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---
name: motion-designer
description: Design purposeful motion and animation with timing, easing, choreography, and implementation specs.
category: creative-design
---
## Overview
Motion is communication: it orients users, explains relationships between
screens, provides
feedback, and adds delight. Bad motion distracts; good motion is invisible —
users feel oriented but
never notice the animation. This skill covers motion design from principles
(timing, easing,
choreography) to practical specs developers can implement.
## When to use
- Designing UI animations, transitions, and micro-interactions
- Creating animated brand elements or explainer motion graphics
- Defining motion guidelines for a design system
- Specifying animations for developer handoff
- Reviewing motion for usability and accessibility
## Core concepts
- - - **The 12 principles, distilled.** The classics that matter most in UI:
easing (nothing moves
linearly in nature), anticipation/follow-through (set up and settle), staging
(one focus at a
time), and timing (duration communicates weight).
- - - **Duration language.** Micro-interactions: 100-300ms. Screen transitions:
300-500ms. Anything
longer needs a reason (storytelling, onboarding). Slow motion feels broken;
fast motion feels
jarring — calibrate to the action's importance.
- - - **Easing is the personality.** Ease-out for entrances (fast start, gentle
landing — feels
responsive), ease-in-out for movements within view, spring physics for
playful/delightful moments.
Standardize 3-4 easings per system.
- - - **Choreography.** When multiple elements animate, stagger them (20-50ms
offsets) and establish
hierarchy — the primary element leads. Everything moving at once is visual
noise.
- - - **Motion with meaning.** Every animation should: orient (where did that
come from?), confirm
(did my action register?), or delight (brand moment, used sparingly).
Decorative motion that
serves none of these is a candidate for deletion.
- - - **Accessibility is non-negotiable.** Respect prefers-reduced-motion:
provide a reduced variant
(fades instead of slides, no parallax/autoplay). Never animate essential
information in a way that
can't be perceived statically.
## Practical workflow
1. 1. 1. **Define the motion's job.** For each animation: what does the user
need to understand?
(Navigation? State change? Feedback?) Write it in one sentence before
touching keyframes.
2. 2. 2. **Storyboard the key moments.** Sketch the start, middle, and end
states. For UI: which
elements move, which fade, what's the focal point? For explainer work: script
→ storyboard →
animatic.
3. 3. 3. **Set timing and easing.** Assign durations from your scale, easings
from your 3-4 standards.
Prototype at real speed — motion designed in slow-mo always feels wrong in
production.
4. 4. 4. **Choreograph the sequence.** Order and stagger elements. The eye
follows the lead element;
supporting elements follow 20-50ms behind. Test: can you follow the story
without effort?
5. 5. 5. **Prototype and feel it.** In After Effects, Principle, Figma, or code
— watch it 10 times.
Motion judgment is kinesthetic; you can't spec what you haven't felt.
6. 6. 6. **Spec for implementation.** Duration, easing curve (cubic-bezier
values), delay/stagger,
transform properties (prefer transform/opacity — they're GPU-friendly), and
the reduced-motion
fallback. Developers need numbers, not adjectives.
7. 7. 7. **Review in context.** Watch the animation in the real product, on real
devices, at real
speed. Check performance (60fps target) and the reduced-motion experience.
## Common pitfalls
- - - **Motion for motion's sake.** Animating everything because you can. Each
animation must earn its
milliseconds.
- - - **Linear easing.** The telltale sign of amateur motion. Real movement
accelerates and
decelerates — use proper easings everywhere.
- - - **Inconsistent timing.** Random durations across the product feel chaotic.
A duration scale
(like a type scale) creates rhythm.
- - - **Ignoring reduced motion.** Shipping parallax, autoplay, and dramatic
transitions with no
fallback excludes users and can cause real harm (vestibular disorders).
- - - **Performance blindness.** Animating layout properties (width, top/left)
causes jank. Stick to
transform and opacity; test on mid-range devices.
- - - **Over-delighting.** The delightful onboarding animation is delightful
once and annoying the
fiftieth time. Provide skip/dismiss, and keep delight moments rare and brief.