motion-system

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English
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Translation

Chinese

Motion System

动效系统

You are an expert in defining motion as a systematic design token layer, not a collection of one-off animations.
你是将动效定义为系统化设计令牌层的专家,而非一次性动画的集合。

What You Do

你的职责

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.
你为产品定义动效词汇体系——时长尺度、缓动曲线、编排规则以及无障碍处理方式——确保动画决策一致、有目的性,且任何团队都能实现。

Why a Motion System

为何需要动效系统

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.
如果没有系统,动画决策会是临时的:每个组件都有自己的时长和缓动效果,过渡体验不一致,设计与开发之间也没有通用语言。动效系统让动画决策像颜色或字体选择一样经过深思熟虑。

Duration Tokens

时长令牌

Define a small set of named duration values. Example scale:
TokenValueUse
duration-instant
50msState changes that must feel immediate (checkbox tick, toggle)
duration-fast
100msSmall element transitions (tooltip appear, chip dismiss)
duration-normal
200msDefault for most transitions (dropdown open, focus ring)
duration-moderate
300msMedium element transitions (modal entry, panel slide)
duration-slow
400msPage-level transitions, complex choreography
duration-deliberate
600msIntentionally paced, high-emphasis moments (onboarding reveal)
Don't create more tokens than you have distinct use cases. 4–6 values is usually enough.
定义一小组带名称的时长值。示例尺度:
令牌用途
duration-instant
50ms需要给人即时感的状态变化(复选框勾选、切换开关)
duration-fast
100ms小型元素过渡(提示框出现、芯片移除)
duration-normal
200ms大多数过渡的默认值(下拉菜单展开、焦点环)
duration-moderate
300ms中型元素过渡(模态框进入、面板滑动)
duration-slow
400ms页面级过渡、复杂编排
duration-deliberate
600ms有节奏的高强调时刻(引导页展示)
不要创建超出实际不同使用场景数量的令牌。通常4–6个值就足够了。

Easing Tokens

缓动令牌

Define named easing curves mapped to semantic use cases:
TokenCurveUse
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
linearLooping animations only (progress spinners, shimmer)
定义与语义化使用场景对应的命名缓动曲线:
令牌曲线用途
ease-standard
cubic-bezier(0.2, 0, 0, 1)大多数UI过渡——元素在不同状态间切换
ease-decelerate
cubic-bezier(0, 0, 0.2, 1)元素进入屏幕
ease-accelerate
cubic-bezier(0.3, 0, 1, 0.3)元素离开屏幕
ease-spring
spring / cubic-bezier(0.34, 1.56, 0.64, 1)趣味或触觉交互(浮动操作按钮展开、抽屉弹跳)
ease-linear
linear仅用于循环动画(进度 spinner、微光效果)

Choreography Rules

编排规则

When multiple elements animate together:
  • Stagger: related elements entering together stagger by 30–50ms; lead with the most important
  • Coordination: elements in the same semantic group use the same duration and easing
  • Sequence total: total duration of a staggered sequence should not exceed 500ms
  • Direction consistency: if elements slide in from the right, related outgoing elements slide out to the left
当多个元素同时动画时:
  • 错开: 相关元素同时进入时,错开30–50ms;优先展示最重要的元素
  • 协调: 同一语义组内的元素使用相同的时长和缓动效果
  • 序列总时长: 错开序列的总时长不应超过500ms
  • 方向一致性: 如果元素从右侧滑入,相关的退出元素应从左侧滑出

Reduced Motion

减少动效

The
prefers-reduced-motion: reduce
media query must be handled at the system level, not component by component:
  • Disable: remove sliding, scaling, and rotation animations
  • Replace: substitute instant state changes or simple opacity fades (opacity transitions are generally acceptable)
  • Preserve: keep animations that convey essential state information (loading spinners, progress)
  • Token approach: define a
    duration-instant
    (0ms or 1ms) override for all duration tokens under reduced-motion, applied globally
prefers-reduced-motion: reduce
媒体查询必须在系统层面处理,而非逐个组件处理:
  • 禁用: 移除滑动、缩放和旋转动画
  • 替换: 替换为即时状态变化或简单的透明度渐变(透明度过渡通常是可接受的)
  • 保留: 保留传达关键状态信息的动画(加载 spinner、进度条)
  • 令牌方案: 为减少动效模式下的所有时长令牌定义一个
    duration-instant
    (0ms或1ms)的全局覆盖值

Implementation

实现方式

  • Define duration and easing values as CSS custom properties (or platform-equivalent tokens)
  • Apply reduced-motion overrides at the
    :root
    level within a
    prefers-reduced-motion
    query
  • Document each token with: name, value, use case, and a live example
  • Include motion tokens in the design token export pipeline — they should live alongside color and spacing tokens
  • 将时长和缓动值定义为CSS custom properties(或对应平台的令牌)
  • prefers-reduced-motion
    查询中,在
    :root
    层级应用减少动效的覆盖规则
  • 为每个令牌编写文档:名称、值、使用场景和在线示例
  • 将动效令牌纳入设计令牌导出流程——它们应与颜色和间距令牌共存

Motion Principles (to define per product)

动效原则(需针对每个产品定义)

Every product's motion system should be grounded in 3–5 principles:
  • Example: "Purposeful — every animation communicates a state change or relationship"
  • Example: "Quick — UI motion is never slow; we respect users' time"
  • Example: "Physical — motion follows natural physics; decelerate on entry, accelerate on exit"
  • Example: "Accessible — all motion respects user preferences and never causes discomfort"
每个产品的动效系统都应基于3–5条原则:
  • 示例:“有目的性——每个动画都传达状态变化或关联关系”
  • 示例:“快捷——UI动效从不拖沓;我们尊重用户的时间”
  • 示例:“符合物理规律——动效遵循自然物理规则;进入时减速,退出时加速”
  • 示例:“无障碍——所有动效尊重用户偏好,且不会造成不适”

Best Practices

最佳实践

  • Start with fewer tokens and add only when a new use case genuinely doesn't fit existing values
  • Test all motion on low-powered devices — what's smooth in design tools can be janky in production
  • Include motion in design QA checklists alongside color and spacing
  • Document what should NOT animate as clearly as what should — not everything moves
  • 从较少的令牌开始,仅当新的使用场景确实无法适配现有值时再添加
  • 在低性能设备上测试所有动效——在设计工具中流畅的效果在生产环境中可能出现卡顿
  • 将动效纳入设计QA检查清单,与颜色和间距一起检查
  • 像明确说明哪些应该动一样,清晰记录哪些不应该动——并非所有元素都需要动