Motion
Change over time used to explain cause and effect in an interface. Keep it fast — under 300ms — limit it to transform and opacity, and leave it out of high-frequency and keyboard-initiated actions. Speed is the whole game: fast motion reads as responsiveness, slow motion reads as friction.
Mentioned in
- AccessibilityThe floor, not a feature.
- Frontend developmentBuilding what people see and touch: interfaces, motion, and the systems behind them.
- InterfaceThe point where two systems meet and interact.