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ios-animation-design

Installation
SKILL.md

iOS Animation Design

Plan animations that feel intentional, not decorative. Apple's HIG is clear: "Don't add motion for the sake of adding motion. Gratuitous or excessive animation can distract people and may make them feel disconnected or physically uncomfortable." Every animation must serve a purpose — guide attention, communicate state changes, reinforce spatial relationships, or provide feedback.

Before adding any custom animation, ask: does the system already handle this? Many system components include motion automatically — Liquid Glass (iOS 26) responds to touch with greater emphasis and produces more subdued effects for trackpad interaction. Standard controls, navigation transitions, and sheets already animate. Custom motion should fill gaps the system doesn't cover, not replace what it already does well.

Design Process

Step 1: Understand the Animation Context

Before proposing options, gather context about what needs to animate and why:

  • What triggers it? User action (tap, swipe, drag), state change (data loaded, error), or lifecycle event (appear, disappear)?
  • What's the purpose? Feedback, spatial orientation, content transition, delight, or status communication?
  • Where in the app? Navigation flow, in-screen state change, overlay/modal, or background ambient?
  • How frequent? Once per session (onboarding), every interaction (tab switch), or continuous (progress indicator)? Apple's HIG warns: "In apps, generally avoid adding motion to UI interactions that occur frequently. The system already provides subtle animations for interactions with standard interface elements."
  • Deployment target? Which iOS version floor determines available APIs.
  • Input methods? Touch, trackpad, keyboard, VoiceOver? iOS 26's Liquid Glass adapts motion intensity based on input — direct touch gets more emphasis, indirect input is more subdued. Custom animations should follow the same principle.
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Apr 23, 2026