dylantarre/animation-principles1 file

Responsive Adaptive

Use when building context-dependent animations - duration that changes based on device, distance, user preference, or interaction context

Specification
Skill ID
dylantarre/animation-principles/responsive-adaptive
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/responsive-adaptiveInstalls these files
  • SKILL.md

What this skill tells the agent

Responsive & Adaptive Timing

Responsive timing adapts duration to context: device capability, travel distance, user preferences, and interaction type. One duration doesn't fit all situations.

Disney Principles for Adaptive Motion

Context-Aware Application

Squash & Stretch: Scale with device - more subtle on mobile (less screen real estate for deformation).

Anticipation: Shorter on touch devices - touch users expect faster response than mouse users.

Staging: Adapt to viewport - smaller screens need more focused staging, less simultaneous motion.

Straight Ahead/Pose to Pose: Same approach, scaled duration - poses stay, timing adjusts.

Follow Through: Proportional to distance - longer travel = more follow-through time.

Slow In/Slow Out: Adjust curve intensity - faster animations need sharper easing.

Arcs: Same paths, different speeds - arc shape remains, traversal time changes.

Secondary Action: Reduce on mobile - fewer simultaneous animations for performance.

Timing: THE adaptive variable - timing changes, principles stay.

Exaggeration: Less on smaller screens - proportional to viewport/element size.

Solid Drawing: Performance-aware - reduce 3D transforms on weaker devices.

Appeal: Context-appropriate - what feels right on desktop may feel slow on mobile.

Adaptive Strategies

Distance-Based Duration

/* Base duration for reference distance */
--base-duration: 300ms;
--base-distance: 100px;

/* Duration scales with distance */
/* 50px travel = 200ms, 200px travel = 450ms */
function getDuration(distance) {
  const baseDuration = 300;
  const baseDistance = 100;
  return Math.min(600, baseDuration * Math.sqrt(distance / baseDistance));
}

Device-Based Duration

/* Desktop - full duration */
.transition { transition-duration: 400ms; }

/* Tablet - slightly faster */
@media (max-width: 1024px) {
  .transition { transition-duration: 350ms; }
}

/* Mobile - faster for perceived responsiveness */
@media (max-width: 768px) {
  .transition { transition-duration: 250ms; }
}

Preference-Based Duration

/* Respect reduced motion preference */
@media (prefers-reduced-motion: reduce) {
  .transition {
    transition-duration: 0.01ms !important;
    animation-duration: 0.01ms !important;
  }
}

/* Reduce motion, don't eliminate */
@media (prefers-reduced-motion: reduce) {
  .transition {
    transition-duration: 100ms;
    transform: none; /* Only opacity fades */
  }
}

Context Rules

ContextDuration Adjustment
Touch device-25% from desktop
Small viewport-20% from desktop
Large travel distance+50% base
Small travel distance-30% base
User prefers reducedInstant or minimal
Low power mode-50% or disabled
High-frequency actionUse minimum duration
First-time viewFull duration
Repeat interactionReduced duration

Implementation Pattern

:root {
  --duration-instant: 50ms;
  --duration-fast: 150ms;
  --duration-normal: 300ms;
  --duration-slow: 500ms;
}

@media (max-width: 768px) {
  :root {
    --duration-fast: 100ms;
    --duration-normal: 200ms;
    --duration-slow: 350ms;
  }
}

@media (prefers-reduced-motion: reduce) {
  :root {
    --duration-instant: 0ms;
    --duration-fast: 0ms;
    --duration-normal: 100ms;
    --duration-slow: 150ms;
  }
}

Key Insight

Great animation adapts like typography adapts - what works at one size/context may not work at another. Build systems, not fixed values. Test across contexts. Duration is a variable, not a constant.

Use this skill in a project

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

Use this skill