
Mobile Touch
- 2.1k installs
- 63 repo stars
- Updated December 30, 2025
- dylantarre/animation-principles
mobile-touch is an agent skill that Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
About
Apply Disney s 12 animation principles to mobile gestures haptics and native app motion Principle Mobile Implementation Squash Stretch Rubber banding bounce on scroll limits Anticipation Peek before reveal long press preview Staging Sheet presentations focus states Straight Ahead Pose to Pose Gesture driven vs preset transitions Follow Through Overlapping Momentum scrolling trailing elements Slow In Slow Out iOS spring animations Material easing Arc Swipe to dismiss curves card throws Secondary Action Haptic pulse with visual feedback Timing Touch response 100ms transitions 250 350ms Exaggeration Bounce amplitude haptic intensity Solid Drawing Respect safe areas consistent anchors Appeal 60fps minimum gesture continuity Squash Stretch Implement rubber band effect at scroll boundaries Pull to refresh should stretch content naturally Buttons compress on touch Anticipation Long press shows preview before full action Drag threshold provides visual hint before item lifts Swipe shows edge of destination content Staging Use sheet presentations to maintain context Dim and scale background during modal focus Hero transitions connect views meaningfully
- description: Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
- Apply Disney's 12 animation principles to mobile gestures, haptics, and native app motion.
- | Principle | Mobile Implementation |
- Follow mobile-touch SKILL.md steps and documented constraints.
- Follow mobile-touch SKILL.md steps and documented constraints.
Mobile Touch by the numbers
- 2,082 all-time installs (skills.sh)
- +31 installs in the week ending Jul 29, 2026 (Skillselion tracking)
- Ranked #538 of 16,565 AI & Agent Building skills by installs in the Skillselion catalog
- Security screen: LOW risk (skills.sh audit)
- Data as of Jul 30, 2026 (Skillselion catalog sync)
mobile-touch capabilities & compatibility
- Capabilities
- description: use when designing ios/android gest · apply disney's 12 animation principles to mobile · | principle | mobile implementation | · follow mobile touch skill.md steps and documente
- Use cases
- orchestration
What mobile-touch says it does
description: Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
Apply Disney's 12 animation principles to mobile gestures, haptics, and native app motion.
| Principle | Mobile Implementation |
npx skills add https://github.com/dylantarre/animation-principles --skill mobile-touchAdd your badge
Show developers this skill is listed on Skillselion. Paste this into your README.
| Installs | 2.1k |
|---|---|
| repo stars | ★ 63 |
| Security audit | 3 / 3 scanners passed |
| Last updated | December 30, 2025 |
| Repository | dylantarre/animation-principles ↗ |
When should an agent use mobile-touch and what problem does it solve?
Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
Who is it for?
Developers invoking mobile-touch as documented in the skill source.
Skip if: Skip when requirements fall outside mobile-touch documented scope.
When should I use this skill?
Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
What you get
Outputs aligned with the mobile-touch SKILL.md workflow and stated deliverables.
- Gesture and haptic interaction specifications
- Principle-to-pattern reference mappings
By the numbers
- Covers Disney's 12 animation principles
Files
Mobile Touch Animation
Apply Disney's 12 animation principles to mobile gestures, haptics, and native app motion.
Quick Reference
| Principle | Mobile Implementation |
|---|---|
| Squash & Stretch | Rubber-banding, bounce on scroll limits |
| Anticipation | Peek before reveal, long-press preview |
| Staging | Sheet presentations, focus states |
| Straight Ahead / Pose to Pose | Gesture-driven vs preset transitions |
| Follow Through / Overlapping | Momentum scrolling, trailing elements |
| Slow In / Slow Out | iOS spring animations, Material easing |
| Arc | Swipe-to-dismiss curves, card throws |
| Secondary Action | Haptic pulse with visual feedback |
| Timing | Touch response <100ms, transitions 250-350ms |
| Exaggeration | Bounce amplitude, haptic intensity |
| Solid Drawing | Respect safe areas, consistent anchors |
| Appeal | 60fps minimum, gesture continuity |
Principle Applications
Squash & Stretch: Implement rubber-band effect at scroll boundaries. Pull-to-refresh should stretch content naturally. Buttons compress on touch.
Anticipation: Long-press shows preview before full action. Drag threshold provides visual hint before item lifts. Swipe shows edge of destination content.
Staging: Use sheet presentations to maintain context. Dim and scale background during modal focus. Hero transitions connect views meaningfully.
Straight Ahead vs Pose to Pose: Gesture-following animations (drag, pinch) are straight ahead—driven by touch input. System transitions (push, present) are pose to pose—predefined keyframes.
Follow Through & Overlapping: Content continues moving after finger lifts (momentum). Navigation bar elements animate slightly after main content. Lists items settle with stagger.
Slow In / Slow Out: iOS uses spring physics—configure mass, stiffness, damping. Android Material uses standard easing: FastOutSlowIn. Never use linear for user-initiated motion.
Arc: Thrown cards follow parabolic arcs. Swipe-to-dismiss curves based on velocity vector. FAB expand/collapse follows natural arc path.
Secondary Action: Pair haptic feedback with visual response. Button ripple accompanies press. Success checkmark triggers light haptic.
Timing: Touch acknowledgment: <100ms. Quick actions: 150-250ms. View transitions: 250-350ms. Complex animations: 350-500ms. Haptic should sync precisely with visual.
Exaggeration: Pull-to-refresh stretches beyond natural—makes feedback clear. Error shake is pronounced. Success animations celebrate appropriately.
Solid Drawing: Respect device safe areas during animation. Maintain consistent transform origins. Account for notch/dynamic island in motion paths.
Appeal: Minimum 60fps, target 120fps on ProMotion displays. Gesture-driven animation must feel connected to finger. Interruptible animations essential.
Platform Patterns
iOS
// Spring animation with follow-through
UIView.animate(withDuration: 0.5,
delay: 0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0.5,
options: .curveEaseOut)
// Haptic pairing
let feedback = UIImpactFeedbackGenerator(style: .medium)
feedback.impactOccurred()Android
// Material spring animation
SpringAnimation(view, DynamicAnimation.TRANSLATION_Y)
.setSpring(SpringForce()
.setStiffness(SpringForce.STIFFNESS_MEDIUM)
.setDampingRatio(SpringForce.DAMPING_RATIO_MEDIUM_BOUNCY))
.start()Haptic Guidelines
| Action | iOS | Android |
|---|---|---|
| Selection | .selection | EFFECT_TICK |
| Success | .success | EFFECT_CLICK |
| Warning | .warning | EFFECT_DOUBLE_CLICK |
| Error | .error | EFFECT_HEAVY_CLICK |
Haptics are secondary action—always pair with visual confirmation.
Related skills
FAQ
What is mobile-touch?
Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
When should I use mobile-touch?
Use when designing iOS/Android gestures, haptic feedback, touch interactions, or native mobile animations.
Is mobile-touch safe to install?
Review the Security Audits panel on this page before production use.