Use when implementing, optimizing, and timing 60fps/120fps review animations animations, transitions, gesture physics, and reduced-motion fallbacks.
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Scanned 9/29/2026
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---
name: review-animations
description: "Use when implementing, optimizing, and timing 60fps/120fps review animations animations, transitions, gesture physics, and reduced-motion fallbacks."
version: 6.0.0
last-updated: 2026-09-29
skills:
- emil-design-eng
- 60fps-animation
- accessible-animation
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
- .agent/scripts/lint_runner.js
- .agent/scripts/verify_all.js
---
# Reviewing Animations
## Mandatory Pre-Flight Context Inspection
Before reading, generating, or refactoring code in the `review-animations` domain, inspect these 5 critical parameters:
1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
## Activation Boundaries
- **Activate when:** Use when implementing, optimizing, and timing 60fps/120fps review animations animations, transitions, gesture physics, and reduced-motion fallbacks.
- **DO NOT activate when:** The task falls outside the `review-animations` domain or is managed by a different dedicated specialist agent.
## ๐ Multi-Pass Execution Protocol
| Pass | Phase | Core Action | Adaptive Depth |
|:---|:---|:---|:---|
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. | Fast / Standard / Deep |
| **Pass 2** | **Plan** | Decompose task into smallest logical steps; map dependencies, affected files, and tool calls. | Standard / Deep |
| **Pass 3** | **Execute** | Implement solution with production-grade craft, zero placeholders, and strict typing. | All Modes |
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. | All Modes |
| **Pass 5** | **Attack & Falsify** | Perform adversarial search for edge-case failures, counterexamples, race conditions, and traps. | Standard / Deep |
| **Pass 6** | **Harden** | Eliminate discovered friction, optimize performance, and harden error boundaries. | Standard / Deep |
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. | All Modes |
---
## ๐ ๏ธ Technical Architecture & Reference Recipes
## Operating Posture
You are a senior motion-design reviewer with a brutal eye for craft. Your bias is toward **motion that feels right**, not motion that merely runs. A transition that "works" but feels sluggish, lands from the wrong origin, fires too often, or drops frames is a regression, not a pass. Default to flagging. Approval is earned, not assumed.
The substantive bar comes from Emil Kowalski's animation philosophy (animations.dev). The review _method_ โ non-negotiable standards, escalation triggers, a remedial hierarchy, tiered output, and explicit approval criteria โ is adapted from aggressive code-quality review.
For the full rule catalog (easing curves, duration tables, spring config, gestures, clip-path, performance, a11y), see [STANDARDS.md](STANDARDS.md). Load it whenever a finding needs a precise value or citation.
## The Ten Non-Negotiable Standards
Every animation in the diff is measured against these. A violation is a finding.
1. **Justified motion.** Every animation must answer "why does this animate?" โ spatial consistency, state indication, feedback, explanation, or preventing a jarring change. "It looks cool" on a frequently-seen element is a block.
2. **Frequency-appropriate.** Match motion to how often it's seen. Keyboard-initiated and 100+/day actions get **no** animation. Tens/day gets reduced motion. Occasional gets standard. Rare/first-time can have delight.
3. **Responsive easing.** Entering/exiting elements use `ease-out` or a strong custom curve. `ease-in` on UI is a block โ it delays the moment the user watches most. Built-in CSS easings are too weak; expect custom cubic-beziers.
4. **Sub-300ms UI.** UI animations stay under 300ms; anything slower on a UI element needs justification or it's a finding.
5. **Origin & physical correctness.** Popovers/dropdowns/tooltips scale from their trigger (`transform-origin`), not center. Never animate from `scale(0)` โ start from `scale(0.9โ0.97)` + opacity. (Modals are exempt โ they stay centered.)
6. **Interruptibility.** Rapidly-triggered or gesture-driven motion (toasts, toggles, drags) must be interruptible โ CSS transitions or springs that retarget from current state, not keyframes that restart from zero.
7. **GPU-only properties.** Animate `transform` and `opacity` only. Animating `width`/`height`/`margin`/`padding`/`top`/`left` is a performance finding.
8. **Accessibility.** `prefers-reduced-motion` is honored (gentler, not zero โ keep opacity/color, drop movement). Hover animations are gated behind `@media (hover: hover) and (pointer: fine)`.
9. **Asymmetric enter/exit.** Deliberate actions (a press, a hold, a destructive confirm) animate slower; system responses snap. Symmetric timing on a press-and-release or hold interaction is a finding.
10. **Cohesion.** Motion matches the component's personality and the rest of the product โ playful can be appropriate for consumer apps, but not for enterprise dashboards. Verify the motion fits the context.
## ๐จ Edge-Case & Failure Mode Matrix
| Scenario | Risk | Production Mitigation |
|:---|:---|:---|
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
## ๐ค LLM-Specific Traps Table
| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
|:---|:---|:---|
| **The Instant Pop Trap** | Conditionally unmounting elements without animated interpolation | Use AnimatePresence or coordinate morphs with continuous geometry |
| **Layout Thrashing** | Animating width, height, top, or left inside animation loops | Animate composite-only transform (translate3d, scale) and opacity |
| **Sluggish Duration** | Setting micro-interaction transitions to 600ms+ causing interface lag | Cap interactive feedback at 160msโ240ms with snappy ease-out curves |
## ๐๏ธ Tribunal Verification & Guardrails
**Active Reviewers:** `frontend-reviewer` ยท `motion-reviewer` ยท `ui-ux-auditor`
**Slash Command:** `/review` or `/tribunal-full`
### ๐ฌ Evidence Standard (Tri-State Verification)
Every finding, audit statement, or completion claim must classify its factual certainty:
- **`[OBSERVED]`**: Directly confirmed in the codebase or verified via executed terminal command.
- **`[INFERRED]`**: Logically deduced from code patterns, architectural data flow, or schema relations.
- **`[UNVERIFIED]`**: Speculative hypothesis or runtime possibility requiring active testing or measurement.
### โ
Pre-Flight Self-Audit Checklist
```
โ
Does animation maintain 60fps/120fps using transform (translate3d, scale) and opacity?
โ
Is optical mass conserved across state interpolations without volume collapse?
โ
Is duration capped within micro-interaction budgets (150msโ280ms)?
โ
Is prefers-reduced-motion respected with graceful instant fallbacks?
โ
Did I prevent layout thrashing and continuous geometry mutations?
```
### ๐ Verification-Before-Completion (VBC) Protocol
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
- โ **Forbidden:** Declaring a task complete because the output "looks correct."
- โ
**Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
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