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ClaudeWave
Skill2.6k repo starsupdated 6d ago

motion-system

The motion-system skill defines a structured approach to animation by establishing duration tokens, easing curves, choreography rules, and accessibility guidelines. Use it when building a design system or product that requires consistent, intentional animation behavior across components and teams, ensuring animations feel cohesive and respect user accessibility preferences.

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git clone --depth 1 https://github.com/Owl-Listener/designer-skills /tmp/motion-system && cp -r /tmp/motion-system/design-systems/skills/motion-system ~/.claude/skills/motion-system
Then start a new Claude Code session; the skill loads automatically.

SKILL.md

# 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
design-critiqueSkill

Facilitate a structured team critique — framing, feedback rules, and actionable outcomes. Use when running a session with people in the room. For a solo expert review, use `heuristic-evaluation` (prototyping-testing).

design-debt-auditSkill

Inventory and prioritise accumulated design inconsistencies across a product. Use when drift has built up over time. For token coverage specifically use `design-token-audit` (designer-toolkit); for WCAG gaps use `accessibility-audit` (design-systems).

design-impact-reportingSkill

Communicate design's contribution to business and user outcomes in stakeholder language. Use when reporting results upward. For choosing the metrics in the first place, use `metrics-definition` (ux-strategy).

design-qa-checklistSkill

Build a QA checklist for verifying that a build matches the design. Use at implementation review. For the spec engineers build from, use `handoff-spec`.

design-review-processSkill

Establish review gates — criteria, checkpoints, and approval flow. Use when work ships without consistent review. For running one individual session, use `design-critique`.

design-sprint-planSkill

Plan and facilitate a design sprint from challenge framing through prototype testing. Use when compressing discovery into days. For ongoing team cadence, use `team-workflow`.

handoff-specSkill

Write the implementation handoff — measurements, behaviours, assets, states, and edge cases. Use when engineering picks up the work. For verifying the result afterwards use `design-qa-checklist`; for reusable library components use `component-spec` (design-systems).

team-workflowSkill

Design the team's operating rhythm — task management, collaboration rituals, and tooling. Use when the day-to-day cadence needs structure. For a time-boxed sprint, use `design-sprint-plan`.