brand-motion-guidelines

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This skill should be used when the user asks to "write motion guidelines", "create a brand motion system", "define easing and timing tokens", "document our animation principles", "build a motion language like Slack/IBM/Klarna", "set up entrance/exit/transition rules", or "add a reduced-motion / accessibility section". It outputs a fill-in-ready brand motion guidelines document.

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npx skill4agent add iart-ai/freelance-motion-skills brand-motion-guidelines

Brand Motion Guidelines

Author a brand motion system — the document that defines how a brand or product moves, the way mature design systems (Slack, IBM Carbon, Klarna, Material) do it. Output is a fill-in-ready template covering principles, easing/timing tokens, a motion library, logo rules, feedback states, accessibility, and do/don't examples.

When to use

Use when a brand or product needs a documented motion language, when animation feels inconsistent across a team, when defining named easing/duration tokens for designers and engineers, or when adding a reduced-motion/accessibility standard. The output is a structured doc, not code.

Decision tree — scope the system, then pick the token

Two judgments: how big a system does this brand actually need, and which token a given motion should use. Don't build a 7-part system for a landing page; don't ship a one-pager for a multi-team design system.
How many surfaces/teams will use this?
├─ One site / one campaign → lightweight: principles + tokens + a short
│   library. Skip deep logo/state sections unless relevant.
├─ A product (app/web) → full 7-part doc; tokens are mandatory.
└─ A brand across product + marketing + broadcast → full doc PLUS a
    Motion Personality preset (see motion-art-direction) so every medium matches.

Picking the token for a given motion:
  duration: larger element / longer travel → longer token
            (instant<fast<base<slow<slower)
  easing:   entrance → decelerate · exit → accelerate (and shorter)
            within-view move → standard · brand moment → emphasized
            continuous loop → linear · playful accent → spring (sparingly)
Rule of thumb: if a motion can't name the token it uses, it's a one-off — and one-offs are what make a system feel inconsistent.

What a motion system contains

A complete motion guidelines doc has seven parts. Author them in order:
  1. Motion principles — 3-5 named beliefs that govern every animation.
  2. Timing & easing tokens — named durations and curves, so motion is consistent and engineer-implementable.
  3. Motion library — entrance, exit, and transition patterns mapped to tokens.
  4. Logo animation rules — how the mark may and may not move.
  5. Feedback & state motion — loading, success, error, hover, focus.
  6. Accessibility — reduced-motion, photosensitivity, focus visibility.
  7. Do / Don't — concrete examples that make the rules unambiguous.

Tokens are the core

Everything else references the tokens. Define durations and curves once, as named tokens; the library and components reuse them. This is what makes a motion system implementable rather than decorative.

Sample duration tokens (fill in / adjust)

TokenValueUse
duration-instant
100msMicro-feedback (toggle, tap)
duration-fast
150msHover, small state change
duration-base
250msStandard UI transition (default)
duration-slow
400msLarger surfaces, modals, page sections
duration-slower
600msHero/brand moments, full-screen
Rule of thumb: the larger the element/distance, the longer the duration. Most UI motion lives at 150-400ms; under ~100ms reads as instant, over ~500ms feels sluggish for routine UI.

Sample easing tokens (curves)

Tokencubic-bezierFeel / use
ease-standard
(0.4, 0.0, 0.2, 1)Default; element moving within view
ease-decelerate
(ease-out)
(0.0, 0.0, 0.2, 1)Entrances — fast in, settle
ease-accelerate
(ease-in)
(0.4, 0.0, 1, 1)Exits — ease in, speed off
ease-emphasized
(0.2, 0.0, 0, 1)Expressive/brand moments
ease-spring
spring(stiffness, damping)Playful overshoot (use sparingly)
Principle: entrances decelerate (objects arrive and settle), exits accelerate (objects leave with intent), and nothing important uses linear easing — linear feels mechanical and is reserved for continuous loops (spinners, progress).

Motion library (map patterns to tokens)

PatternTokensBehaviour
Fade in
duration-base
+
ease-decelerate
Opacity 0→1
Scale + fade in
duration-base
+
ease-decelerate
0.96→1 scale, opacity 0→1
Slide up in
duration-slow
+
ease-decelerate
Y +8/16px → 0, fade in
Fade out
duration-fast
+
ease-accelerate
Opacity 1→0 (exits faster than entrances)
Modal open
duration-slow
+
ease-emphasized
Scale + fade, backdrop fades in
Page/section transition
duration-base
+
ease-standard
Cross-fade or shared-element move
List stagger
duration-fast
per item, 30-50ms offset
Items cascade, not all at once
Default rule: exits are shorter than entrances; staggers use small offsets (30-50ms) so groups feel alive without dragging.

The template (fill in)

[BRAND] MOTION GUIDELINES                         Version: ___  Owner: ___

1. PRINCIPLES
   We move to: [principle 1 — e.g. "Guide attention, never steal it"]
               [principle 2 — e.g. "Fast by default, expressive on purpose"]
               [principle 3 — e.g. "Every motion has a reason"]
               [principle 4] [principle 5]

2. TIMING TOKENS
   instant ___ms · fast ___ms · base ___ms · slow ___ms · slower ___ms

3. EASING TOKENS
   standard ____ · decelerate ____ · accelerate ____ · emphasized ____

4. MOTION LIBRARY
   Entrances: [list patterns + tokens]
   Exits:     [list patterns + tokens]
   Transitions:[list patterns + tokens]

5. LOGO ANIMATION
   Allowed: [reveal style, duration token, when it may animate]
   Never:   [stretch, distort, rotate freely, recolour, exceed ___ms]

6. FEEDBACK & STATE MOTION
   Loading: [spinner/skeleton rules + when each]
   Success: [confirmation motion]
   Error:   [shake/colour rules — never colour alone]
   Hover/Focus: [token + visible focus requirement]

7. ACCESSIBILITY
   Reduced motion: [what happens — see section below]
   Photosensitivity: max 3 flashes/sec; no full-screen strobing.
   Focus: focus indicators never animate away or disappear.

8. DO / DON'T
   ✅ [do]            ❌ [don't]

Logo animation rules (fill in)

State explicitly what is allowed and forbidden. Typical baseline:
  • Allowed: a reveal/build using
    duration-slow
    -
    slower
    +
    ease-emphasized
    ; gentle settle; one signature build kept consistent everywhere.
  • Never: stretch/squash the mark out of proportion, free-rotate, recolour outside the palette, animate every appearance (reserve it for key moments), or exceed the agreed max duration.

Feedback & state motion

  • Loading: skeletons for content layout; spinners only for short, indeterminate waits; show progress for waits over ~1s.
  • Success/error: pair motion with a label or icon — never communicate state by colour or motion alone (accessibility).
  • Hover/focus:
    duration-fast
    +
    ease-standard
    ; focus state must be clearly visible and must not animate itself out of view.

Accessibility (required section)

  • Reduced motion: honour the user's "reduce motion" setting. Replace movement/parallax/large transforms with simple opacity cross-fades or instant state changes. Keep essential meaning; remove decorative motion. (Conceptually maps to
    prefers-reduced-motion
    .)
  • Photosensitivity: no more than 3 flashes per second; avoid full-screen high-contrast strobing.
  • No meaning by motion/colour alone: always pair with text or icon.
  • Focus visibility: never let an animation hide or remove the focus indicator.

Worked examples

GOOD — a token-anchored library entry:
Modal open:
duration-slow
(400ms) +
ease-emphasized
; scale 0.96→1, backdrop fades in. Close:
duration-base
(250ms) +
ease-accelerate
.
Every value is a named token, the close is shorter than the open, the easing matches the intent (emphasized for a brand moment in, accelerate to leave). An engineer can implement it directly and it will match every other modal.
ANTI-PATTERN — the "vibes" guideline:
"Animations should feel smooth, modern, and delightful. Use nice easing and keep things snappy but not too fast."
Why it fails: no named tokens, no values, no entrance/exit rule, nothing implementable — "smooth" and "snappy" contradict and every engineer interprets them differently, so the product ends up inconsistent (the exact problem the doc was meant to solve). The fix: replace adjectives with the token tables, map each pattern to tokens, and give do/don't pairs with concrete millisecond values.

Common mistakes

SymptomWhy it happensFix
Motion inconsistent across screensHand-tuned one-off values, no tokensDefine tokens once; every pattern references them
Doc sounds nice, can't be builtPrinciples written as adjectives, not valuesPair every principle with a numeric token rule
Everything bouncesSpring/overshoot used everywhereReserve spring/emphasized for brand moments only
Exits feel sluggishExit duration ≥ entranceMake exits one step shorter; accelerate them
Animation breaks accessibilityNo reduced-motion / colour-only statesAdd the required accessibility section; pair motion with text/icon
Logo animates differently everywhereNo logo rulesState one signature reveal + an explicit "never" list
Token values renamed constantlyNames are literal (
duration-250
)
Name by purpose (
duration-base
) so values can change

Deliverable spec — what a good motion guidelines doc contains

The output is a structured document (template in references/full-template.md), not code. A complete doc has all seven parts, and:
  • 3-5 named principles, each with a one-line rule (not adjectives).
  • Duration and easing tokens with values/curves — the implementable core.
  • A motion library mapping every pattern to tokens.
  • Explicit logo allowed/never rules.
  • Feedback/state motion (loading, success, error, hover, focus).
  • A required accessibility section (reduced-motion, photosensitivity, focus, no meaning-by-colour-alone).
  • Concrete do/don't pairs that remove ambiguity.

Before you finish — checklist

  • 3-5 principles, each named and given a one-line rule.
  • Duration tokens defined with values; easing tokens with cubic-bezier curves.
  • Every library pattern names the tokens it uses.
  • Entrances decelerate, exits accelerate and are shorter; linear only for loops.
  • Logo rules state both allowed and never.
  • Feedback states pair motion with text/icon (never colour alone).
  • Accessibility section present: reduced-motion, photosensitivity, focus, contrast.
  • Do/don't pairs are concrete (with values), not vibes.
  • Token names are semantic (purpose), not literal values.

Related frameworks

This doc is the system-of-record for a brand's motion; two sibling skills supply the upstream theory and the per-project feel — reference and apply them, don't duplicate their tables:
  • animation-principles
    — your principles section should encode the Three Pillars (intent → tone → craft); the Primary/Secondary/Ambient motion layers explain why a hero move and ambient drift get different tokens; the 1/3 Rule justifies stagger limits (don't move everything at once). Cite these; keep the canonical tables there.
  • motion-art-direction
    — for a brand spanning product + marketing + broadcast, pick a named Motion Personality preset and state it at the top of the doc, then derive token values to match (snappier preset → shorter durations; premium preset → longer, smoother). The motion-language spec lives there.

Quick reference

DecisionDefault
Default UI duration
duration-base
250ms
Entrance easingdecelerate (ease-out)
Exit easingaccelerate (ease-in), shorter than entrance
Linear easingonly for loops (spinners/progress)
Stagger offset30-50ms per item
Logo animationreserved, consistent, never distort
State feedbackmotion + label/icon, never colour alone
Reduced motionswap transforms for fades/instant

Reference files

  • references/full-template.md
    — the complete fill-in motion guidelines document with every section expanded and example copy.
  • references/token-reference.md
    — full duration and easing token tables with values, cubic-bezier curves, and usage notes.
  • references/dos-and-donts.md
    — a library of concrete do/don't pairs and worked principle examples (Slack/IBM/Material-style).