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feat(craft): animation-discipline module + opt-ins on mobile-app, mobile-onboarding, gamified-app (#515)
* feat(craft): add animation-discipline + opt-ins on mobile-app, mobile-onboarding, gamified-app Animation discipline is the second behavioral craft module proposed in #501 and explicitly invited in @mrcfps's post-merge comment on #502. Differentiation from prior art (LottieFiles motion-design-skill, MIT, 96 stars): citation-grounded against primary sources rather than asserted. Anchors: - Tversky/Morrison/Bétrancourt 2002 (IJHCS) on the one demonstrated win-condition for animation - Heer & Robertson TVCG 2007 on staging (with the actual durations they tested, not the laundered '300-1000ms' rule) - Harrison/Yeo/Hudson CHI 2010 on perceived-duration scope (progress bars only, not skeletons) - Doherty & Thadani IBM 1982 productivity numbers - Material 3 motion tokens (M3 standard vs M2 legacy delta) - IBM @carbon/motion durations - Apple SwiftUI Animation API published defaults - W3C View Transitions API + WCAG 2.2.2/2.3.3 calibration - WebKit 2017 prefers-reduced-motion rationale The 'common mistakes (lint these)' section busts five specific folklore claims that don't survive primary-source check, including the Doherty-400ms attribution and the M2-vs-M3 standard easing confusion. Three skills opt in via od.craft.requires: - mobile-app (animation-heavy mobile screens) - mobile-onboarding (multi-screen flow with transitions) - gamified-app (animations central to the format) Refs #501. * fix(craft): address review findings on animation-discipline Six findings from @lefarcen's CHANGES_REQUESTED review on #515, addressed in one pass. Reviewed by codex across three loops before push. P1 integration gaps: - gamified-app and mobile-onboarding skills now require both state-coverage and animation-discipline (both render stateful UI with motion). - craft/README.md silent-fallback example reframed as a planned-but-not-yet-vendored placeholder rather than a hard-coded next-to-ship slug. Note added pointing skill authors who arrive from older guidance at animation-discipline as the equivalent of the earlier 'motion' placeholder. P2 reasoning completeness: - > 500 ms duration row reframed: 'Reserved for cross-screen, staged, or platform-native transitions (e.g. M3 long2-extraLong4, Heer & Robertson 2007's per-stage recommendation)'. Surrounding paragraph rewritten with an enumerated category — 'Non-navigation microinteractions: hover, press, toggle, validation, chip selection, row expansion' — rather than the vague 'routine' term. - New 'Flashing limits' subsection added in the Reduced motion section. WCAG 2.3.1 (Level A) three-flashes-in-any-one-second-period rule with the area/brightness threshold qualifier; WCAG 2.3.2 (AAA) unconditional rule. Photosensitive epilepsy framing. - New 'Repeated and ambient motion' section added. Five rules covering iteration cap, WCAG 2.2.2 pause control after 5s, cancel-on-route, one-shot reward animations, and spinner timeout cross-referencing state-coverage.md. File length now 154 lines (was 130, 80-110 craft target). Trade is citation density and the new sections demanded by the integration context (gamified/onboarding skills with looping motion). Refs #501, #515.
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@@ -34,13 +34,19 @@ extension. Unknown values are silently ignored (forward-compatible).
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### Why silent fallback instead of fail-fast?
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A skeptical reader will ask: "If a skill requests `motion` and we don't
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ship `motion.md` yet, shouldn't we warn the user?" We chose
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forward-compatibility over fail-fast: a skill authored today can list
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`motion` and start benefiting the moment we vendor `craft/motion.md` in
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a follow-up PR, with no skill edit needed. The cost of a missed
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reference is a missing paragraph in the system prompt, not a broken
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skill — so the loud failure mode is not worth the friction.
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A skeptical reader will ask: "If a skill requests a planned-but-not-yet-vendored
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section and the corresponding file doesn't exist yet, shouldn't we warn
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the user?" We chose forward-compatibility over fail-fast: a skill
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authored today can list a planned slug and start benefiting the moment
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the matching `craft/<slug>.md` is vendored in a follow-up PR, with no
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skill edit needed. The cost of a missed reference is a missing
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paragraph in the system prompt, not a broken skill — so the loud
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failure mode is not worth the friction.
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Note for skill authors arriving from older guidance: an earlier draft
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used `motion` as the future-slug placeholder. The shipped equivalent
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today is `animation-discipline`. Use that one if your skill emits
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motion.
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### Enforcement levels
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@@ -59,11 +65,12 @@ A purely behavioral craft file (state-coverage, animation-discipline) is guidanc
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| `color.md` | `color` | Any skill that emits styled output (~all skills) |
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| `anti-ai-slop.md` | `anti-ai-slop` | Marketing pages, landing pages, decks |
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| `state-coverage.md` | `state-coverage` | Any skill with stateful UI (dashboards, mobile apps, forms, list/table views) |
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| `animation-discipline.md` | `animation-discipline` | Any skill that ships motion: mobile apps, multi-screen flows, gamified UI, transitions, microinteractions |
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**Partial-stateful skills.** A skill that's mostly static but contains an embedded form, data table, or query surface should opt in. State-coverage rules apply to the stateful component, not the whole page.
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More sections (`motion`, `icons`, `craft-details`) will be added in
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follow-up PRs as we wire the linter side.
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More sections (`icons`, `craft-details`) will be added in follow-up
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PRs as we wire the linter side.
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## Attribution
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154
craft/animation-discipline.md
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154
craft/animation-discipline.md
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# Animation discipline craft rules
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Universal rules for when motion earns its place in a UI and what numbers
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constrain it. The active `DESIGN.md` decides brand-specific motion
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personality; this file decides whether motion should run at all and at
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what duration, easing, and accessibility floor.
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> Grounded in primary sources: Tversky/Morrison/Bétrancourt 2002
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> (IJHCS), Heer & Robertson TVCG 2007, Harrison/Yeo/Hudson CHI 2010,
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> Doherty & Thadani IBM Systems Journal 1982, Chang & Ungar UIST 1993,
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> Material 3 motion tokens, IBM `@carbon/motion`, Apple SwiftUI
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> Animation API, W3C View Transitions, WCAG 2.2.2 + 2.3.3, WebKit's
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> 2017 `prefers-reduced-motion` rationale.
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## When motion earns its place
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Tversky/Morrison/Bétrancourt's 2002 meta-analysis (IJHCS 57, pp. 247-262)
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found that every study claiming animation aids comprehension had a
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broken control — the static version had less information, different
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procedures, or hidden interactivity. When equalised, animation does
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**not** beat static for teaching complex systems. The single use case
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the paper endorses is real-time spatial or temporal reorientation:
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page transitions, container morphs, viewpoint changes, progress
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indicators (p. 257).
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A follow-on hazard: Palmiter & Elkerton found animation-trained users
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*declined* one week after training, while text-trained users *improved*
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(Tversky 2002, p. 255). Animation's apparent short-term parity hides
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worse retention.
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So animate when the user is moving through space, time, or state —
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navigation, container expansion, progress feedback, gesture
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follow-through. Don't animate to teach, decorate, signal "premium",
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or fill silence.
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## Duration thresholds
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The cross-design-system convergence is **150 ms** — Material 3 `short3`,
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IBM Carbon `moderate-01`, Shopify Polaris `150`, Tailwind default,
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SLDS `duration-fast` all land here. Use it as the default duration for
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state-confirmation feedback.
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| Duration | Use |
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|---|---|
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| 50–100 ms | Instant feedback (button press, toggle commit, hover) |
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| 150 ms | Default for state-confirmation |
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| 200–300 ms | Entering UI (modals, sheets, dropdowns) |
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| 300–500 ms | Cross-screen transitions, container morphs |
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| > 500 ms | Reserved for cross-screen, staged, or platform-native transitions (e.g. M3 `long2`-`extraLong4`, Heer & Robertson 2007's per-stage recommendation). |
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Non-navigation microinteractions — hover, press, toggle, validation,
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chip selection, row expansion — should stay under 500 ms. Past that the
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user notices the motion as motion and waits on the UI rather than
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working through it. Two qualifications: frequent animations (a hover
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effect seen 50 times per session) need to stay ≤200 ms; mobile
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animations should run 20–30% shorter than desktop equivalents because
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travel distances are shorter.
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## Curve vs spring
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Use a curve for opacity, color, and any property that changes value
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between two known points. Use a spring for position, scale, rotation,
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and gesture-driven motion — anything that should feel physical.
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Material 3 standard easing is `cubic-bezier(0.2, 0, 0, 1)` — front-loaded;
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the trailing zero makes the curve hit its target instantly and settle.
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M2 standard was the symmetric `cubic-bezier(0.4, 0, 0.2, 1)`, preserved
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in M3 under the name `legacy`. Anyone shipping the M2 curve and calling
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it "M3" is on legacy tokens. M3 `emphasized` is a **two-segment Bézier
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path**, not a single cubic-bezier; single-cubic approximations silently
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lose the front-loaded character. CSS `linear()` (Chrome 113+) is the
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only way to replicate it on a single property.
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Apple's published SwiftUI default spring is
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`(response: 0.5, dampingFraction: 0.825, blendDuration: 0)`. The widely
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cited `.snappy = 0.25 s, .smooth = 0.35 s` numbers are wrong — Apple's
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docs assign all three presets a 0.5 s base, differing only in bounce
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(0 / 0.15 / 0.3).
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Spring framework defaults disagree. motion.dev's physics-mode default
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is ζ ≈ 0.5 (bouncy). React Spring's `default` is ζ = 0.997 (critically
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damped). Same word "default", opposite feel — React Spring's `wobbly`
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is the actual feel-equivalent of motion.dev's `default`. Pick
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consciously.
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## Reduced motion
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Every animation that translates, scales, rotates, or parallaxes must
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respect `@media (prefers-reduced-motion: reduce)`. WebKit shipped this
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in 2017 to address vestibular triggers; the W3C MQ5 spec lets the UA
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or author **strip motion entirely or substitute static imagery** —
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the spec does not mandate which.
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Working rule: strip motion-on-an-axis (translate, scale, rotate,
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parallax). Keep opacity/color crossfades as substitutes when a state
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change still needs to be conveyed. Be explicit — the View Transitions
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API does **not** apply `prefers-reduced-motion` automatically; the
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author must add a query override on the pseudo-elements or skip
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`startViewTransition` entirely.
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WCAG calibration: 2.2.2 (Pause/Stop/Hide) is Level A — the legal floor
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under ADA Title II 2024 / EN 301 549 / EAA — but it names cognitive,
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attentional, and reading populations, not vestibular. Vestibular
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language lives in 2.3.3, which is **AAA**. Don't conflate the two.
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Building for vestibular users is a craft commitment beyond the legal
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floor, not a WCAG mandate.
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**Flashing limits.** WCAG 2.3.1 (Level A) permits flashing only when
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there are no more than three flashes within any one-second period, or
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the flashing area stays below the general and red flash thresholds.
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WCAG 2.3.2 (AAA) forbids flashing more than three times within any
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one-second period, regardless of area or brightness. The protected
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concern is photosensitive epilepsy; the legal floor isn't negotiable. For gamified UI, onboarding celebrations, sparkles,
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confetti, level-up bursts, and shimmer: avoid rapid flashing unless
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tested against the thresholds, and prefer one-shot animations over
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loops.
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## Repeated and ambient motion
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The rules above target one-shot transitions. Looping motion (skeleton
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shimmer, idle backgrounds, autoplay, reward bursts) has different
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constraints.
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- Cap iteration count: carousels at 3-5 cycles then pause; skeleton shimmer until content lands, never indefinitely.
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- WCAG 2.2.2 (Level A) requires a pause control for any motion running longer than 5 seconds — moving, blinking, or scrolling content, not only video.
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- Cancel ambient motion on route change.
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- Reward animations are one-shot. Confetti, sparkles, level-up bursts fire once and dismiss; no looping timer.
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- Spinners must not run indefinitely. Escalate to progress/cancel states and stop animation at 60 s, matching `state-coverage.md`.
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## Cross-platform handoff
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Native conventions diverge.
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- **iOS** uses spring physics with perceptual `(response, dampingFraction)` parameters. Apple HIG documents principles, not numerical curves; the SwiftUI Animation API JSON is the source for actual numbers. UIView curve cubic-beziers commonly cited online are reverse-engineered, not Apple-published.
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- **Android** uses cubic-bezier curves through M3 motion tokens (50–1000 ms range, 16 named durations). Predictive back is a *gesture-progress primitive*, not a transition primitive — `BackEvent.progress` is sampled per-frame from the touch stream and the destination is rendered behind the current surface while still on it. Cancellation is a first-class lifecycle state.
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- **Web** has the View Transitions API (default 0.25 s, no easing specified by the spec — falls through to CSS `ease`). Same-document support 90.94%; cross-document 87.82%. Cross-document is same-origin and user-initiated only.
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A "one curve fits all platforms" approach loses on each. If the brief
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specifies platform fidelity, follow the platform; if it specifies brand
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consistency, pick one motion vocabulary and apply it everywhere.
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## Common mistakes (lint these)
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- "Skeleton screens feel 11% faster" — Harrison/Yeo/Hudson CHI 2010 measured *backwards-decelerating ribbed determinate progress bars* (n=16). The induced-motion mechanism doesn't transfer to skeletons.
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- "Heer & Robertson recommend 300–1000 ms eased transitions" — they tested 1.25 s and 2 s only. Their recommendation is "~1 second per stage".
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- "Doherty Threshold = 400 ms" — the 1982 paper does not contain "400". The lowest threshold actually measured is 300 ms.
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- M2 standard easing `cubic-bezier(0.4, 0, 0.2, 1)` labelled as "Material 3". M3's standard is `cubic-bezier(0.2, 0, 0, 1)`.
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- Animations that *perform* a state change rather than *confirming* one that has already happened. Optimistic UI first; motion second.
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- More than 500 ms on any non-cross-screen transition.
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- Animation as the only signal of state change. Reduced-motion users miss it; always pair with a static affordance (color, position, label).
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- Ignoring `prefers-reduced-motion` on transform-based animations — the highest-cost vestibular triggers.
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- Curve-based animation on a `transform: scale()` that should feel physical. Use a spring.
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- Hero choreography in productivity tools. Motion budget belongs inside the product on functional micro-feedback, not on landing-page sequences.
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- Decorative motion in the working canvas of a productivity tool.
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@@ -29,6 +29,8 @@ od:
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design_system:
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requires: true
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sections: [color, typography, layout, components]
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craft:
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requires: [state-coverage, animation-discipline]
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example_prompt: "Design a gamified life-management app — multi-screen mobile prototype: cover poster, today's quests with XP, and a quest detail. ‘Daily quests for becoming a better human.’"
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---
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@@ -25,7 +25,7 @@ od:
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requires: true
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sections: [color, typography, layout, components]
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craft:
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requires: [state-coverage]
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requires: [state-coverage, animation-discipline]
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---
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# Mobile App Skill
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@@ -23,6 +23,8 @@ od:
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design_system:
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requires: true
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sections: [color, typography, layout, components]
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craft:
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requires: [state-coverage, animation-discipline]
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example_prompt: "Design a 3-screen mobile onboarding flow for a meditation app — welcome, value props, sign-in."
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---
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