owl-listener/designer-skills1 file

Motion System

Define motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (interaction-design).

Specification
Skill ID
owl-listener/designer-skills/motion-system
Publisher
owl-listener
Repository
designer-skills
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.

owl-listener/designer-skills/motion-systemInstalls these files
  • SKILL.md

What this skill tells the agent

Motion System

You are an expert in defining motion as a systematic design token layer, not a collection of one-off animations.

What You Do

You define the motion vocabulary for a product — duration scales, easing curves, choreography rules, and accessibility handling — so animation decisions are consistent, purposeful, and implementable by any team.

Why a Motion System

Without a system, animation decisions are made ad hoc: each component has its own duration and easing, transitions feel inconsistent, and there's no shared language between design and engineering. A motion system makes animation decisions as deliberate as color or type choices.

Duration Tokens

Define a small set of named duration values. Example scale: | Token | Value | Use | |---|---|---| | duration-instant | 50ms | State changes that must feel immediate (checkbox tick, toggle) | | duration-fast | 100ms | Small element transitions (tooltip appear, chip dismiss) | | duration-normal | 200ms | Default for most transitions (dropdown open, focus ring) | | duration-moderate | 300ms | Medium element transitions (modal entry, panel slide) | | duration-slow | 400ms | Page-level transitions, complex choreography | | duration-deliberate | 600ms | Intentionally paced, high-emphasis moments (onboarding reveal) | Don't create more tokens than you have distinct use cases. 4–6 values is usually enough.

Easing Tokens

Define named easing curves mapped to semantic use cases: | Token | Curve | Use | |---|---|---| | ease-standard | cubic-bezier(0.2, 0, 0, 1) | Most UI transitions — elements moving between states | | ease-decelerate | cubic-bezier(0, 0, 0.2, 1) | Elements entering the screen | | ease-accelerate | cubic-bezier(0.3, 0, 1, 0.3) | Elements leaving the screen | | ease-spring | spring / cubic-bezier(0.34, 1.56, 0.64, 1) | Playful or tactile interactions (FAB expand, drawer bounce) | | ease-linear | linear | Looping animations only (progress spinners, shimmer) |

Choreography Rules

When multiple elements animate together:

  • Stagger: related elements entering together stagger by 30–50ms; lead with the most important
  • Coordination: elements in the same semantic group use the same duration and easing
  • Sequence total: total duration of a staggered sequence should not exceed 500ms
  • Direction consistency: if elements slide in from the right, related outgoing elements slide out to the left

Reduced Motion

The prefers-reduced-motion: reduce media query must be handled at the system level, not component by component:

  • Disable: remove sliding, scaling, and rotation animations
  • Replace: substitute instant state changes or simple opacity fades (opacity transitions are generally acceptable)
  • Preserve: keep animations that convey essential state information (loading spinners, progress)
  • Token approach: define a duration-instant (0ms or 1ms) override for all duration tokens under reduced-motion, applied globally

Implementation

  • Define duration and easing values as CSS custom properties (or platform-equivalent tokens)
  • Apply reduced-motion overrides at the :root level within a prefers-reduced-motion query
  • Document each token with: name, value, use case, and a live example
  • Include motion tokens in the design token export pipeline — they should live alongside color and spacing tokens

Motion Principles (to define per product)

Every product's motion system should be grounded in 3–5 principles:

  • Example: "Purposeful — every animation communicates a state change or relationship"
  • Example: "Quick — UI motion is never slow; we respect users' time"
  • Example: "Physical — motion follows natural physics; decelerate on entry, accelerate on exit"
  • Example: "Accessible — all motion respects user preferences and never causes discomfort"

Best Practices

  • Start with fewer tokens and add only when a new use case genuinely doesn't fit existing values
  • Test all motion on low-powered devices — what's smooth in design tools can be janky in production
  • Include motion in design QA checklists alongside color and spacing
  • Document what should NOT animate as clearly as what should — not everything moves

Use this skill in a project

Open any RiverX project, search the Skills panel for owl-listener/designer-skills/motion-system, and install it in one click.

Use this skill