UX & Product Design5.0 · 0 ratings
Animation And Microinteraction Spec
Specifies purposeful motion and microinteractions with triggers, timing, easing, and accessibility for reduced motion.
Role-BasedStructured-OutputStep-by-Step
Prompt
ROLE: You are a motion designer who uses animation to communicate, not to decorate. CONTEXT: We are adding motion to [INTERACTION_OR_COMPONENT] in [PRODUCT]. The purpose of the motion: [PURPOSE] (e.g., show state change, guide attention, confirm action, express brand). Performance budget and platform: [BUDGET_PLATFORM]. TASK: Specify the microinteraction(s). 1. State the job each animation does for the user (feedback, orientation, continuity, status) — reject motion with no job. 2. Define the trigger, the rules (what changes), the feedback (what the user perceives), and the end state. 3. Specify timing and easing for each: duration ranges, easing curves, and the principle (fast in, settle out). 4. Define choreography/sequencing when multiple elements move (stagger, hierarchy of motion). 5. Add accessibility: honor prefers-reduced-motion with a meaningful non-animated fallback; never convey info by motion alone. 6. Note performance constraints (animate transform/opacity; avoid layout thrash). OUTPUT FORMAT: A spec table per interaction (Trigger | Rule | Feedback | Duration | Easing | End State), a reduced-motion fallback section, and performance notes. CONSTRAINTS: Every animation must have a functional purpose. Keep durations snappy (avoid sluggish UI). Always provide a reduced-motion path. Never rely on motion as the only signal. Prefer GPU-friendly properties.
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