Passion · Field guide · 02 of 04

Motion Design

A complete field guide to motion in UX.

Why motion exists, then a mental model, then the choice between spring and easing, then duration, then the 100 ms rule, then choreography, then space, then accessibility. Read in order. By the end you have the rules, the numbers, and the questions to ask before adding any animation. Short on time? Skim the headlines and the pull-outs.

Format
Field guide · workshop
Length
20 minute read
Audience
Designers, design engineers
Hands-on
Figma Smart Animate practice
Materials
Deck · 24 slides · before / after clips
01

Why motion exists

Nothing in this world is static. Motion is how humans have always understood change. In our past, movement meant predator or prey, and our eyes wired themselves to notice it before conscious thought. The same system fires in a product. You cannot animate something without the user noticing.

That means every animation costs attention. The only way to spend attention well is to make sure each animation serves one of six purposes below. If it serves none, it is decoration. Decoration costs without paying back.

Feedback
Your action was received

A button squashing on press confirms the tap fired.

Status
What the system is doing

A loading card progressing through named states.

Spatial orientation
Where you are in the interface

A card flip revealing the profile on its back.

Relationship
How elements connect

A dropdown expanding from the button that opened it.

Focus
Where to look next

An error field shaking to draw the eye.

Continuity
This is the same thing, just changed

A shared element transition between two screens.

The removal test

Before adding any animation, finish this sentence:

“This animation communicates ___ to the user.”

If you cannot finish it, remove the animation.

02

The pen on the table

Every animation is a pen sliding across a table toward a target. Push the pen. Friction slows it. Add a wall at the end and it bounces back. That is a spring. Three parameters describe every interaction you will ever animate.

Mass
Weight of the pen

How heavy the element feels and how hard it snaps. Buttons are light. Modals are heavy.

Heavy mass · slow to start, slow to settle
Damping
Stickiness of the table

How fast the motion bleeds energy. Too low it bounces forever. Too high it drags.

Low damping · overshoots, bounces back
Stiffness
The wall at the end

How urgently the element returns to rest. High stiffness snaps. Low stiffness drifts.

High stiffness · snaps to target
Damping, as a share of critical
60 to 80 percentInteractive (buttons, toggles)
85 to 95 percentNavigation (modals, sheets)
95 to 100 percentFunctional states (errors)
A starting point
Stiffness300
Damping25
Mass1
Fits80 percent of UI
Critical damping

Critical damping is the line between bouncing and not bouncing.

Critical = 2 × √(stiffness × mass).

Pick a percentage of that based on the element above.

03

Spring or easing

Did the user directly touch it?

If yes, use a spring. Buttons, drags, toggles, sliders. Anything that responds to velocity. If no, use easing. Page changes, loading states, scheduled transitions. Anything that needs a predictable duration.

Spring
  • Button press
  • Drag and drop
  • Toggle, pull, pinch
  • Anything driven by velocity
Easing
  • Page transitions
  • Loading states
  • Modal in, modal out
  • Anything that needs to synchronize
Ease-out

Arriving

Fast start, slow end. Use for entrances. Feels like a bowling ball rolling to a stop.

Chair rolling to a stop
Ease-in

Leaving

Slow start, fast end. Use for exits. Feels like a rocket launch. The user triggered it, so commit.

Rocket launching
Ease-in-out

Travelling

Slow, fast, slow. Use for elements moving between two known points. A train arriving at a station.

Train between stations
Never linear

Linear motion does not exist in nature.

Anything moving at a constant speed reads as mechanical and wrong.

04

Duration that works

Below one hundred milliseconds the user misses it. Above four hundred the user is waiting. The band in the middle covers about eighty percent of UI work. Two rules size the rest. And one rule governs the relationship between entry and exit.

By size of element
Badge, icon, chip100 to 150 ms
Button, toggle, card150 to 250 ms
Modal, drawer, sheet300 to 400 ms
Full screen transition400 to 500 ms
By direction
Entranceease-out, 300 ms
Exitease-in, 150 ms
Ruleexits are always faster
Reasonthe user already decided
The energy rule

Modal entrance, ease-out, 350 ms. Slow enough to feel like arrival.

Modal exit, ease-in, 200 ms. Fast enough to feel like departure.

Same element, same easing family, different durations, different feeling.

05

The 100 ms rule

100ms
The window where the user feels they caused it

When you flip a light switch the bulb appears to fire at the same moment your finger moves. It does not. The brain stitches the two events together because the gap is short enough to feel causal. That is direct manipulation.

Press feedback must begin within one hundred milliseconds of the tap. Begin, not finish. Past that window the user stops feeling they are touching the interface and starts feeling they are waiting for software.

60 frames per second

16.67 ms per frame. Below that the eye sees smooth motion, above it the eye sees jank. Animate only transform and opacity. Width, height, top and left repaint the whole layout each frame.

Attention budget

One primary animation at a time. Multiple things moving at once cancel each other out. The eye should always know where to look.

06

Choreography

When more than one element moves at once, the order and timing decide whether the result feels intentional or chaotic. Three patterns cover everything you will build.

Simultaneous

Move as one

Use when elements are functionally one thing. A button label and its background. A card and its shadow.

Sequential

Wait, then go

Each step waits for the previous to finish. Loading badge, finding profile, ready. Order communicates dependency.

Staggered

Offset, overlapping

Elements start at small intervals. Lists, grids, parallel groups. Between 20 ms and 60 ms apart, top to bottom.

Rule one

Parent before children.

The container animates first. Content follows inside it.

Never the other way.

Rule two

Exits are simultaneous and faster.

Stagger entrances. Never stagger exits.

Staggered exits feel reluctant to leave.

07

The spatial model

Every element on screen lives somewhere. Motion must agree with that location. A modal entering from the left and exiting through the top reads as broken even if the user cannot say why. The three axes give you a vocabulary.

X axis

Left is back, right is forward

Navigation, onboarding, step flows. Forward motion reads as progress, backward as return.

back
fwd
Y axis

Top is navigation, bottom is action

Notifications drop from the top, sheets and modals rise from the bottom. Action lives where the thumb is.

nav
action
Z axis

Front is focused, back is dismissed

Modals come forward, background dims behind. Z communicates hierarchy and what the user should attend to.

The spatial test

Where does this element live when it is not visible?

Does the animation show it coming from and returning to that place?

If either answer is no, fix the direction.

08

Accessibility is scale

35%
of adults over forty have vestibular disorders

The vestibular system is the inner ear balance system. When visual motion contradicts what it expects, the brain receives conflicting signals. The result is nausea, dizziness and headaches. Real symptoms, triggered by screen animation.

Reduced motion is not the absence of motion. Color transitions, opacity changes, typography changes and icon swaps are all still fair game. What you cut is staggered timing, parallax, large scale transforms and bouncy springs.

Replace this with this
Slide transitionCrossfade
Scale or zoomOpacity fade
ParallaxStatic layers
Bouncy springNear-critical or instant
Auto-playing loopPause on load, play on tap
WCAG guardrails
2.2.2 (AA)Auto-play over 5 s needs pause
2.3.3 (AAA)Interaction motion is disablable
DefaultHonour prefers-reduced-motion
PrincipleMotion is a language not all read
If you remember three things

The whole guide, in three rules

Rule 01

Entrance ease-out, exit ease-in.

Apply this to every animation you already have. It will immediately improve them.

Rule 02

Press feedback under 100 ms.

That window is what makes direct manipulation feel real. Begin within it. Finishing can take longer.

Rule 03

Name what the motion communicates.

If you cannot name it, remove it. If you can, make sure the motion communicates exactly that and nothing else.

The closing rule

What would the user lose if I removed this? If nothing, remove it.

What people said

After the session

From a designer in the room

Thank you for today's session on motion design in UX. I feel like a Figma physicist.

Product Designer

Yes! So informative in such a short amount of time. Part two when?

UX Designer