, target 120fps on ProMotion displays. Gesture-driven animation must feel connected to finger. Interruptible animations essential.

Platform Patterns

iOS

// Spring animation with follow-through
UIView.animate(withDuration: 0.5,
               delay: 0,
               usingSpringWithDamping: 0.7,
               initialSpringVelocity: 0.5,
               options: .curveEaseOut)

// Haptic pairing
let feedback = UIImpactFeedbackGenerator(style: .medium)
feedback.impactOccurred()

Android

// Material spring animation
SpringAnimation(view, DynamicAnimation.TRANSLATION_Y)
    .setSpring(SpringForce()
        .setStiffness(SpringForce.STIFFNESS_MEDIUM)
        .setDampingRatio(SpringForce.DAMPING_RATIO_MEDIUM_BOUNCY))
    .start()

Haptic Guidelines

ActioniOSAndroid
Selection.selectionEFFECT_TICK
Success.successEFFECT_CLICK
Warning.warningEFFECT_DOUBLE_CLICK
Error.errorEFFECT_HEAVY_CLICK

Haptics are secondary action—always pair with visual confirmation.

Use this skill in a project

Open any RiverX project, search the Skills panel for dylantarre/animation-principles/mobile-touch, and install it in one click.

Use this skill