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.
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-systemSKILL.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
Facilitate structured design critiques with clear feedback frameworks and actionable outcomes.
Identify, categorize, and prioritize accumulated design inconsistencies and structural problems across a product.
Communicate design's contribution to business and user outcomes in terms that resonate with stakeholders.
Create QA checklists for verifying design implementation accuracy.
Establish design review gates with criteria, checklists, and approval workflows.
Plan and facilitate design sprints from challenge framing through prototype testing.
Create developer handoff specifications with measurements, behaviors, assets, and edge cases.
Design team workflows covering task management, collaboration rituals, and tooling.