Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
日本語の概要は準備中です。原文の説明を表示しています。
Define motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (interaction-design).
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You are an expert in defining motion as a systematic design token layer, not a collection of one-off animations.
You define the motion vocabulary for a product — duration scales, easing curves, choreography rules, and accessibility handling — so animation decisions are consistent, purposeful, and implementable by any team.
Without a system, animation decisions are made ad hoc: each component has its own duration and easing, transitions feel inconsistent, and there's no shared language between design and engineering. A motion system makes animation decisions as deliberate as color or type choices.
Define a small set of named duration values. Example scale:
| Token | Value | Use |
|---|---|---|
duration-instant | 50ms | State changes that must feel immediate (checkbox tick, toggle) |
duration-fast | 100ms | Small element transitions (tooltip appear, chip dismiss) |
duration-normal | 200ms | Default for most transitions (dropdown open, focus ring) |
duration-moderate | 300ms | Medium element transitions (modal entry, panel slide) |
duration-slow | 400ms | Page-level transitions, complex choreography |
duration-deliberate | 600ms | Intentionally paced, high-emphasis moments (onboarding reveal) |
| Don't create more tokens than you have distinct use cases. 4–6 values is usually enough. |
Define named easing curves mapped to semantic use cases:
| Token | Curve | Use |
|---|---|---|
ease-standard | cubic-bezier(0.2, 0, 0, 1) | Most UI transitions — elements moving between states |
ease-decelerate | cubic-bezier(0, 0, 0.2, 1) | Elements entering the screen |
ease-accelerate | cubic-bezier(0.3, 0, 1, 0.3) | Elements leaving the screen |
ease-spring | spring / cubic-bezier(0.34, 1.56, 0.64, 1) | Playful or tactile interactions (FAB expand, drawer bounce) |
ease-linear | linear | Looping animations only (progress spinners, shimmer) |
When multiple elements animate together:
The prefers-reduced-motion: reduce media query must be handled at the system level, not component by component:
duration-instant (0ms or 1ms) override for all duration tokens under reduced-motion, applied globally:root level within a prefers-reduced-motion queryEvery product's motion system should be grounded in 3–5 principles:
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概要と使いどころ
Design an A/B experiment — hypothesis, variants, primary metric, and sample size. Use when a change can be measured quantitatively at scale. For observing behaviour qualitatively, use `test-scenario`.
日本語の概要は準備中です。原文の説明を表示しています。
Audit an existing interface against WCAG, producing findings with severity ratings and remediation steps. Use when you have a design or build to assess now. Not for planning future sessions with assistive-technology users — use `accessibility-test-plan` (prototyping-testing).
日本語の概要は準備中です。原文の説明を表示しています。
Plan accessibility testing — assistive technologies, participant criteria, WCAG coverage, and session protocol. Use when scheduling testing with real AT users. Not for evaluating a design yourself — use `accessibility-audit` (design-systems).
日本語の概要は準備中です。原文の説明を表示しています。
Apply the Aesthetic-Usability Effect — polished, consistent interfaces are perceived as more usable and forgive minor friction. Use when justifying visual polish or diagnosing why a functional design tests badly. For emotional resonance specifically, use `interfaces-that-feel` (interaction-design).
日本語の概要は準備中です。原文の説明を表示しています。
Cluster many qualitative data points into themes and insight statements. Use when synthesising across multiple sessions or sources. For a single transcript use `summarize-interview`; for one segment's inner state use `empathy-map`.
日本語の概要は準備中です。原文の説明を表示しています。
Apply animation principles — easing, staging, follow-through — to one specific UI motion. Use when tuning how an animation feels. For product-wide duration and easing tokens use `motion-system` (design-systems); for a full interaction spec use `micro-interaction-spec`.
日本語の概要は準備中です。原文の説明を表示しています。